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  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1046216#Comment_1046216

    Yeah, I think survivors realize the only way of dealing with the killer 7/10 games is by using SWF. I'm not against it, I can handle a 4 men SWF but the point here is that maybe that 11% 3+ men SWF is mainly purple and red ranks.

    "Yeah, I think survivors realize the only way of dealing with the killer 7/10 games is by using SWF."

    Huh? That isn't a true statement at all.

    Even as full solo's survivors are still the power role. I play strictly solo at rank 1 as survivor and it is almost impossible not to pip.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1046191#Comment_1046191

    The problem there is that that 5% might be all red ranks, I'm in one of those SWF 4 red ranks men on xbox

    Stats haven't been released per rank color have they?

    This is my thoughts as well. I check all the players in my lobbies and SWF groups are way, way more common than the stats we've seen so far.

  • @Mandy said:

    I'm going for other, because I'd really like to see more map reworks as I think this could solve many issues.

    I change my vote to this lol

  • No, because the current ranking system and rank reset is piling lots of survivor potatoes into ranks they shouldn't be at which gives easier games at higher ranks. This effect is what's covering up some of the other problems in the game at the moment.

  • @Letche said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042743#Comment_1042743

    Insinuating if you don't play like a complete scumbag you can't possibly win? If you're playing against good survivors and you're a good killer, you'll still win. This post was all it took to see the kind of person you are (and killer, for that matter).

    With que times being 30+ mins for survivors right now, I'm not looking to ruin anyone's day/game because I understand the frustration. That includes tunneling, camping and mori'ing off first hook, I know it's a shame, those must be all your favorite things as mind numbingly easy as they are to do, fits your train of thought. Why actually put any effort into playing the game the way it was meant to be played and learning how to deal with those pesky good survivors when you can 'win' by playing as cheaply as humanly possible, right? Right.

    "Insinuating if you don't play like a complete scumbag you can't possibly win?"

    That's not what I said.

    "If you're playing against good survivors and you're a good killer, you'll still win."

    No. It doesn't matter how good you are on some of the weaker killers, if the survivors are "good" rank 1 survivors you will lose. Most killers rely on survivor mistakes to win. When you win it's because they aren't as good or they messed up a lot. If they don't mess up you lose. This doesn't apply to all killers, but most. The average survivor is a potato which why this isn't as noticeable until you find the good groups.

    "This post was all it took to see the kind of person you are (and killer, for that matter)."

    The fact that you don't agree tells me you don't play both sides at rank 1 or have a decent amount of hours put in. If you did you would understand this.

  • @xoBlackBetty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042833#Comment_1042833

    Or distortion to counter Spoopy Myers or Calm Spirit to counter Doc's madness etc

    Those are totally unnecessary though.

  • Blindess is generally trash, but not if it's permanent while fully infected/broken. It blocks hook vision as well, not just slugs.

  • Here's the thing, they are very hesitant to add any effect that weakens survivor looping as that's deemed very "unfun".

    I'd propose something as simple The Plague gains a 4 meter reduced TR for each survivor fully infected/broken.

    Or we could just do Oblivious while fully infected/broken, but that may be deemed too strong.

    This makes it more dangerous to stay broken without debuffing the survivors directly.


    Another option is Blindness while fully infected/broken. This wouldn't make it more dangerous, but it would give you more time as they'd waste more time looking for the survivors to rescue.

  • I'm a big fan of Fixated. Wish it didn't have the healthy requirement though.

  • We end camping and tunneling by balancing the game better.

  • Just gotta tough through it. It gets much worse after green ranks

  • @OperationMintyHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042444#Comment_1042444

    The pallet doesn't have to remain there forever. It can be broken. You just need to know which pallets to break. Force people into using more resources. Bloodlust 1 on a moderately safe/unsafe pallet. Don't Bloodlust 3 on a total safe pallet. Break it and leave. People keep forgetting that's a thing apparently.

    True story.

  • Well that's where I mentioned fourth perk of choice. Some choose Adrenaline.

  • DS, BT, Unbreakable and the fourth perk of your choice. Most choose Iron Will or DH.

  • I enjoy Huntress and Spirit the most.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042822#Comment_1042822

    Yes and no, It really depends on what you consider "winning" Because yes, my standard of playing the game may not always count it as a "win". The way I see it there are a few different ways people define a win.

    • First you have the pipping/ranking/emblem system (which is horrible). If you look at then no pip is a loss, a black pip is a tie, one white pip is a win and 2 white pips is above and beyond. Using this example, I either tie or win with either a single or double pip more games than not.
    • Second Method THE ***4k or No K Okay*** Method. I actually hate people that think they need to 4k every single game and that a killer should 4k every game. You're basically saying My side is the only side that should have fun, you are supposed to die every single game. This is about the only method I disagree with.
    • Lastly you have the self defined, which is my personal favorite method. It lets you set the terms of what a win and loss in the game is. The games ranking and emblem system is such a joke, why care if the game says you won or loss?

