Avatar

Biscuits

Biscuits

About

Username
Biscuits
Joined
Visits
0
Last Active
—

Comments

  • @Khar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134082#Comment_3134082

    It should so that the game can end quicker, since the match is concluded and is just dragging on at that point. Again, there's no good reason for that other than to waste time.

    As it stands, they are already planning on having you instantly mori people in this situation. So if you really wanted to, you could stand around until the other person dies on hook.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133979#Comment_3133979

    Are you trying to say that we have unbalanced killers? Well. I mean... That might suggest we want to rebalance them. Right? And it should go both ways - if some killer is never picked... We should rebalance him. I mean... That's actually healthy for the game and promotes diversity. Is that not correct?

    https://forum.deadbydaylight.com/en/discussion/comment/3133980#Comment_3133980

    Sure. But you could always get key without any addons... And loosing time with chests is usually not a good idea. Anyway - perks make much more sense as there is by far much higher diversity (also if you consider you don't want flash saves and u ban 2 firecrackers and flashlight only to be flashbanged by someone).

    Balancing killers and banning killers are two very different things. People also do whatever streamers tell them to do, so if streamers started saying Myer's was busted, suddenly everyone is banning Myer's.

  • @Khar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134001#Comment_3134001

    At the end of the match, with survivor only being on the ground, the game is over. There's no other gameplay to be had other than dying and ending the match unless they can make it to the hatch. And if the killer closes it, they're still on the ground, bleeding out. What reason would there be to draw the match out any longer other than to waste time?

    If you chose to leave someone slugged and didn't pick them up immediately, you lost them, the game shouldn't be finding them for you (unless you run the perk). That is the risk of slugging for a 4k, that other survivor might get hatch.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134016#Comment_3134016

    Well, that is false. Sorry you cannot think of other uses of the perk. I assure you other survivors will. Don't worry too much about it.

    Were still talking about reassurance right?

  • @Kolitra said:

    https://forum.deadbydaylight.com/en/discussion/comment/3132709#Comment_3132709

    As a end game killer camper, because no other ways you know ? I absolutely don't care about this perk, for most reasons;

    • mostly of the time, i got an endgame build (rancor, best for the end, forced penance and a variable utility perk), i usually have my 8 stacks on bfte, the obssession don't even dare to show up or only to taunt me, but i don't budge, i am patient, so it don't work, funnier is when i also got bloodwarden. Be assured i WILL got one of them, altrusim is just the worse idea ever when i run this build, it happened tons of times i got like 5 or more free hooks and 1-4 kills for free at endgame. I play mostly normal in the game, but chill, and at end, survs think i am a noob, they feel overconfident and i destroy them freely because i builded my stacks strategicaly, knowing i can hit the obssession with nemesis and demogorgon without loosing stacks btw. I, most of the time, got insulted in end game tchat, and it happen some times they flame eachothers, they are just tilted because they thought it was going to be an easy win, but nope.
    • The new perk from wesker is better than forced penance and is a real threat for you, force you to open the gates sooner.
    • I am very, very patient.

    But anyway, there should be a limit on this perk to not have obvious abuses by SWF.

    The only abuse of the new perk I can think of right now that will probably happen a few times. Is if a group of 3 people continually use it on the random 4th person to keep them on a hook the whole game, just for the giggles.

    I do not agree however, that using it against a camping killer is abuse in anyway. All the killer has to do to avoid a SWF getting use out of reassurance, is to just not camp.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133996#Comment_3133996

    Ok, so, if you feel that SWF are fine because they are rare. You must therefor believe we should balance the game around the "average" player. If so, that means we have to do the following:

    • Nerf plague
    • Nerf Pig
    • Nerf Pinhead
    • Buff nurse
    • Buff twins

    When looking at kill rates average out amongst all players, those 3 are way above the rest, and nurse and twins are all the way at the bottom.

    Do you believe that this is true?

    I am not sure if you read through my post, I am definitely in the boat for the game to be balanced around SoloQ and not SWFs. I would much rather they compensate killers for playing against SWFs, than to kill half the player base by balancing around SWFs.

    There are also perks that work very well against SWFs and giving the killer that information in the lobby could be enough to give them wins on it's own. I think the lobby should show if it's a SWF and in doing that you should also see that you get double blood points and easier PIPs for that game.

  • I don't think slugging for the 4k needs a buff, it is already ridiculously annoying and effective. If anything the survivors being slugged should be getting new gameplay changes.

  • @HugTheHag said:

    While I appreciate the effort you made to be thorough on your arguments, I cannot agree with you.

