BrendanLeeT
BrendanLeeT
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Happens to me all the time... Was playing Myers and my hand was just out in the grab for a couple of seconds then it just did a regular M1 attack. I can't tell you how many times the grab bug screwed me over.
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@MegsAreEvil said:
@will_i_am_14_85 said:
@Aceonfire said:
Write a few lines of code that return offerings played when killers DC during load.
I'm pretty sure it's not as simple as that......
Its just as simple as that. Write a code of line that the offerings and items are "used" after a match ends and players did not dc.
In theory it sounds easy but in development you need to sit down and plan it then develop it. Just because it sounds simple, doesn't necessarily mean it is simple and I can use my recent assignment as an example.
My scenario was creating a calculator that you input all of your grades into which will tell you your total score and your end of year grade, that sounds simple right? Few lines of code just asking for grades and just print them the message saying you got x,y,z.
Unfortunately you need logic in programming, create conditions with if, while, for as well as creating functions that you can use that input and output data. In my calculator I had 6 functions: startUp, gatherGrades, calculateScore, calculateGrade but on paper it sounds extremely easy just inputting stuff but in the end, there is a lot more logic behind it.
Also a "code of line" would definitely not be the case, you would need an algorithm to check if the match is on a infinite loading screen (multiple lines), you would need code to store addons, items, and offerings, then you would need the logic behind it putting the timeout algorithm into effect, then you would need a conditional to check if the algorithm has determined it was an infinite, then you would need the code to return the items and send back to main menu and if that still seems like a line of code, please tell me what language you develop in because I would really love to move over to that to make my life much easier.
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@Aceonfire said:
@BrendanLeeT said:
@Aceonfire said:
with the way they seem to program, you're probably right, sadly.No matter how you program, it's still not as easy as that. They would need to use a bunch of conditionals to see if a criteria is met, create an algorithm for a timeout, and then store and retrieve data to make sure they don't duplicate offerings/addons as well as making sure it works flawlessly without any issues.
in the over all scope of a project for a game development and support, it is trivial at best.
and making sure it works flawlessly? you must be new to programming or young or both. Software never has a final criteria of working "flawlessly" Developers would go broke. With DBD, that bar might be even lower than the average. They have went public with some doozy of some bugs.
In fact I'm been developing for a while, I can show you my github too if you'd like. When I saw "flawlessly" I don't mean 100% no issues with it but more like trying to find major issues and fix them before releasing it.
When I work on a project, I for sure do as much testing as possible before releasing it and then any issues that people run into will just be minor bugs.
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@Aceonfire said:
with the way they seem to program, you're probably right, sadly.No matter how you program, it's still not as easy as that. They would need to use a bunch of conditionals to see if a criteria is met, create an algorithm for a timeout, and then store and retrieve data to make sure they don't duplicate offerings/addons as well as making sure it works flawlessly without any issues.
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Honestly it feels like there are barely any maps in this game because I'm always getting Autoheaven or coldwind, some nights I can play on either of those maps 5+ times in a row and I don't get a variety anymore.
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@NuclearBurrito said:
@BrendanLeeT said:
DS and NOED are both perks that shouldn't be in the game because it rewards the person on their failure.Why should the killer who worked for that down be declined just to get looped again? Same goes with the survivors, why should survivors get killed because of a NOED when the killer failed to kill them before end game?
Not a counterargument. But TECHNICALLY if NOED is killing someone then the game hasn't ended yet.
Also it's not that you can't have something that gives you something when you are failing, rather it just can't completely outweigh the fact that you are in a state of fallible in the first place.
Or in otherwords something like DS or NOED can give you an advantage in a failure state compared to not having the perk, but it shouldn't give you an advantage compared to not having failed in the first place
My wording is completely off today but I understand your statement. I know that NOED and DS are not the same but I try to be as unbiased as possible otherwise the words "killer main" gets thrown right at me.
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@Orion said:
@BrendanLeeT said:
DS and NOED are both perks that shouldn't be in the game because it rewards the person on their failure.Why should the killer who worked for that down be declined just to get looped again? Same goes with the survivors, why should survivors get killed because of a NOED when the killer failed to kill them before end game?