    Well then we open a whole other can of worms.

    I play to win but yeah the games ranking and pipping system makes that very hard to define. I personally base it on kills. However kills aren't really accurate because of a multitude of factors that make that unreliable as a means for determining skill or balance.

    Just one example being NOED. I don't use it, but I wouldn't count any kills from NOED towards my "kills are winning" goal as NOED rewards kills for nothing skillful on the killers part, but simply because the survivors were lazy. There are many others though.

  • @NoMitherPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042768#Comment_1042768

    If I understand you correctly, you're saying that every game is basically the same generally. Yes that's true.but take a look at your own gameplay years ago (let's suppose you were a very good player) then take a look at your gameplay now (again let's suppose you're very good) it's obvious that the old you would get destroyed today. The main path is the same but hundreds of details have changed mostly because skill is way higher than before.

    Playing better now than I did years ago isn't changing the meta. I'm literally doing the exact same thing, just doing it better.

    90% of the killer roster is countered in almost the exact same way. This is why I advocate for killer design that makes each killer need to be played against differently. This is also why I like killers such as Nurse, Spirit and Huntress when I play survivor. They are some of the few killers that actually ask me to play differently than normal if I want to win. This design philosophy also keeps the game more fun as it makes each match more unique, like you are playing a different game even though there aren't different game modes.

    "There are perks as survivor to counter killers perks but none to counter killer s power."

    I actually disagree with this completely. Just one example is Sprint Burst. It counters stealth killers who try and sneak up on you for the first hit, like avoiding a Pig ambush.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042743#Comment_1042743

    I mean here is where me probably differ in the games design. I honestly consider the game a win if I had 1 fun chase, and got a kill or two. I generally prefer at least 2 but won't get annoyed or upset at a 1k.

    I generally consider myself as a fair killer, I avoid tunneling and camping hooks and will usually either chase the healthy survivor and/or just down the injured one.

    I would say 6 outta 10 games I get at least a 2 or 3 kills a game, 4 outta 10 I get 0-2 kills. I am in Red Rank and play Huntress/Spirit/Piggy.

    • My huntress build is mostly for cool throws such as BBQ and Nurses with Iron maiden as my 3rd perk, because I want to get hatchets quicker. My fourth perk usually rotates out for my mood, its been everything from corrupt to Spies
    • Spirit I literally only run BBQ and it has nothing to do with its ability, I am just a BP [BAD WORD].
    • Piggy is probably the killer my build varies the most on, the only constant perk I run on her is Enduring. And that is because she is an M1 killer and pallets stuns and a lot to chase time.

    None of the perks I run matter how the survivors play. Maybe Enduring if you really want to get technical but I personally consider that more of a game mechanic need than a survivor based need.

    https://forum.deadbydaylight.com/en/discussion/comment/1042775#Comment_1042775

    That is kinda my point though. Nothing I run as a killer is really based of what perks a survivor bring, I choose perks that either complement the killers power or make the game mechanics less annoying, such as Enduring.

    However on the flip side, I run perks that I feel are needed to counter ther killers power or play style, not perks I think are cool. If I didn't have to worry about running BT or Kindred or Unbreakabill, I would never run those perks. But so many killers Tunnel, Camp or Slug, I feel the need to run at least 2 of those 3 perks.

    Do you know how much I would love to run perks like Breakout, Flip Flop, Inner Strength, Detectives Hunch, etc? I want to be able to run those types of perks, but doing so makes games where a killer is going to tunnel or camp pointless to play. I might as well die on first hook and move to the next game.

    Well then yeah none of what I was saying would apply for you then because you aren't playing to win.

    We aren't going after the same thing.

  • @NoMitherPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042679#Comment_1042679

    Because of YouTube , twitch the meta keeps changing or evolving. On the killer s side don't tell me you haven't noticed any changes after the new ruin which obviously means survivors have to adapt. + new doctor is often used, it's also part of the new meta.

    Another example, as a killer 1-2 months ago killers wouldn't pick up survivors to avoid ds. Today? Alot of them started to do the opposite, pick up to trigger the ds.

    As a survivor I always think there's something new to learn. Devs add new perks or change some.

    Ruin nerf just means they aren't running Ruin and you might see a couple more CI instead. Doctor being better just means we'll see him a little more. I see just as many slugs and DS avoids as I always have.

    None of these have changed the meta for anything significant. You are still playing exactly the same as the last few years.

    There is always something to learn on survivor but that doesn't mean the meta changed.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042679#Comment_1042679

    The problem is survivor meta perks can be completely pointless 90% of the game. For example, when I play killer, even though I see these perks a lot I rarely ever see them in game.