    I do not think there is a problem with 90% of SWFs. I do not think they are, as a whole, overpowered, or that the game is deeply balanced around not having information.

    You would be surprised how many SWFs : Don't communicate (playing together not on comms) / Are beginners / Have a bad sense of orientation and can't communicate where stuff is / Don't keep an eye on which gens are regressing / Don't check in every single second to know where everyone is at all time / Still struggle to find gens on dark or convoluted maps / Don't have a lot of game knowledge

    I only play in SWF (generally duo, occasionally trio). We're still not that good at the game. We don't communicate our position at all time, because we still need to hear the game and be alert, and we generally don't talk that much when one of us is in chase to not break their concentration. We still get surprised leading the killer to someone accidentally, because we moved and the others didn't know. We still struggle to find chests, totems, even gens on some maps. We still struggle escaping.

    That 16.5 free perks is a statistical illusion. No casual SWF has the brainpower to quickly update everyone on all of these infos at all time, and still play the game well.

    Do SWF do better because of some info exchange ? Yes. Is Solo queue underpowered ? Also yes. Are some of the strategies encouraged by the game (protection hits, sabo plays, tricky hook saves) almost only do-able as SWF ? A third yes.

    All of these things you listed apply to 4-man SWF comp teams. Not casual players trying to enjoy the game with their friends. Most SWFs are not 4-men SWF (that's 6% of survivors), and most SWFs are not gods at the game with superior awareness or game knowledge.

    There is no problem with 90% of SWFs, and top tier killers won't have too much trouble even facing 4-man SWFs.

    There is a reason a large part of the community doesn't think SWF's are a problem and it really just boils down to numbers. 4 man SWFs are actually pretty uncommon, you may play for 8 hours and only come across one. In your head you only lost one game so you think "wow this game is easy SWFs don't have a chance either". But, if you were to visualize a chart of just SWF games you've played, it would show that most games against them are losses. If you were to play against only SWFs for a day, you would be on the forums after the second game.

    TLDR: The reason people don't think SWFs are a problem, are because of how few of them there are, but they still consistently lose to them. It just isn't enough loses to create significance.

  • Yeah you can't have a ban system for a game like this, even if it were to be just one. The entire community would ban nurse, and you would never be able to play her until she got nerfed to a point where people would swap to blight. And then the same scenario would have to exist to bring blight out of the shadow realm.

    There are people who play this game and only ever play that one killer, you would be essentially killing the game for them. As a survivor main, I would love it, I already know my ban order. But, I also understand it wouldn't be good for the games health.

  • @DemonDaddy said:

    Playing solo I have no problems with handing the killer off when I'm completely out of options. Maybe the teammates can't escape the chase, but I'm more willing to attempt the save then risk being the one strung up.

    Giving someone else chase when you are being tunneled or are on death hook is completely different than running to teammates because you don't want to be chased. Best case scenario, you shouldn't have to look for teammates in those two situations, they should be doing it anyway.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3132725#Comment_3132725

    The changes are coming, which are perks from RE2 DLC.

    I dont feel these are good changes, its pretty force players to use perks. Increase Gen time then introduce many perks to boost Gen speed. Stronger camping then introduce Reassurance

    I think camping will die fairly quickly after the patch, but we still don't have any changes for tunneling. I would like to see DS buffed back to 5 seconds, or having it activate for both hook states, or maybe increase its duration.

    And, I don't know if anyone else has noticed, particularly in soloQ games with how end game plays out. It feels like the killer is guaranteed a free kill, there isn't much you can do for that person who ends up being chased last. I don't think the solution should be for everyone to run Adrenaline at the slim chance they are being chased or on a hook when 5 gens are completed.

  • The only way to stop tunneling is gameplay changes, people like to talk big and say they don't do it. Everyone does it when they have to, this isn't a "community" problem. BHVR is responsible for tunneling and camping, nothing will change until they do something about it.

  • Yeah I don't care what anyone else says, my teammates cause me to want to give up way faster than anything the killer is doing. And before someone get's in a tizzy about what I just said. I used the word want in front of give up, I didn't say I do give up.

  • I went from enjoying the game as survivor to mostly playing killer hoping changes come. I am currently grading up and every killer is playing like their family is going to get murdered if they don't 4k. It is to the point that I can pretty much tell if we are going to lose in the first two minutes. If someone asked me right now if this would be a fun game to pick up and play by themselves, I would tell them to look for other options.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/341177/what-happened-to-survivors

    You absolutely feel like you are pigeon-holed into taking OTR, and exhaustion perk and now with Reassurance, you have another perk you almost feel like you have to run.

