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BastardKing

BastardKing

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  • @Viktor1853 said:

    How about you do bones

    Killer main. Gonna have to start.

    @Dreadnight said:

    NOED has a great impact on the endgame, but the main problem that makes it strong is the altruism of the survivors, not own perk.

    I am not saying that it is perfect as it is, but NOED is one of those value perks that to the slight nerf becomes useless.

    The base purpose of altruism is ultimately to deny killers their kills. A lot of smarter survivors will not rescue if NoED is on the board, which means that it skews the statistics. Using NoED can easily get a killer +2 kills in an otherwise 2-3 hook game. That is my main concern. It makes killers look like they are performing better in BHVR's statistics, which means issues are not as readily and accurately addressed. Without NoED, BHVR could see which killers are most often getting 2-3 hooks per game and would be getting 0 kills. Seeing this data could help them make weaker killers more viable.

  • Like I said, I don't think DS is all that strong anymore. I am just pointing out that it is not an anti-tunneling perk, and it does grant invincibility under a very common circumstance.

    @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534595#Comment_2534595

    I don't think unlocking chests should deactivate DS tbh

    unlocking chests doesn't progress the game in any way for the most part.

    Yeah, that could go and be replaced with opening a door.

  • @Matthew_Ong said:

    As someone who plays both sides i dont think theres an issue with boon totems because if a survivor boons my hex totem its the same thing as if they find and cleanse my totem anyways so doesnt matter, and boon totems only work within its radius whereas hex totems have much stronger effects and being in its radius does not matter, I can also push survivors off my hex totems but they can't really disrupt me from cleansing a boon totem I mean what are they gonna do, plus as of now boon totems only provide healing and just hiding scratch marks i dont think they are op and its also too early to say if it will be broken or not

    I think blessing a Hex totem should be something you activate by pressing the action button and adding the blessing time to the cleansing time, instead of doing both at once. Also, the ability to choose their location is kinda what makes it strong. I get into a game and see my totem spawn and immediately have an idea of how long it is going to last. Being able to pick the hard to find ones is bigger than people are giving it.

  • @Nayru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2530205#Comment_2530205

    no i want the original before they inflated her behind and made it look like a horrid cellulite-ridden texture stretching mess model-wise

    but also given some of the recent posts in regards to deathslinger nerfs you'd think he really was mesa lol

    Ahh, I see you are a man of culture as well.

  • @yummymarshy said:

    Ever heard of mind games or… breaking a pallet or are you just doing this

    http://youtube.com/watch?v=GSFIs59Bfwg

    Mind games are not an option at all pallets, and breaking them gives survivors 2.6 seconds to run away at 4.0 m/s, or 10.4m distance. A killer like Trickster in the picture catches up at .4 m/s,so it would take 26 seconds to catch up from holding M1. Plenty of time to reach the next pallet and start the process over again.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2530023#Comment_2530023

    Sorry you got terrible teammates but that doesn't mean you can punish everyone for needing to kill themselves on hook.

    Also there is reasons why people need to kill themselves on hook. For example my grandfather is a farmer and when I'm not working gets me to help him out. On a few occasions a cow has broken out and I've needed to leave a game to go help him out. I've lost items, bps and escape cakes because I needed to go.

    I get your frustrated and it is annoying, but trying to say "Don't play if you don't have time" doesn't work for every scenario. They can't put a ban on something like 1 hook suicides just incase there's a reason.

    Like I said, if this was 1/20 games, I wouldn't be complaining. In two days of gaming, ~15 games, it happened in more than half. If you are chasing a cow, a five minute ban isn't going to be noticable, because you won't be back by the time the 5 minutes is up. This is for the people who frequently do it to throw tantrums.

    @realflashboss said:

    As if you should be held hostsge or punished for not wanting to play a game for whatever reason. No ones paying me to stay in a game, out of principal i can and i will do what i want for a reason, its MY time. I know the game i signed up to play, if my team mate wants to kill on first hook sure its annoying and i think why but who the hell am i to dictate how they spend their time, i gave up mine knowing this can happen, if i dont like it that much i can just choose not to play.

    You are exactly the type of person I am saying should not be playing. Typical selfish survivor mentality. When you queue up with a team, it is ALL of our time, NOT just yours, you just only care about your time. Which is why I am saying YOUR time should not be able to be spent with my time. There are plenty of games where if you queue up with a team, then leave, they make sure you can't waste the time of another team.