    • Borrowed Time - I started with this one first, as its one of the few meta perks people complain about that I run and Its the only one I ever really see in my games. As I prefer to not chase the injured survivor off hook I will go for the rescuer. The only reason I see BT is because the injured person tried body blocking or I stayed to close after I downed the rescuer, s I hit them and then pick up the downed survivor.
    • DS - Though I see this perk fairly often, its probably 90% of the time within an exit gate as I had not tunneled all game, so they didn't get to use it til than. Or I see it by them forcing me to use it by just running at me. Other than that, even though I see 2-3 survivors running it every game, I might only see it used 1 outta 5 games
    • Unbreakabill - To be honest, unless I can down another survivor within 30 seconds, I don't leave someone slugged long enough to use the perk.

    Basically most survivors perks are literally pointless it 4 outta 5 of my games. Borrowed time being the only weird exception, because yes I see it, however, I usually get a hook and you are off mending, so it works both ways.

    EDIT: Forgot to clarify my point, My point is, I think survivors builds are more based of how a killer plays than a killers build is based of how a survivor plays. I can't think of a single perk I run that is because of something survivors do. Maybe Franklins if I see 4 flashlights? However, even though I used to run less meta perks when playing survivor, due to the increased camping and tunneling, I am running this perks more often.

    "The problem is survivor meta perks can be completely pointless 90% of the game. For example, when I play killer, even though I see these perks a lot I rarely ever see them in game."

    Here lies the issue with this though. Against a good group of survivors if you play "fair" you will lose. So if you really never see any of those perks activate all game as a survivor you already won the game anyway. If you won anyway because he chose to play fair and none of them activated then it really wasn't a waste was it. If your team still loses and he didn't tunnel or camp at all, then your team just played very bad and/or there was a significant skill difference between ya'll. Whether they activate or not they are still the best perks in the game for a reason and that is why they are run so heavily at red ranks, not just for their activation but because it forces the killer to play inefficiently so they won't.

    "My point is, I think survivors builds are more based of how a killer plays than a killers build is based of how a survivor plays."

    I actually think the complete opposite.

    Survivors are strong enough that the perks you bring don't matter as much. You decide what kind of play style you feel like having or if you wanna run some meme perks and it really won't hurt you that much.

    Where as on killer there is very little variety in what options you have realistically against a good group. The majority of your perks feel forced on you, not what you feel like playing with. Most your perks are pre-decided to bandaid fix game problems that are never addressed. You don't have room to run meme or "fun" perks like you do on survivor. If you do then the survivors were just playing really bad or it's against low ranks.

  • Literally the best perks on survivor for the "meta" are also the best perks for countering "tunneling/camping" they aren't any different. There also isn't any new meta.

  • Poor Clown needs buffs.

  • And because it's covered up now you won't even be able to call the devs out on it since you'll have no proof to show it's messed up other than the literal video of the game showing their skill and I mean that could just be "they had a bad game is all".

  • All it's going to achieve is covering up the problem without actually fixing it.

  • Yeah it's been pointed out many times. The math showing the time to complete objectives for each side isn't even remotely close or reasonable. Killers literally don't have enough time.

  • As others have pointed out it's a bandaid for bad map design. It can't be removed until maps are fixed. If he bloodlusts you like he did you already won the game anyway because of the time wasted, so bloodlust isn't helping him win the game.

    Also, let's think about that loop at the end there. Were you really outplaying him, or was that loop just way safer than it should be? He chases you around and has to completely just guess whether you will jump the pallet or fake it. Luckily for you the pallet is so overly safe that you have enough time to tell that if he is going to commit to one side or not and can still vault at the last split second if he calls your bluff. That leeway time is taken once he gets bloodlust and hits you.

    Without bloodlust that pallet is impossible to outplay unless you just play really badly. It is entirely up to the survivor and he has no outplay potential because of how overly safe that pallet is. Pallets that safe shouldn't exist or be way less common than they are.

  • Toxic? Not at all

    The only time it gets to be "OP" is when it's getting combined with DS, BT etc and the second chance perks gets all stacked on top of each other x4. That's more an issue with other perks and game balance though than it is Unbreakable.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1041578#Comment_1041578

    Maybe ill switch the title from "mandatory" to "will swf always have a amazing advantage over solo?" Which is a most likely yes.

    Oh yeah that's an entirely different question and I don't think a single person would say no.

    It isn't even a small advantage, it's massive.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1041563#Comment_1041563

    Yeah so like i was saying with my edit your mmr would be higher with a swf because of comms so lets say if you always played in a 4 man who had amazing synergy. Your mmr is amazing because you can get gens done unhook people keep the killer at bay ect. And whatever weaknesses you have the swf can mitigate that kinda easily. Then you play on your own without coms. Sure you still have that skill but what synergy you had with your swf wont help you in obviously the normal solo game with noone able to talk to eachother. Obviously you can do mediocre and still pip which is a problem in itself.