NOED activates when survivors fail/refuse to break totems. DS activates when survivors lose chases. One punishes survivors for failure, the other rewards them for it. They are not equivalent in any way, shape, or form.
I guess that's true because whenever I play survivor I always cleanse totems, if I die due to NOED then I have no one to blame but myself. DS has no counters, people who say "dribble" or "use enduring" doesn't realize that it's not a counter because it's not 100% going to work unlike NOED where you can complete remove it before it activates.
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DS and NOED are both perks that shouldn't be in the game because it rewards the person on their failure.
Why should the killer who worked for that down be declined just to get looped again? Same goes with the survivors, why should survivors get killed because of a NOED when the killer failed to kill them before end game?
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@Devil_hit11 said:
If you ask me, this post looks like some survivor main who wishes that they delete Legion from the game by making him and his entire power worthless beyond of what it is now.Your first stage has half-baked version of pig's ability, if you like playing pig, you can just pick pig instead of turning legion into pig. Not only that, You also successfully managed to implement Freddy's dream world mechanic onto him(by not allowing him to hit deep wound survivors) and on top of that, your reward for stalking in comparison to Mysers went from Instant down to even more conditional timer that you can't even use if your remotely next to a survivor.
Just from my first paragraph, can you see how terrible weak the killer is without even adding it into the game? It's like you managed to think of every possible worthless mechanic in the game and slap into one killer to make greatest F-tier in dead by daylight history.
Just because someone has an option doesn't make them a survivor main. People like you need to get out of the "Survivor main vs killer main" mindset and just grow up and stop acting childish. Everyone is free to have an opinion and just because you disagree doesn't make them a "Killer or survivor main".
This is why the forums can't work properly because if one person has an opinion against the opposing side, they're automatically marked as a survivor or killer main which shouldn't be the case.
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@The_Crusader said:
BrendanLeeT said:@The_Crusader said:
I'm not gonna disagree that survivors are more toxic in general.
As for killers though, yeah if they lose badly they leave, but if they 4k they'll always stay around for the gloating and the "EZ". If they camped and noed to get 3 kills you can sure as hell bet they'll try to gloat and make fun of survivors too despite playing in a really ######### way.
Basically they only leave if they have nothing to say, otherwise they love to run their mouths and talk trash.
Hmm, this is reminding this that in 9/10 of my games, at least one survivor is just sat at the exit gates t-bagging or they will say post-game chat "Baby killer ez". Double standards man, survivors sit at the exit gates t-bagging and now some killers are sticking around to say ez.
How is it double standards?
I've already said its widely known about survviors toxicity, and likewise it is some survivors not all.
My point was that killer toxicity seems to be on the rise. Which is worrying because traidtionally they haven't been as bad as survivors.
Probably wrong wording on my half but like others stated, after getting "bullied" for months or years killers have just probably snapped. I'm not toxic but I don't care about survivor's fun when I camp at end game to secure a kill or if I tunnel because I stumbled across an injured survivor.
I used to ignore survivors that I previously hooked but after getting tired of toxicity I don't bother playing nicely anymore.
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@The_Crusader said:
I'm not gonna disagree that survivors are more toxic in general.As for killers though, yeah if they lose badly they leave, but if they 4k they'll always stay around for the gloating and the "EZ". If they camped and noed to get 3 kills you can sure as hell bet they'll try to gloat and make fun of survivors too despite playing in a really ######### way.
Basically they only leave if they have nothing to say, otherwise they love to run their mouths and talk trash.
Hmm, this is reminding this that in 9/10 of my games, at least one survivor is just sat at the exit gates t-bagging or they will say post-game chat "Baby killer ez". Double standards man, survivors sit at the exit gates t-bagging and now some killers are sticking around to say ez.
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This is a real issue with DbD, I'm a killer main but me and my friend wanted to play some survivor so I was all the way back at rank 18, which shows you how much I play. Every time there was a toxic survivor and the killer didn't get any kills, one of us will sacrifice ourselves to make the killer feel a little better and then give them tips.