  • @KingFieldShipper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2530317#Comment_2530317

    Why should it deactivate during the EGC? If you get hooked during EGC, and your teammates get you off and I go for the person just unhooked, is that not tunneling?

    I'm fine with DS how it is now. Nerf anymore and it's useless, and as it stands the only thing they literally can do is open the exit gate otherwise they are just standing around for 1 minute, which as a killer you should be happy about. It's fine.

    Because it once again offers no gameplay or counterplay. If you get downed and the gate is open, you are completely invincible. During the rest of the game, the counterplay to DS is slugging them so someone has to come get them. But during EGC, when near a gate when they get downed, there is nothing that works. They can crawl out the door from a large distance.

  • @Legionair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2530420#Comment_2530420

    Any way we can @ the devs to see this and balance things or do they do nothing but boost and handhold survs with 0 input taken from killer player?

    They do not. This is brought up by a lot of streamers. A good example is saying that they nerfed Spirit to 'increase the skill required to play as and against' her. But here is the thing; they decreased the skill required to play against her by making her easier to detect. Making it easier is inherently not increasing the skill required to play against her. And as for playing as her, the things they are adding are not things that can be concealed or manipulated, so there is no skill being added. It's just restraining her.

  • @spitfire2k5 said:

    You've literally have made this game almost unplayable on either side. You have made the game based on people all playing solo, which survivors almost never do. There is almost always at least 2 people on comms. You've buffed the killers so much to help them combat this that playing alone is horrible. You either get an amazing level 1 killer or a killer that can't do anything so he camps and tunnels because he is forced to based on the survivors in comms running a train on him. This leads me to playing killer, which I am not red on and unless you are perfect; playing killer is a terrible experience. By the time you get one or two down 2 or 3 gens are already done because, again, almost always are games where survivors are communicating with each other. You almost FORCE the killers to camp and tunnel to get any points from a game. The only solution is to make this a single player game or to disable all mics while in game; the game would be more competitive and more fun but instead you decide to just keep buffing killers by giving making them inherently faster, giving them speed boosts, and perks that can see to the ends of the earth all while nerfing survivors by making them inherently slower, removing pallets, removing windows, making maps smaller, and nerfing their perks.

    Also, a side bs note is making a game with no point. The objective is to escape? Not according to the ranking system. You can escape and still not get a pip or even de-pip due to someone leaving. The objective of this game is to be a team player; heal people, get people off hooks, and maybe do some gens. If you do all that you are guaranteed to get a pip. But, if you run the killer all over the map, the teams does all the gens, you get camped and die while everyone else gets out....you lose a pip. Even if you did manage to get out you most likely still lose a pip. If you run Kindred and see where everyone is and knock out all the gens while your team unhooks, then escape; you lose a pip because you didn't do enough OTHER stuff. The point and rank system on this game make zero sense because the objectives of the 2 do not line up.

    This is the most ass backwards game I've ever played and how it's designed literally makes zero sense.

    Actually, survivor perks have been getting buffed with almost no nerfs, and killer perks have been a mixed bag of buffs and nerfs. Additionally, no side, killer or survivor, has had their speed touched since Legion became a 115%. But yeah, they are messing up game design hard. I used to play mostly killer, but now I am playing mostly survivor because the killer experience sucks so bad. But I am a solo Q, and still one of the people who can just run train on a killer. Until someone kills themselves on first hook, and our winning game turns into a 3v1 4k.

  • BHVR likes survivors better. This is observable just in the way they write their updates.

  • @Official_hilbert said:

    DS has had a hard nerf recently with lasting 60 seconds until you do something to further the team, like healing, saving or repairing a generator.

    However in my most recent match I went against a Claudette who had DS, I went after the person who saved her, downed them, hooked them and then went to Claudette who was at an exit gate opening it, she just got it open but I downed her, and when I picked her up I got hit with DS.

    My question is, doesn’t opening an exit gate also put progress to helping the team and this deactivate DS? If not, why? Why is opening an exit gate not considered and action to deactivate DS?

    I want to know what people think about this.

    No, it doesn't, because the perk isn't actually designed to be anti-tunneling. The nerf was nice, but didn't address the actual issues with the perk. It really should deactivate during end game collapse and if you hook another person, so it ONLY works if you tunnel them specifically.

  • Instead of making survivors learn the skills needed to play against a killer, they take away the abilities of the killer, and calling it "Increasing the skill required to play as and play against", even though the killer cannot possibly play better because they have been shackled, and the survivors were just given an easy mode against them.

    Our here Harrison Bergeroning killers.