    The nice thing about perks like reassurance though, is you tend to get value from it even if no one is running it. Remember when DS was good? Killers always left you slugged or just straight up didn't attempt to tunnel. Good killers respect good perks even if no one in the game has it.

  • I have had just about every killer tunnel and camp today, so I find it hard to believe that queue time is what is causing people to not want to play games out.

    I had a nurse chase me for about 2 minutes, down me, then insidious camp the hook. I sat on the hook till about the last second, as soon as I got unhooked she just killed me.

    SoloQ is literally dying, and somehow you find a way to blame us.

  • My rule of thumb is to 4k, otherwise I feel like I am gaming the system when it comes to my MMR. If I let people go I feel like I am trying to make my games easier.

  • @Rogue11 said:

    "Devs! Help! I don't feel unstoppable enough."

    Since reset, I am like 1 escape for 8 games, soloQ really is in shambles. Really goes to show how much of an advantage killers have right now if everyone in the game is playing at the very best.

  • I have stopped trying to run looping builds because it really isn't worth it anymore. Good killers will down you fairly quickly now, so I have swapped fully to just juicing generators. Prove and built to last are the two biggest things you can do right now. Then I run quick and quiet and Head on to just try and lose the killer and get back to doing gens.

  • If PH is using increased solve time addons you won't have enough time to solve the cube between chain waves. They really just need to make it so chains don't interrupt you from solving, but make it so PH hitting you with his power does.

  • @Seanzu said:

    Is the game playable right now? Yes

    Will the game become unplayable for those after the DLC releases? No

    therefore it is not pay to win.

    Usually when people bring up Pay to Win they are making an argument that you are at an advantage if you spend money on the game. This unfortunately is true as you cannot get licensed killers without spending money. Perks are very important in this game unfortunately, and having them locked behind real money purchases, it will always be a pay to win game. It is no where near as bad as many pay to win games, but it is one nonetheless.

  • They should do a survey every month asking people what perks and killers are the worst/best. Buff the worst perk and killer every month, nerf the worst perk and killer every month. Easy profit, shake up the meta.

  • Getting Garden of Joy as Bubba or Billy is one of the most demoralizing feelings you can experience.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128324#Comment_3128324

    I'm confused. What happened to you 3 times in your 1000 hours of playing?

    I read it as you got temporarily banned 3 times, but I just don't believe it. I've got far more that 1k hours and I am probably guilty of this "crime" hundreds of times both as killer and survivor and I have never received a warning or a ban.

    To play devil's advocate, I think it is a perfectly legitimate strategy for a survivor to try to "sell out" another survivor if they are dead on hook. "Take them not me! I want to live!" *puppy dog eyes*

    Only three times I have had a killer and survivor work together to kill me. Both times it was when only two of us were left and they slugged to get a 4k. I always do the same thing, try to pick the person up, see that they are being proxy camped and I end up having to hide. They always end up letting the survivor stand up, the survivor then runs around with the killer until they find me.

    While it may be a strategy to use a survivor to find another survivor, it is also against ToS. If I were a petty person I could record it and report both of you. Just don't do it, it's cringe and takes no skill. I don't even care about killers who slug for a 4k, it happens just about every game I play. The only thing that annoys me is when they work with my teammates, both of you are cheating IMO.

  • "Working with the opposite team to gain an advantage or grief teammates", is a line directly from their Game rules and report system. It is only listed in the temporary ban section, but it is still against the rules. If you really wanted to report someone for doing this you could probably get them temporary banned if you sent in a recording. In my 1000 hours of playing I have only had it happen to me 3 times, but each time was extremely frustrating nonetheless. I go out of my way to try and not help killers who do this, because I know how annoying it is to be on the other end.

    Basically, if you were left slugged and the killer comes to pick you up STRUGGLE, do NOT let them drop you. DO not point out the last survivor for them, start doing a gen and make them hook you.

  • It is finally a meaningful way to deal with killers who camp. The cases where people will use it to grief will be few and far between. I would wager most of the out cry against the perk right now is coming from killers that know it is good against camping/tunneling. Likely will kill camping all together, and severely punish waiting out a second hook stage death.

  • This has always been a thing.

  • There is a better way to balance the game that doesn't involve splitting the queues (which would kill the game). You find the largest population in the game (soloQ survivors) and you balance the game around them. You then reward killers for playing against SWFs, baseline BP gains, easier to PIP, make it so that even the killer knows in the lobby. That way they can prepare themselves for a harder game, or dodge if they aren't feeling up to it.