Some killers get surprised when they see stuff like that when survivors will stay behind in chat to either give props to the killer or give them tips.
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I have a similar experience, me and my friend joke about it all the time but some days I can play Coldwind up to 5 - 7 times in a row and then other days it's AutoHeaven taking the spot for the most common map. It gets boring after a while because I like the variety of maps but those two seem so common
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It depends on the survivors but when I play him at rank 1 for a daily, I use my mallet 95% of the time because when I go to charge up my chainsaw they just vault windows and I get slowed down whilst charging up. Leatherface is only good on open maps, but some people just overrate him in my opinion because overall he isn't that good.
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@BACKSTABBER said:
@Bongbingbing said:
DS is not easily countered, It's completely broken. It really should be an end game perk once gens are completed.you can also be the clown and throw a bottle to urself before getting DSed
When you say countered, it means you have a 100% guaranteed chance to get rid of it. DS is not 100% countered because if you juggle, survivors can body block and if you have UP you need to rely on them messing up.
NOED is a perfect example of a 100% counter-able perk because if you cleanse all 5 totems, it will NOT activate but neither of those two points counter the hatch and DS.
The clown throwing the bottle doesn't counter DS either it just slightly slows them down, I don't get why people say DS has counters because it only has ways to make the punishment to the killer less harsh.
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@AdánAR I don't know if you're baiting or not but you're being such a hypocrite. You're mocking killers because they "cry" too much but looking at your posts you seem to be the one crying right now. I don't know why you stick to the "Killer vs Survivor" mentality because it's not healthy for the community and you keep saying "You don't know me kid?" well that right there nulls your point in constantly calling people killer mains because you don't know them either, makes sense right?
You're literally complaining about Franklin's saying it's pathetic but what do survivors always say to killers who complain about items? Use Franklins! But when we end up using it we're pathetic?
You are clearly biased towards survivor and I'm going to say this like I say to everyone else: Perks are designed so you CAN use them, in my opinion using DS is pathetic because it's a get out of jail free card but I've never made a post on here about it because it's a perk, why shouldn't the survivors use it when it's made for them?
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@fusky17 said:
List of rules for killers
You can camp on a down or hook person if u give a 3 to 5 sec head startSurvivors cant use pallets to stun
Add rules at this point cuz we can only complain hear
But I did wish they did take stuns off like when u drop a pallet on a killer it brakes i mean look at every killer movie
I've been playing this game for years and some of these rules I've never heard about at all.
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I mean survivors complain a lot when killers camp to secure a kill at the end of the game, both sides complain equally as much as the other. Survivors have objectives correct but killers have them too, which is to kill people but when they do it in an effective way we get hate thrown right at us.
I don't tunnel unless it's coming towards end game and I don't camp unless all gens are done, but there are perks to somewhat counter camping such as Borrowed time. Tunneling can't be countered and it's pretty crap when it happens to you.
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@Jplanas98 said:
I still think they should just allow killers to have the choice to face an SWF group or not. SWF groups should have an icon indicating they're in an group letting the killer know. Or even if it's a lobby option where you can turn play against SWF on or off.Although I hate going against some SWF groups, this is NOT a good idea because barely any killers will opt-in for that. People complain about queue times already so implementing this would make them even worse and I'd rather have a match against a SWF team than sitting in matchmaking for 20+ minutes.
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T-Bagging is very situational and for me and if someone is t-bagging at every pallet and at every safety point in the map to be cocky and just to be toxic then I will play like that back. It's the whole saying "Treat people how you want to be treated."
If survivors will go out of their way to make my game as unenjoyable as possible then I wont play nicely. Funny thing is, all of the survivors that play toxic and get it handed straight back to them resorts to throwing out insults.
I don't camp when they t-bag me occasionally but if they are purposefully trying to ruin my experience of the game then I will try my hardest to punish them.
Although I love escaping with a BT save when a killer camps me and watch them be extremely salty however that has no relation to this thread.