  • @Nayru said:

    for me it's a m1 gamer squad that counterplays the fact i play killers that can't instadown everyone in a cone in my field of view with one click by sticking to gens like glue unless i'm within striking distance

    or clueless killers that down someone and then facecamp them to death and repeat vs complete potato teammates that don't just hammer gens in response

    depends on what side i'm playing you know

    *Reads the first paragraph.*

    May I offer you a Mesa Prime in these trying time?

  • @BeanLag said:

    Yeah, before mmr i played like 90% killer 10% surv, now this last 2 weeks i have been playing like 60% surv 40% killer. Its sad

    Funny enough, last time I quit the game, I came back because Deathslinger's design was cool. Even if he wasn't strong, just the idea. And now, coincidentally, with them destroying him, I am also reaching the point my interest in the game is waning. Thinking of getting back into Table Top Gaming.

  • @Nayru said:

    that's not how code works, bad or not, it'd be quite easy to hold the other item in reserve until the 'temp' one is used up or dropped

    but all the more reason to dual wield items since you have two hands, never use both for any action that doesn't have your item disappear into t ether anyway and get rid of the damn item shuffle at chests/vaccines (particularly the former with appraisal)

    are you a bad enough dude to go into a match with 40k bp worth of item+addon and then get found immediately and smacked with franklin's and pray there's no plunderer loot gremlins around

    They made a change that caused going into Viktor to make the gen completion sound. No change that came out that patch was related to gen noises. Or Viktor. I know in general that is not how coding works, but BHVR has special abilities to cause bugs. Call them Weevil Underwood.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2521215#Comment_2521215

    Its almost like she had counterplay or something. 🤔

    Counter play is a coin flip. It meant one side won half the time, the other side won half the time. Consistently winning is what no counterplay means. Survivors were consistently winning.

  • @DbD_Enjoyer said:

    https://forum.deadbydaylight.com/en/discussion/283505/spirit-pinhead-window-vault

    Doesnt really matter anymore, Spirits will become a mythical being much like Demogorgon these days, she will be dead next patch.

    Demogorgons are still played. I haven't seen a Freddy or Billy since the nerf though. Thing Spirit and Slinger will join them.

  • It is no different from how they changed Vaults. Vaults used to always be fast vaults or slow vaults, so they added Medium. Medium pallet vaults are not an unreasonable request.

  • @FengisKawaii said:

    Isn´t shelter woods the 3rd largest map?

    Neat idea though but because Blight and Nurse exist it would be too strong.

    I heard a really good argument that Nurse is the worst killer in the game for the simple reason that there are a LOT of things the developers are afraid to do because she exists. I would guess if the shortcuts were done in specific ways, Blight/Nurse's mobility might be better in that it is more flexible.

  • @Pyrulen said:

    This is a 2 part request/suggestion.

    First I want to inform the playerbase that flashlight clicking is more than a toxic mindgame, it is a serious risk for users or spectators who are sensitive to flashing lights, potentially causing seizures leading to harm or worse. Consider what kind of harm you could be causing to real life, and disable those clicking macros.

    The second part of this is a call to action for BHVR to implement a 0.5 second cooldown in between flashlight clicks in order to meet safety requirements for photosensitive epilepsy:

    Photosensitive epilepsy triggers:

    – Any sequence of flashing* images that lasts for more than 5 seconds

    – More than three flashes* in a single second, covering 25%+ of the screen

    – Moving** repeated patterns*** or uniform text****, covering 25%+ of the screen

    – Static repeated patterns*** or uniform text****, covering 40%+ of the screen

    I would also like to point out that Dead by Daylight does not present a warning for Photosensitive Epilepsy on launch or in the EULA, which creates a risk of legal liability when posts like this are made public and met with inaction. Please add a warning, along with the functional cooldown of flashlights mentioned above, as these are very real health risks to many players/spectators.

    This isn't a demand, or a threat, this is a genuine plead for assistance in helping to minimize the health risk for players and spectators of the game.

    I don't recall any official statement being made regarding Flashlight rapid click macro use by the dev team, but the problem is still very present in the latest PTB from today.

    Thanks,

    They do not care. I have made Anti-epileptic mode requests every two weeks for months, and they do not care.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/281927/sbmm

    The experience degraded a ton for me this week. At release, i was matched with players around my level that knew what they were doing, they were efficient at saving/doing gens/chasing and i was facing skilled killers.

    Now, i'm matched with potatoes that don't even know that spreading on the map is a must and i'm facing the exact same skilled killers.