  • There is a timing to it, you kind of have to get used to it. There is also the point where a killer will wait out your next dead hard if they know you have it.

  • @lauraa said:

    there was one test that I felt pretty happy about the matchmaking after the initial clown fiesta. when the games werent blatantly lopsided, they felt pretty even even if one side was clearly winning that round.

    Pretty sure the reason I've never seen that version ever again is because the matchmaking logic prioritizes queue speed over queue quality.

    Two days during the testing were grade based match making, and I had a ball.

  • @SgtMittens said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121761#Comment_3121761

    There's nothing ambiguous about it. Very simple yes or no.

    A question having only yes or no answers doesn't immediately make it unambiguous. Is there anything I can help you understand about the paragraph I typed.

  • Question is a bit ambiguous. Played with, as in just been in the game with one? Or queued up with a hacker friend? I have been in lobbies with hackers but I don't know any personally. I have played with and against at least double digit hackers that were blatant. I am sure the list of subtle hackers would be much much longer.

  • @NemmyMan3000 said:

    Man it is depressing trying to use your power at loops and since Pyramid is slow winding it up its almost never connects.

    Dont even get me started on the add ons, why does Obsidian Goblet exist? It honestly has no value.

    Tbh his nerf was still unnecessary to this day and he needs to be tuned up to actually be useful sometimes.

    I think the reason the average player thinks PH is bad is because they aren't willing to do the things that make him good. He ignores all anti tunneling mechanics, if you play around the barbs you will never lose. If you play PH to be a nice killer and play fair, you will lose most matches.

  • I haven't had a singe person DC today, and yet in about 7 out of 8 games someone gave up. You can't force people to play the game out, whether you want to or not.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3119519#Comment_3119519

    As I said,nerfing it won't do much. The crazy thing is the speed boost.

    I mean baseline it feels fine, you can make it plenty of distance against most killers. The same outliers are the culprits when it comes to feeling like your speed boost did nothing (nurse, blight). STBFL is definitely a problem right now and needs to be adjusted.

  • While I would prefer they increase the speed boost for survivors, I think killer mains wouldn't enjoy that. They are better off nerfing the percentage per stack of STBFL, it is ridiculous when it is fully stacked. Many killers are also able to avoid losing stacks making it crazy.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117868#Comment_3117868

    it moves at same speed at as all other skill-checks. its also a lot bigger then normal great skill-checks. as I said, i recommend google steam dbd skill-check simulator to practice. the strong part for overcharge is not skill-check, its over-time regression. kicking generator in general is flawed dbd gameplay concept for killer because the survivor progression is suppose to always be greater. you basically need to already win the match as killer for these perks to do anything.

    its kinda the same reason why eruption is bad killer perk because you need spend 15-30 seconds to kick gens but you only get 10% regression. survivors can do like 60-70% of a gen with 2 people on prove thyself in the time you take to walk to a gen and kick it. so these kicking perks are just not very useful for the killer.

    pop goes weasel worked mainly because you could kick gens if a hook was near a gen. so it didn't waste much time but gave extra time for the killer. Using pop in any other form except this was not worth it. so all these kicking perks. they're just very pointless. killer need automatic perks that add time to the game and reward killer for hooking and moving away to do split injure pressure. not these kicking type of perks.

    Now I know you are trolling. It does move faster than normal skill checks.

    Eruption and overcharge together on fast killers is one of the strongest combos in the game right now.

    The kick meta is in, the fact that you haven't seen it or done it yourself, probably not a good idea to be giving feed back on it.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117837#Comment_3117837

    Sorry I think there might be some confusion, I just played a dredge game and standing in front of a locker and pressing M2 did not do anything outside of the norm. I just raised my hand and had the prompt to teleport to the remnant at my feet, or to teleport to a locker. There was no searching/entering anything that occurred. Unless by entering are you meaning searching the locker? The vid you provided just shows a dredge searching a locker at the timestamp you placed the vid unless I'm just blind. The dredge never goes into a locker in any of those clips in that segment.

    I just tested it, if you stand in front of a locker you can press control to enter it. And you can also enter lockers next to hook even though they are blocked by the entity. Don't know why you would want to, but you can.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117835#Comment_3117835

    skill-checks were way harder back in the day because killed used to have this perk called hex:ruin and the way it worked was that normal part of skill-check regressed generator by 5% and it counted as failed skill-check, so you had wait 5 seconds if you failed one.