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They've been saying this for months, I wouldn't expect it anytime soon

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Before this post, I'd like to make clear that I DON'T dodge SWF groups unless I've ran into them before and they are a bully squad. I don't have an issue with 2 man SWF groups because they only get a slight advantage but this post is aimed more towards 3 or 4 man SWF teams.
The issues I have with SWF groups
Now before I continue, I'd like to say that not all SWF groups are toxic and I've played against some good people that just want to play with their friends for fun instead of bullying the killer. Below I'm going to make a few points with issues that killers run into when not dodging SWF groups.
SWF Makes some perks useless on killers
Yes you heard this correctly, communication can make perks on killers completely useless. An example of this is Knock Out, which can be good if it actually works but most of the time, survivors will say over a 3rd Party Program their location and then they can just be picked up, making the killer waste a perk slot and making the perk completely useless.
Another example are HEX totems and I say this because if one survivor in the group finds the totem then they can just give the location to their friends and it will be destroyed. I can't say how many times one survivor ran past my totem during a chase and then 20 seconds into the chase, my totem got destroyed because they are using voice chats to relay information to others which they wouldn't have known about otherwise.
My final example is probably one of the most hated perks in the game but Insidious is made completely useless against SWF groups. Yes Insidious is really annoying to go against however if the survivor, who is getting camped, is in a SWF group then all they have to do is relay information saying that the killer is in the basement or near the hook camping, don't rescue me and just do gens.
Game is extremely unfun
Most of the toxic survivors I run into are in a SWF group and I say most because solo survivors can be toxic too. Against SWF groups, generators get done so quickly because of the information they receive and how well organised their group can be. Here are some scenarios that gives SWF advantages:
"Don't rescue me because he's camping" - This will make all of the group gen rush and get them done quicker because if they wasn't in a group or were using comms then the survivors would have to get off the gen to go to the hook to check if the killer is there. Now you can argue that they will gen rush when they get back however it still buys the killer time.
"The killer is walking over to the gen near shack" - This information gives the survivors an early warning resulting in them getting away extremely fast making the killer unable to get them because by the time he is there, the survivors would have been far gone by then. This makes finding survivors extremely annoying when they know your exact location so they can just avoid you at all costs. Without comms, they wouldn't have known that the killer was coming until they were in my terror radius range.
"His totem is near a corner of the map" - I've explained this in my SWF Makes some perks useless on killers so I'm not going to go in depth but groups can just relay totem placement info resulting in it getting destroyed when solos would need to look around for it themselves.
There are obviously more scenarios but I'm not going to make the reply too long. One final issue I have with SWF groups are the organisation. You can assign a person to loop the killer, a person to heal and rescue survivors, and then two survivors to repair generators. If you're not in a SWF group then games don't have organisation and multiple people run in for hook saves, removing survivors from repairing generators however if it's an organised game then gens just get rushed because all of the survivors stay on gens knowing their friend is being saved.
Reading out killer perks
Another massive issue is if a member of your group dies, they can just read out all of the killer's perks and addons giving out a LOT of information which you shouldn't have. Reading out perks could make the killer's NOED useless because the survivor that died said "Cleanse totems because he has NOED" making the survivors look for totems to prevent it. If the survivor was solo then they wouldn't have known if the killer has NOED or not.
Revealing the killers
Another issue against a SWF group is that they can give out who the killer is before anybody else sees the killer. If the killer is The Shape then they group would know to be on a look out all because of one person spotting the killer in the group. Now you might argue that everyone will find out sooner or later anyway but while this is true, the players still got the advantage and information which they shouldn't have otherwise until they make a sighting on the killer without just being told who it is.
Conclusion
As you can see, I've listed only a few reasons to why killers dodge SWF groups. They get way too much information and they are just organised and can be a bully squads. SWF just breaks the game in SOME situations and because they get so much more of an advantage then solos or even just 2 man SWF groups, killers just dodge so they can have fun or even stand a chance against them if they are well organised. Although I don't dodge them, I can understand why killers do it and I've had experiences with it when I've played in a SWF team.