    I'm at a point where i don't want to play soloQ anymore. SBMM worked at start but many players, old rank 1 potatoes have reached the mmr cap, it's obvious as the disparity of the skill level is huge between survivors.

    That's the problem when you cap a ranking system : Top 0,1% will be at 2000 (let's say the cap number) but would be worth 4000 in an uncap system and top 30% players will also be at 2000, there real value in an uncap system.

    We end up in a system close to the old one.

    So what to think about this SBMM ?

    • soloQ is worst than in the old system as the killers are stronger but the survivors aren't
    • playing killer is okay unless you face SWFs, which are way more present in the new system at high MMR

    I end up suicide on hook more often and feeling powerless in half the trials as a killer.

    @JohnWeak said:

    Is there something wrong with SBMM the last two days ?

    My trials have changed a lot, on both sides. Sometimes i'm matched with/against great survivors, sometimes they are average at best.

    Did BHVR do some changes ?

    What you have to remember is once you reach a certain skill level with survivor, you start to get past the MMR caps for certain killers. Simply put, no matter how good you are at Trickster, you will reach a point where you can no longer beat survivors of your skill level, no matter how well you play. Way above that skill level, you have Wraith. Then way above him, Blight. Then slightly above him, Spirit and Nurse. And then there are survivors who don't even lose to them. As you get higher and higher, you reach that point where you just don't lose, because realistically, Killers cannot win against perfect survivors, so those survivors stop coming down, or they stay at high levels.

    Personally, I get good teammates, but I am stuck at that level where these people used to go against bad killers and are learning they weren't as good as they thought, so they are ragequitting constantly. So for every win, I lose a game that became at 3v1 at someone's first hook, which happens more than 50% of my games. So you might get matched with someone like me who just lost 2 3v1 games, and then I win easily, because my MMR shouldn't have been going down like it was. I think these are the kind of things contributing to the weird skill sets.

  • @Bamshmoozled said:

    I couldn't find anyone talking about this and I wanted to know what would you people think of deathslingers ADS being slower? The quick scope isn't really predictable IMO and I don't see a way to counter it. If you predodge they'll catch up to you and just m1, if you W key then they'll quickscope you. If deathslinger had like a longer (around 1 second) ADS animation they wouldn't be able to do that since you'd know when to start to dodge and when to W key. Once again I'm not sure if this had been said before but I'd love to hear your opinions.

    This tells me you don't understand how much of a difference one second in a chase can make. It is often the difference between making the vault, reaching the pallet, etc, or not.

    Deathslinger can be dodged, but it isn't something that can be done easily. A lot of people want easy, surefire solutions. He is one of the few examples of a killer who can get a survivor under his conditions, not theirs. You don't predict the quickscope by thinking "Okay, I can do one more loop before he can hit me, then I throw the pallet." You have to predict him by watching the actual deathslinger play and learning how they move and get into their head. That isn't needed for any other killer except Nurse and Spirit, which is why people hate them so much.

  • @DerpPotatoes said:

    Currently there are only 3 limited items in game:

    • Flash Grenade
    • Vaccine
    • Lament Configuration

    The problem with limited items is, you need to have no items to equip them. I suggest reworking limited items so that they can be carried with your item that you are holding.

    For instance, you're carrying a med-kit, and you want to use a vaccine. You'd have to drop your med-kit to use it.

    Instead, you'd pick up the vaccine in addition to your med-kit. The vaccine would override your med-kit. You can not use your med-kit until you get rid of the vaccine (either by using or dropping it). Similar with the flashbang, you'd have to use/drop your flashbang before being able to use your flashlight.

    Your survivor would be shown carrying both items in both hands. The regular item in the right hand, and the limited item in the left hand. Each hand, its own designated item.

    A survivor can only carry 1 regular item and 1 limited item at a time. This way, you can't hold both a flash grenade and Lament Configuration.

    This would be a good quality of life change for survivors.

    While it would be nice, they probably can't code that. Their code is made of Playdoh pasta.

  • @leonkennedymain said:

    https://forum.deadbydaylight.com/en/discussion/283520/built-to-last-needs-changes-asap

    Boon totems are fine. They’re only AOE. They shouldn’t stack, however. So if two totems are close, and both get blessed, the healing boost should not be at 200%. That’s overpowered.

    Built to last should be a 100% increase + another 50% increase at max. I think 100% is good enough tbh. The reload time in the locker should be reduced accordingly to this nerf though. But 100+99+66+33 is like 3 times of use out of a single item. That’s a bit too much. 2 times of use is good enough.