    They looked like this. you had to hit the tiny red part to not regress gen by 5% and not pause gen. this perk was used like every single game. it made me very good at skill-checks.

    https://us.v-cdn.net/6030815/uploads/DCFJ1QVURWE5/image.png

    If you have trouble with skill-checks. you can google dbd skill-check simulator. you can set it to oppression skill-checks and you can also put unnerving presence on it. eventually you'll be able to hit at 100%. I have no need for this because.... of old dbd days....the new comers did not play dbd at a time where you needed to learn skill-checks so your skill-set for skill is not developed because you were never required to learn it.

    The overcharge skill check is twice as fast as a normal skill check and tiny, I don't care what old skill checks use to be like. If you are claiming you can hit 100% of overcharge skill checks you are just a pathological liar.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117751#Comment_3117751

    why? I can hit the overcharge skill-check 100% of the time. even with unnerving presence its still too easy for me to hit skill-check. I played at a time where... you needed to be good at skill-checks to play vs old hex:ruin, that is why. overcharge is a perk that only works vs rank 20's.

    over-time regression perks are pretty unhealthy overall but as long they do not have good numbers, they pose no harm in the game.

    That's cool and all but I don't believe you. Especially if the killer is just running between 3 gens and forcing you off constantly, you are bound to miss plenty.

  • Ghost face is fun when it's fun, and truly tragic in any open map, god forbid against a SWF in comms.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117667#Comment_3117667

    the purpose of skill-check is to punish survivor for gen-tapping. so overcharge as a perk is designed for 3 generators. so is call of brine for that matter.

    Putting a cooldown defeats purpose of punishing gen tapping. it does terrible job at punishing gen tapping because skill-checks in this game are super easy. the only viable way to get good survivor to miss skill-check is to use unnerving presence since it decreases the skill-check zone.

    3 gen is just another one of those bad dbd game designs. its pretty much just camping gens instead of camping hook. the game is suppose to be about winning chases and flying around the map dynamically. not standing in one place for the entire game.

    the only killer where 3 gens is part of their gameplay is territorial killers.... i.e trapper and hag but that's large reason why nobody really enjoys playing vs strong trapper or strong hag player because the match is just really dull and not interesting so there is that.

    Yeah but you can't just say "oh well people with overcharge win in a 3 gen, don't get 3 gend". In a game with killers who can reliably just camp 3 gens all game. Overcharge is a problem, I think nerfing the regression rate kills the perk. So, I think the best way to go about making it not broken right now, is to go after the skill check.

  • I have had some 38k games as survivor, you need to do all the things though. Funny enough, objective is the category that I am almost always lack substantial points in. So, I have been running a tool box with built to last, and have found that to help quite a bit.

    My favorite build is Blast mine, Quick and Quiet, Head on, Built to last.

    If you don't have a juiced toolbox (40+ charges), you can swap out built to last with flash bang, DS, or Deception.

  • @NITRAS42 said:

    I mean, most decent survivors have no problem hitting overcharge skill checks.

    I am assuming you both run the perk with your comments. Would you still run it if the skill check had a cool down?

  • @Iron_Cutlass said:

    The Dredge cannot teleport into a locker with close proximity to a hook, however the Dredge can still manually enter a locker near a hook.

    What is "manually entering a locker", he can only teleport into lockers. If he is chilling in a locker near the hook that's a bug or he's cheating.

  • I have played against maybe 10 NoEDs, since the patch and only two so far lead to a kill or multiple kills. In one situation I scanned the map and he defended the area it was in, and I couldn't get to the totem. In the other I was hooked and my teammates were too scared to look for it.

    It seems a lot more fair though, in most cases you find it after one down and it leads to one to two free hooks for the killer.

  • Long answer: Probably not.

    Short answer: No.

  • You know how people bring you to RPD library and use unbreakaboon. Now imagine that, but everywhere.

  • @Bubble0seven said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114210#Comment_3114210

    this made me laugh sorry.......Such entitlement....your more the problem than a camping tunneling killer....What an attitude does not care about his team just about himself but expects others most likely to ensure his fun and wins because he refuses to actually learn to adapt, do you actually believe things will always stay the same in games? Are you that naive?

    How am I a problem when I have been playing killer since day 5 of the patch when I hit grade 1 survivor? I make twice the points as killer, I don't pull my hair out, and I have free time to browse the internet while I sit in que. Anyone playing solo survivor right now is a masochist.

1 … 11 12 13 14 15 … 21