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@Vert3x said:
@BrendanLeeT said:
I'm all for downing the rarity but it was nerfed for a reason because it was stupid that a SWF group could just instantly repair up to 4 generators, if of course they hit the skill checks. It really isn't worth the points and it's definitely not worthy of being ultra rare.Buffing is definitely a bad idea but decreasing the rarity is justifiable.
One thing that I never understood, about the old brand new part and about instablinds (as well as instaheals which are still a thing) is why they didn't want to simply make sure that only one per type could be brought in a game.
It wouldn't be that hard, the good old instablinds were quite fun to use, but sure a killer had a ######### time when dealing with 2 or more of them at a time. And same for the old instagen brand new parts.This would have been much better and the survivors have a minute in the lobby so if a survivor already has BNP equipped then it simply removes it from the survivors that join afterwards. At that point, there will have more than enough time to change their loadout such as completely changing item or just getting a new set of addons.
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@Gardenia said:
You can speak for yourself. I actually love this update. Legion is great for me. You've repeated yourself multiple times going on about "skill" or lack thereof, however why does that even matter? Just play and have fun. I do well with legion, people complain about nurse and she's "broken" as well. She also ignores almost all mechanics in this game. You metioned he's unable to be looped and that that survivors will be down within "20 seconds". Good. In my opinion the devs are trying to get rid of looping. But it seems you're basing your survivability on looping.I like Legions design, and his power. I disagree his power doesn't need to be scrapped, it's unique and it's because it's so unique that's why it's a bit more difficult balancing this killer.
All in all. You've repeated yourself many times regarding skill, when barely anyone thinks about that when playing, it feels like a poor excuse of an argument. When really if it's boiled down, you want more opportunities for counterplay, even when there are some.
The issue is some survivors don't take the measures to do so. It's called GTFO. When you hear a heartbeat leave. Don't sit on a gen, don't try to loop, run.
If you know the killer is mobile, then be proactive than reactive in counterplay.I enjoy playing as legion very much, and if you don't that's fine but that just means he's not your cup of tea, not every killer will appeal to you personally. But that doesn't mean you should change them to fit your playstyle.
Yes he needs work, but I play Legion all, the time and the buffs they're about to give him seem to be heading in the right direction.
This is how you get more interesting killers, trial and error. This killer is unique and fun to play, also not overly cumbersome in an expense of a pretentious veil of "skill".
The legion really doesn't require skill to play at all. The reason why he is boring for either side is because the Legion can get free downs without even thinking about it and trying to outplay the survivors. If you get hit with deep wound and the killer is cheesing chase mechanics by moon-walking then you know that there is nothing you can do because in a couple of seconds you're going to be dropping down. When the killer is moon-walking, survivors that try to mend fail because the killer can just m1, if survivors try to loop the killer can just frenzy spam and down them, if the survivors want to hide then they can't because the legion will just see them if he successfully attacks another survivor in frenzy.
Not to mention that the Legion is just a straight up pipping machine, even if I don't get any kills with him I still pip and I've actually never depip with Legion once no matter how my games went. On average with the Legion I double pip and it's the easiest way to reach Rank 1 as a killer.
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@Grimzy said:
@BrendanLeeT said:
Another thing to add on is the Nursing Calling nerf that was unnecessary and wasn't even asked for. Although this doesn't effect me because I don't use it on Doctor or Freddy, I've never seen anyone asking for Snapping out of it to be removed from Nursing calling and I've never seen anybody asking for Waking up to be removed from Nursing Calling.To me, the nerfs to that perk was unnecessary
Nurses calling affects healing, snapping out or waking up isnt healing, it makes perfect sense those were excluded from nurses calling.
Yeah I agree with that but no one really complained about it and it allowed for more killer builds rather just the same ones over and over again. If we're going down the healing path and snapping out of it isn't healing then why can't Nurses calling see deep wound survivors mending? The deep wound puts a deep cut into survivors that they need to patch up before dying, isn't that technically healing to prevent death?
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Another thing to add on is the Nursing Calling nerf that was unnecessary and wasn't even asked for. Although this doesn't effect me because I don't use it on Doctor or Freddy, I've never seen anyone asking for Snapping out of it to be removed from Nursing calling and I've never seen anybody asking for Waking up to be removed from Nursing Calling.