    The totem is Well Make It + Self Care, IN AN AOE, and they stack (As in, you self care at 100% normal rate, instead of reduced rate). It is extremely overpowered. The drawback was supposed to be that you can lose the perk, but for some reason, killer's losing their perks is fine, but survivors losing theirs isn't.

    But Built To Last is extremely broken as it stands. It was fine with how they had it. It wasn't meant to be an overpowered perk.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525198#Comment_2525198

    Nope, that's you being an entitled killer. A fun killer is one where my actions have input on the 1v1, preferably close to equal to the killer. Ofcourse not the effects, but I should be able to bait the killer's ability and dodge it, which is impossible vs Deathslinger. It's the same reason why Spirit wasnt fun to verse.

    Heck, even if Deathslinger right now barely got more than 2 kills on average and was weaker than half the killers on the 1v4. Doesnt really excuse his boring 1v1 mechanics.

    You can bait a Nurse and use that bait to dodge quite a lot.

    So the 1v1 change needed to happen. The only thing I am also hoping in return, is a better 1v4. Like making him 115% killer instead(with a 32 meter TR, that makes sense, having a 32 meter TR on a 110% killer is an extremely weird choice).

    You are 25% of a team. Why are your actions equal to the killer's, when you are 25%? You can bait Spirits and Slingers. I can and have looped spirits for multiple minutes. Slinger is a little hard because his spear's hitbox is narrow, but survivor's is huge, but that isn't what is being addressed. Killers SHOULD be winning chases, and relatively quickly. The reward as a survivor should be delaying it for a significant period of time, but as it stands, delaying can easily be minutes, even against competent killers.

  • @nicnc82 said:

    Leave the new perks alone for a month or 2 before nerfing? I get it many killers mains are crying about this. But undying got to have almost a year before being changed. How about let console players also try them out for a while before deciding if they need nerfing? I played the ptb earlier and yeay they can be strong but I got many 4ks because the survivors were more worried about the totems over gens. Plus you get a notification when they bless the totem. I am not a survivor main either. I love many if the new perks killers have gotten. Some pretty good ones. So let survivors have something good.

    I did a post on what has counterplay and what doesn't, and there were like, 10-15 survivor perks with no counterplay, 2-3 killer ones, and ~5 killer add ons.

  • Most likely a killer they do not play often, so their MMR was way lower, but their base killer ability was high.

  • @Apollos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2520531#Comment_2520531

    I meant the conditions it activates under. Getting downed immediately after an unhook before you have the chance to do anything else.

    Hopefully people find something to enjoy again. Like I said, the game has been this bad in my experience for months and months now, so I sympathize. I just learned to roll with the punches and continue to play regardless, taking as many breaks as necessary.

    I have gotten to the point I rarely play killer anymore because it is too stressful. They are taking all the killers who are viable at higher MMR and making them unviable, but then you play the average killers, and they just can't compete at a certain point. 75% of my time is spent playing killer, but with the pallet hit BS and playing against better survivors, even if my mind games are good, their reaction speeds trump anything I can do, since they just have to be able to hit space before the server registers my hit as connecting.

    Then I play survivor and out of my last two game sessions, 7/11 games had people ragequit on first hook. Then we have a LOT of people in this community defending these people like they didn't opt into playing a team game then throw a hissy when they went down. If this was something that happened once every 20-30 games, sure, you could justify there might have been a good reason. But this isn't a DC. It is something they do intentionally. And it happens more often than not. So half the games are 4ks for the killer, regardless of how they play, because it became a 3v1 2 minutes into the match. Then the others, it's not uncommon for the killer to get 2-3 hooks all game. I can easily loop a killer around for 3-4 minutes. It's not as stressful, but unless someone quits, it feels like such an instant win. And even if someone quits, we have still won a game or two.

    There is less and less to enjoy about this game, and they keep balancing it for lower tier players, so higher MMR is just becoming uninteresting. You either get a DC/Suicide and get a 4k, or you don't and get a 0k. I have seen more 4ks or 0ks than I have seen 1, 2, and 3ks combined, even with previous hatch. As killer you deal with loops with no mindgames and pallets with no options, and it is boring. As survivor, there is always another pallet, another window, another second chance, and another long stretch of W, or you hold M1 till you win. And it's boring.


    Edit: 75% of my time WAS spent playing Killer. I think I have played 3-4 matches in the last week.

  • @CashelP14 said:

    They can't ban people for this because they might have an actual good reason to leave.