    Oh well that's an entirely different point and yeah I agree with you on the issue. I'm not saying their MMR system is a good idea, I actually think it's bad. There are quite a few issues with it and I don't think it would fit the game.

    That said, even with the current ranking system you'd have the same issue. Playing SWF would boost you to a rank you may not be able to get to on your own and have the same thing happen.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1041558#Comment_1041558

    Im talking about the new mmr system they are introducing where rank apparently doesn't matter?

    Even if it's the new MMR system it would still be putting you with people at a similar skill level.

  • I strictly play solo at rank 1 and even with potato teammates you may die, but you can easily pip. SWF isn't even remotely close to mandatory. The current survivor pip system is even too easy in its current state. You barely have to do anything and you'll pip.

  • Sounds are messed up.

    I've had multiple games where I'm slugged making dead zero sounds.

  • Other than for you just to personally see yourself, it seems so.

    So when people gave others a hard time for getting angry about the last patch notes showing ranks removed from the end game screen because it never actually came to pass, they were actually right all along. The change was indeed coming, just not in that patch.

    Terrible change imo. It's a way of covering up the problem rather than fixing it.

  • Camping and tunneling is a result of poor game balance. Fix the balance problems and you'll see those play styles go down dramatically.

  • Does near nothing early game which is where you need it. There's only a few killers that can apply enough pressure early game for it to matter at all and those are the killers that didn't even need old Ruin in the first place. If it actually makes it to late game where it's strong you would have just been better off running Devour Hope anyway as that's a better late game Hex perk. The idea of a late game Hex perk is just bad anyway and doesn't make any sense with current totem spawns.

    It either needs to be not a totem or stay a totem but be better than it is. Not good enough to warrant being a Hex perk currently imo.

  • Licensed "Tank" from L4D is my guess.

  • It's decent. I still feel like some small tweaks would really make it solid.

    Just a little bit reduced cd or make it 5 seconds instead of 3.

  • That was actually an easter egg for the next killer being The Minotaur.

  • It's true.

    They make the most effective way to win also be the least fun way. I'd like it if they changed it so those "unfun" strategies were not the most effective but alas that isn't where we are now.

    I also don't mean make those "unfun" strategies less effective. They simply need to make the "more fun" strategies more effective to allow killers to choose them without knowing they are intentionally making the game harder for themselves.

  • 3 or 4k is a win.

    Any kill after the gens are powered doesn't count to me. That's because getting a kill at the end camping the last guy because there's no reason to leave or getting more kills because they bumrushed the hook isn't reflective of game balance or skillful play. I don't use it, but I wouldn't count NOED kills here either for the same reason. I only count kills I earned through skillful play.

    Pipping would be the better determinant for how well I played as it avoids a lot of these issues. It does still have some flaws though as multiple killers still are adversely affected by the system in a negative way like Plague as one example. Assuming the pipping problematic killers were fixed this would be a lot better way for seeing how strong killers were.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1038724#Comment_1038724

    But is it though?

    He 4K.

    All this video shows is that how quickly gens pop in the beginning doesn’t necessarily equate to survivors winning and escaping.

    First of all, all you know is that he 4k'd. You don't know a single thing of how that went down from the video. What if he didn't down a single person after that video ended until the gates were powered because they all just stood in front of him and hook farmed because they felt bad for him? Does that make the 4k relevant? Did he just camp 1 guy and they all bum rushed the hook which led to a 4k? Does that mean the gen times are fine? Saying gen times are fine because they 4'k is not a valid argument as there are multiple factors that make that statement erroneous.

    The point is that with how fast the gens were going, if he had been playing any non top tier killer against "good" survivors he would have been destroyed. Yes we can argue that the average survivor is pretty bad which leads to many killers getting kills regardless of gen times but when I lose I want it to be because I got outplayed, not just because gens were too fast.

    Gens that fast force "unfun" gameplay to have a chance of winning and no one wants that.

  • Yeah it looks awesome to me now

  • There's nothing he could have done, that's the problem.

  • Is this serious?

  • As much as I dislike NOED and think it's unhealthy for the game, I also think the same about DS, BT, Unbreakable etc. Second chance perks on either side are unhealthy crutches. I agree though, this double standard does happen a lot.

  • Basically the killer version of Any Means Necessary. Put it on a 2min cooldown with a bit of a cast time.

  • Clown needs buffs imo. He will struggle against a competent team.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1034906#Comment_1034906

    Well, another reason I’m steering clear of Plague is the new slew of unique bugs she has this mid chapter update. Otherwise I still love her, and she’s very powerful.

    Glad it wasn't just me noticing. She seems off with quite a few things as well as her sounds.

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