To me, the nerfs to that perk was unnecessary
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I completely agree with all of your points made within the thread. I'd rather a chapter release without issues or minor issues that are not ruining that much experience.
When we've been in Discord together, we've both experienced these issues together and honestly made me play DbD a lot less during this patch because it's the most unfun I've had on DbD in a long time.
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Alright so removing the ability to see what items the survivors have is just stupid because the killer is supposed to see items to allow them to prepare and edit their build. If killers couldn't see their items, then what would be the point in risking using perks like Franklin's, Lightborn or Overwhelming presence. The game was designed for killers to prepare before the match starts.
Viewing usernames is debatable however I never check profiles because it's just a waste of time and it's just annoying and tedious to do. Personally I wouldn't mind the survivor names from being hidden but removing the ability for the killer to prepare I'm against.
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I'm all for downing the rarity but it was nerfed for a reason because it was stupid that a SWF group could just instantly repair up to 4 generators, if of course they hit the skill checks. It really isn't worth the points and it's definitely not worthy of being ultra rare.
Buffing is definitely a bad idea but decreasing the rarity is justifiable.
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@Doc_W__HOLLIDAY said:
@BrendanLeeT said:
@Faceless said:
SWF is balanced.Killers use ebony memento mori and ruin + noed all the time.
Main killers cry a lot, holy god
I'm not going to cry about SWF but your reply just made me laugh. First of all, NOED is the easiest perk to counter and I don't know why so many people cry about this perk being too overpowered. If you're new to the game let me give you a tip, you can break all of the 5 totems and NOED wouldn't activate! You can literally make this perk useless and waste a killer's perk slot at end game.
Correction: Surveillance is the easiest perk to counter. You don't have to do jack ######### for the killer to not get to use it! Buffs when?!
Well NOED is the easiest end game perk to counter :chuffed:
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@Faceless said:
SWF is balanced.Killers use ebony memento mori and ruin + noed all the time.
Main killers cry a lot, holy god
I'm not going to cry about SWF but your reply just made me laugh. First of all, NOED is the easiest perk to counter and I don't know why so many people cry about this perk being too overpowered. If you're new to the game let me give you a tip, you can break all of the 5 totems and NOED wouldn't activate! You can literally make this perk useless and waste a killer's perk slot at end game.
Secondly moris are cheap and I never use them even though I got a bunch but you don't mention the insta healers that survivors have though, right? Especially the ones that heal you from dying state on the ground to fully healed (2 health states) instantly.
Thirdly Ruin is really situational and depends on the totem spawn but most killers need to use them otherwise gens will just pop left, right and center. Time is extremely important to the killer and ruin can buy time although it's normally destroyed within the first 20 seconds anyway making it practically useless most of the time.
Honestly, I'm guessing that you're just being extremely biased towards survivor but both sides have balancing issues such as items for survivors, some addons for killers, perks for survivors, etc. The reason why I'm calling you biased as well because you've only targeted "killer mains" in your reply rather than mentioning issues on both sides. By the way, it's not only killer mains that cry, just search up: NOED, Leatherface OP, BBQ & Chili, etc on the forums and you will see a lot of survivors crying.
Edit: Looking at your discussions and comments such as "Myers is too fast" and "Selfcare needs a buff", I can see that you're definitely a biased survivor main.
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@doggieman said:
@BrendanLeeT said:
Although NOED and DS are hated by the community, at least one of them has counters. There is no 100% counter to DS without having to take up a perk slot, which by the way doesn't even counter the perk fully due to it only reducing the stun time slightly. When a killer downs a survivor, that means they worked for it and the survivor has lost so it is pretty stupid that they can hit a skill check to just escape and loop again. I personally don't mind 1 DS in my game but the only time I see it being a problem is when there are multiple survivors running the perk.
Regarding NOED, that can be countered before it even activates just by destroying 5 totems. If you take a little time out of your game to cleanse the totems then you wouldn't have an issue with NOED.
I personally don't run either of those perks because I find them both annoying whenever I play against them (I do play survivor and killer) but at least NOED has a counter-play to it unlike DS.