    Then don't play. In game, there is no good reason to ######### except to give hatch, and it can easily be programmed to not ban with two people left. People are acting like the player who ragequits doesn't have a choice in whether to play the game or not if they don't like it. Don't play if you don't have time. Don't play if you get tilted and ragequit. Don't play if you don't like certain maps. But stop ruining the game for people who do want to play.

    Also, three games today, 2/3 had suicides on first hook. Combined with the above, that is 7/11 of my games, someone killed themselves immediately on first hook. Stop acting like there is some defensible behavior for this short of throwing a hissy.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2521459#Comment_2521459

    I understand your frustration but all I am hearing is that people who want to play the game will now be stuck in games with Hackers and 3 vs Killer because someone ate the DC penalty. Wasting peoples time is not a healthy way to operate a game, if they unalive themselves early, give Survivors some compensation or something, if they die within the first 2 minutes pop a gen or something.

    Allowing people to one hook IS wasting people's time, except it is allowing the survivor to do this to everyone else in the game with impunity. Not letting someone throw a temper tantrum and waste everyone else's time is not a waste of their time. They committed the time when they hit ready.

    In a lot of team video games, in board gaming culture, in tabletop gaming culture, throwing a tantrum and leaving is how you get banned.

  • @n000b51 said:

    "To die should be bannable"

    Can we call it a bait ? Is it a trigerring topic ? Should I report it to moderators to close asap ?... Answer me @BastardKing !

    Number of bad games in Dbd as survivor in my all life: 778/978

    The bait calls someone else bait. I specified killing yourself on first hook, not dying. Get some reading comprehension.

    @Seraphor said:

    There are still legitimate scenarios where you would want to die faster.

    • When the killer has downed everyone and they're just wasting your time.
    • When there's one remaining survivor and they're standing on the hatch, and you want them to escape.
    • When the game is literally unbearable, the killer is hacking or holding the game hostage for other survivors, and you have no reason to try to hold out any longer, and don't want to be forced to DC and lose everything.

    We cannot base these decisions around Hackers. That is a fault of their anti-cheat system, not game design. They can literally bypass things like end game collapse and unhook themselves and others automatically, so it's not really a factor.

    It can easily be programmed to not work if there are two survivors left. Hell, Pinhead just got programming that changes if there are two survivors left.

    I have yet to have the game where a killer slugs four people, then hooks one person, and leaves the other 3 to die on the floor. Not today. As in I have never had that game.

  • @MrCalac123 said:

    You cannot force someone to play if they simply do not want to, ban this and next thing that will happen is they simply AFK and do nothing.

    Is it not fun? Yes. Can you unalive your self on hook and move on to your next game pretty quickly? Also yes

    You can not allow them to play a team game if they are going to quit. There are plenty of games that do that. Like, you are acting like you are entitled to play a team game while also saying you can't make someone play if they don't want to. If you don't want to, play something else, and don't screw your team over. That's all this is.


    Not only am I saying you DON'T have to play, I am saying you shouldn't.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2520900#Comment_2520900

    This is just a lie; spirit can outrun any survivor at any loop. Acting like this, along with the extended lunge, doesn't affect your hits is just bullshit.

    Let me play you a scenario.

    You're at a long wall tile. Survivor predrops and camps pallet. You start phasing and you start going one way. Since they can only see puffs of dust they vault, but you predict this and begin going that direction before they even begin vaulting. By the time they can even vault back you've already lunged and hit them.

    Saying she can't mind game because you aren't creative is dishonest.

    Outrunning someone shortens the amount of times you can loop, but doesn't mean you WIN at the loop. Survivors still have the pallet, and their reaction trumps any other factor. There is literally data to show she can't, because it happened before and the survivors beat her consistently.

  • @DoomedMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514975#Comment_2514975

    The same but there is interaction, where Ruin is just going back to gens, plus making the surv to lose even more time because they have to run around the whole map.

    Pop for chad, Ruin for noobs.

    The problems with Pop are that maps are too large and hooking takes too long, and it forces tunneling/commitment. You can't run it effectively without a mobility based killer. I have literally had games where I had lethal pursuer, got to the gen that had two people, stopped them, got a down in 20 seconds, hooked, and a gen pops.