While there is no perk that counters DS you see plenty of killers strategically work around it. In all games where I played survivor and I ran DS, killers would always dribble me to the nearest hook. I would say half of my games I never get the opportunity to use DS. I don't mind DS when I'm playing killer because usually I prepare for it and I don't have an issue downing survivors again.
Dribbling although helps you, it doesn't 100% counter the perk like NOED. Dribbling is really reliable however if you have a bunch of hooks that spawn far away (The Game map for example) or you have body blocking survivors then it doesn't counter it at all.
Like I said, I don't mind 1 DS in my game but I find it problematic when there are multiple DS users getting free escapes due to the perk and when the player isn't the obsession then I can't prepare for the DS strike to happen because I have no way of knowing if they have it equipped or not.
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@Vert3x said:
@Master said:
@Vert3x said:
This game has evolved since 2016, it's nearly 2019 now, I hope we can all understand that Dead by Daylight loses all its sense and fun when it comes down to camping.I'm tired of wasting my time, items, addons, offerings and rank pips into games where I get caught for a single mistake (which sometimes could be conditioned by the game itself) and that's enough to get me punished to death by any unfair playing killer.
What do I mean with camping:
What I mean with camping is of course having a killer that stays by the hook or that patrols the nearby area, but I also prefer to include another strategy, similar to tunneling, which is instantly or soon enough downing survivors back as soon as they get unhooked, which is also very unfair and senseless.The reason why I want to keep that separated from tunneling is because tunneling is actually prioritizing one (or more) specific survivor(s) to get them out of the game as soon as possible, whether because it's the obsession and the killer's got Dying Light, Remember Me or anything similar, or if it's just an attempt to gain a good map pressure by jumping straight to a 1v3 with (hopefully and supposedly) about 1 generator repaired to the point when the guy gets sacrificed.
Sure this shouldn't involve having the killer stay by the hook, it should rather be about the killer leaving the hook to handle other tasks, and only as soon as the survivor gets rescued, coming back for it and ignoring everybody else to progress through that guy's sacrifice.
Tunneling is also a lame strategy to many players, but when the target of it knows how to handle the situation, they could possibly get to take advantage of it by wasting a lot of the killer's time and getting Adrenaline to pop or anyways getting hooked at a certain point with his team managing to rescue him after many generators have been done and pretty much with the exit gates open.I've been the target in this kind of situation, and even if I ended up dying and maybe depipping, at least I actively helped my team securing their escapes and I sure had some genuine fun with a long chase, so at that point I won't even mind if I die.
The reason why I'm fine with tunneling is also because when I tried to get the Adept Wraith achievement, I really struggled in certain maps to optimize the time that I spent in the chases, since I did that on rank 1, and sure the 3 teachable perks of the Wraith weren't coming in handy at all. I can relate to killers that feel the need to try to do something like that, and I think it can even be justified with some barely useful perks on an below average killer. (I eventually got the achievement, but being on rank 1 didn't help, I had to wait to deal with solo players to be able to kill them all with those ridiculous perks)
Now, one thing that I really want to point out is, no matter how much toxicity they put into doing it, neither camping nor tunneling are something that I'd blame the killer for doing; I maybe wouldn't do it on their place, but still I don't want to blame a killer that is struggling to gain map pressure for doing anything alike, or neither if it's their standard playstyle. I could maybe rage at them at first, but when lucidly thinking about it, I don't think that it's their fault at all.
I think that if there's somebody to blame instead, it's rather the game designers who have always promoted camping as a """valid""" strategy, even though it's always been known for utterly ruining the gameplay experience for at least one of the players involved.
It's quite inconceivable indeed that one working for a game wants its players to rage when dealing with toxic strategies, since that's what they approved and recommended killers to do.Let me know your opinions about this!
P.S. for anybody ready with their dead meme with the doctor showing a "git gud" (or anything on the same level): are you here to make the community rot?