    Why? Survivors tend to spawn next to gens, or with them in sight. They also tend to spawn with other survivors. That gives you ~50 seconds, including the walking time. However, on a lot of the maps, it can easily take 20-30 seconds just to walk to the areas the survivors are at, even if you know exactly where they spawned. Then, even with quick downs, the actual process of picking up and hooking usually takes 10-15 seconds if you time them. So, 20 second walk, 20 second down, 10 seconds to hook, and bam. 1/12th your objective is done, and 1/5th the survivor objective is done under best conditions. And the other survivor you scared off the gen probably has it to about 70%. You pop it, and grats. You are at 50%. And even though you spend 2.6 seconds kicking the gen, they spend .1 second stopping the regression.

    And you HAVE to get the person you are after. Ruin allows you to effectively spread pressure by attacking multiple locations at once. ACTUALLY pressuring the gens. Since Pop requires a hook, you have to make commitments to downing survivors instead of saving your gens, and hope they are still there when you get back.

    Ruin is just all around the better perk, even from a game design standpoint. Except survivors can literally spawn on it and remove your perk in 16 seconds.

  • @Apollos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2512130#Comment_2512130

    Everyone's experience is different, but earlier this year I noticed an increase of killers standing next to hook or proxy camping for very long periods of time (not chasing someone around hook or just checking to make sure no one was hiding nearby, but keeping the area totally secure until 2nd hook or longer) and tunneling (actual tunneling, determined by reworked DS's rules) without going after anyone else trying to take aggro very early in the match.

    That trend has continued all year long. It wasn't uncommon to be sweat out of a match very quickly during the anniversary event even with 5 cakes.

    Going back to everyone's experiences being different, several players are only now noticing the increase in camping and tunneling, while nothing has really changed on my end.

    DS isn't an anti-tunneling perk. Don't get me wrong, it got nerfed, and the nerf was good, but what would have actually made it an anti-tunneling perk was if it turned off when someone else was hooked and during EGC.

    That being said, yeah. I am playing a lot more survivor than killer lately. Killer is more interesting due to the variety of powers, but survivor is just so much easier now that MMR puts me with solo q players who know what they are doing.

    Honestly, the pallet thing kinda did me in for killer. Just getting blue balled so often, where I play perfectly and do what the game wants, and still get denied, I am just like, well, screw it. I am honestly just leveling up my Rift and will probably quit till the next one. Game isn't enjoyable anymore.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2519556#Comment_2519556

    I remember it not really being that big an issue. I think the visible footsteps is overkill, but directional phasing needs to be a thing. I have played Spirit, and I got a 4k with no perks and no add-ons. Scratch marks and sound is really all you need as Spirit.

    There are literally an achievement to escape as survivor without perks. Being able to win without perks isn't itself an indication something is OP. That being said, you do not remember correctly, and directional phasing should not be a thing. It made it so she was way easier to play against at the higher level. You won't notice much at the lower level from it, because people don't have the senses trained to determine that kind of stuff and react. But at the high level, where she is one of the only viable killers, it ruins her. The problem is that Spirit is a character where there is actual mind games, something most DBD players aren't use to. You have to actually watch and observe your opponent, learn, adjust, condition. It's not a killer where the survivors have total control like they usually do.

  • @feruis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2519319#Comment_2519319

    If anything, by your comments you are entitled survivor main.

    Survivors are the power role, just because you are bad at the game, it doesn't mean it needs a buff. Players are the problem, devs are balancing around players like you and that's why only three (now two) killers are viable against good survivors.

    If you think Myers doesn't need a buff it just shows that you don't play killer role.

    There are more than 2 against good survivors, but the skill mastery you have to have versus what they have to have starts to increase drastically. Each killer had a hard max MMR they can win at, and at that point, almost every survivor of that skill level will beat almost every killer of that skill level, and a lot of them have a decently high one, but only 2-3 can actually take on the top of the top, no matter how well you play.

    Wraith, Cannibal, Plague, and Twins can still compete with pretty strong survivors.

  • MMR helps on the survivor side, at least with me. I am actually getting survivors who know what they are doing. The killers do too, so it is harder, but yeah.

    One of the biggest problems with SWF is it basically gives you nearly 15 perks for free and significantly buffs the power of a lot of others. The amount of power boost Solo Q would need to compete with SWF is just not feasible. We have to bring SWF in line, not buff solo q/killer, just because of how bad it would break the game.

  • I legit play survivor when I want to turn my brain off and win. Killer involves constant active thinking and decision making, survivor is just reactive, and due to the number of clues you get, if it's not a stealth killer, you don't really have to pay much attention. Skill checks are easy, loops are easy once you know them, countering all killer powers is easy if you have played that killer for long enough. Your objective is just holding M1. Your most powerful move is holding W. It's all just really easy.

  • @Sakurra said:

    I can't wait the day when they will nerf blight mains :) The most ugly, boring and broken killer in this game. Good luck playing him in future.

    You do know you can counter blight by... standing in front of him. Literally. He has a minimum distance between him and terrain when he wants to rush. You can just pin him in and force him to lose his power. It's hilarious. People would know to use this if they played Blight.

  • @Hawk81584 said:

    Like I said before lol, you must only play killer to have that opinion, go play some solo then come back and say it’s survivor sided.

    I did. Made a post about it a few weeks ago. I was upset it took me 8 games to get my unhook challenge because of how seldomly people went down. I can easily run a killer 3+ gens if they aren't smart enough to stop chasing me. If my team was full of people like me, which, with MMR, it often is, the killer cannot win. Red ranked, all achievements, 2k+ hours in this game. And I will tell you, this game is survivor sided.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/281455/nerf-dead-hard-meta-build

    Imo DH doesn't need to be nerfed. Ot just needs a risk factor added to it, because most second chance perks have a risk factor where DH doesn't.

    That would be a nerf.

    That being said, survivor builds have the diversity of a conservative state senate.

  • @steponmeadiris said:

    Right now, there are 27 Survivors and 25 Killers.

    Out of the Survivors, 13 are male, and 14 are female. Fair enough.

    When it comes to the Killers, 16 are male, and only 6 are female. (I'm not counting Demogorgon since it has no gender, neither Legion nor Twins since they are multiple people with a 1:1 gender ratio.)

    The last three Killers have been male. Then we got The Twins, technically a duo of both. Before that, we got 5 male Killers (+ the Demogorgon) in a row.

    There are nearly 3 times as many male Killers as there are female ones. I'm not saying it needs to be completely even absolutely all the time, but 16:6 is a HUGE difference. Is it really that difficult for a professional game dev team to design a female character without making her a pretty little murder victim? Are all the Killers gonna keep being some tall (usually) white guy with a mediocre power and a boring backstory? If I wanted to watch women get brutally killed by men, I'd just turn on the news.

    Seriously. If the next chapter turns out to be another male Killer + female Survivor duo, I'm gonna be both disappointed and unsurprised.

    Part of the problem is there aren't as many licensed female killers. Also, where is the Hispanic killer?

  • @not_Queef said:

    I used to have a lot of problems playing against Doctor because of his madness VFX flashing on the screen all the time, but thankfully they toned those down.

    If you make your voice heard, they do listen.

    I have been making these posts for over a year.

  • All spirit needed was a slight animation when she started to use her power, so survivors could tell if they were paying attention. Instead, she is going back to that bugged PTB where she was literally one of the weakest killers in the game, because survivors would just throw down a pallet and wait to listen for her to go around. Now with easy mode, since she kicks up dust!


    What I can't stand is how they try to say it "Adds to the skill needed to play as and against Spirit". No. It literally doesn't do either. It REMOVES most of the skill needed to play against her, because you get audio and visual clues. It's like adding a big red circle around Waldo and saying it adds to the skill of finding him. Since you cannot change or cover up directional effects like sound, it also doesn't add to the Spirit's skill requirement, because there is nothing you can possibly do to change their ability to listen. It is entirely on the survivors to determine the chase AGAIN.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504488#Comment_2504488

    Yah but then que times get even worse. You can still try out fun combos if there no good you just have to be prepared nit to get the 4k There's nothing wrong with that

    It's not about not getting 4ks. In a lot of my survivor games, the killer can't even get 3 hooks against us with metabuilds.

  • This also isn't helped by the fact that survivors challenges have been more numerous in every tome, and I believe each chapter of each tome, and they have so many like this. In a single chapter, I can finish my killer section in about 20 games. For survivor, that finishes 3-4 challenges at most.

    And it is not a matter of skill. It is just a matter of killer tasks tending to be way less time consuming and happening more frequently for that single player.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504689#Comment_2504689

    We're on the same page now. So what do you think about types of challenges that haven't appeared before, something like do nit heal the entire match and escapr, don't enter into a chase and escape., or perhaps challenges than negatively effect you when chosen like a speed debuff or something

    Automatic drawbacks might be interesting. Move at 95% instead of 100%, Unable to heal once injured, M1s have 20% longer CD, No survivor can be killed unless each survivor has been hooked once. Just activate the challenge and it changes the nature of the game for you, and you need to succeed with these hindrances.

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