You're welcome, but before demonstrating your ignorance, arrogance and brain damage, I'd be pleased to see you guys having fun to a camper so that you can prove me wrong, thus before showing your super funny picture, make sure to include a link to a youtube video where you show me your unstoppable fun against any camper player that makes you die within seconds from the first mistake you do, solo survivor game, no good teammates capable of saving, no ds, mic included: even if you're likely 11-12 (deducing from the way you think), it's still legal to make us hear your voice
It's up to you, either a video or no d*ck comments, thank you and may everybody have a good one
There already is invulnerability during unhook now, its impossible to tunnel rigth of the hook, the other survivor can ALYWAYS bodyblock. Also you got BT, which doesnt even tick down during a chase anymore. What else do you want?
A killer camping a single survivor is intentionally losing the game, he allows the other 3 survivors to finish all gens and leave because it takes 2 minutes to die on hook.
if you are always the one being camped, then I would consider takign a closer looka t your playstyle.....Nah, I don't play toxic buddy, I used to but I acknowledged it back in the days and sure I wouldn't complain about camping.
The few times that I give a try to toxic gameplay I sure expect the killer to get upset from my playstyle and I don't have anything to say about that.The problem is, on rank 1 I really don't play toxic, I just play to enjoy the game, and that often doesn't happen because it's full of campers. I know that it sounds weird, but there's way too many people getting apparently rewarded by that playstyle rather than punished, and as I said, tunneling is only when you have a chance to keep a chase and gain distance, if the killer is just around and comes back for the unhook while one can't move any further than an open field then I call that camping because it's just like farming survivors off the hook just with a longer time, only an adrenaline, instaheal, or something would save you in that situation.
You say that killer are getting rewarded more than punished? That's why camping has worked for such a long time because survivors reward it by not repairing gens and giving the killer more easy kills. Although I don't camp, unless both gates are open, I do notice survivors always trying to go in for the saves resulting in their deaths whenever I play survivor.
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Although NOED and DS are hated by the community, at least one of them has counters. There is no 100% counter to DS without having to take up a perk slot, which by the way doesn't even counter the perk fully due to it only reducing the stun time slightly. When a killer downs a survivor, that means they worked for it and the survivor has lost so it is pretty stupid that they can hit a skill check to just escape and loop again. I personally don't mind 1 DS in my game but the only time I see it being a problem is when there are multiple survivors running the perk.
Regarding NOED, that can be countered before it even activates just by destroying 5 totems. If you take a little time out of your game to cleanse the totems then you wouldn't have an issue with NOED.
I personally don't run either of those perks because I find them both annoying whenever I play against them (I do play survivor and killer) but at least NOED has a counter-play to it unlike DS.
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If you look up on YouTube "Producer Mathieu Cote Talks Dead By Daylight | NYCC 2017" and watch from 0:40 onward, he says: "The game is an asymmetrical game, it's 1 killer chasing down 4 others playing survivor wanting to escape the nightmare. Quite a lot of fun, unfair game right from the start with the killers being way too strong, survivors cannot go on the offensive."
The game was designed to be one sided, why should survivors be more powerful than 1 killer when there are 4 of them? It makes no logical sense at all.
When you take a look at the Steam charts, you need to take into count that some events may of happened during the months DbD had a spike of players, such as the Halloween event, but after those numbers went down because players got whatever they needed it would affect the charts to show players are leaving.
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It's quite sad when survivors refuse to leave because they just want to rub it into your face that they escaped. I did a little test and in 5 games, I would refuse to go to the exit gate and I would stand in the basement to see how long it takes them to leave.
It was quite sad that the average time it took survivors to leave, with both gates open, was around 6 minutes. Now some games I wouldn't have to wait long at all but other games I could be just standing there for 10 minutes.
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I'm always getting Coldwind farm and that seems to be the only map I get nowadays. Anyway, if there are no map offerings used, do all the maps have an equal chance to be selected? I'm only asking because sometimes if feels like I'm always on the same map
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I agree with DeadByFlashlight, slugging is one way to counter this and I can say this from my experiences of slugging when running into these kind of survivors.
When I was playing the clown, I had all survivors body block whenever I would pick someone up and they kept on getting away due to it. After the 3rd time of this happening, I hit 1 survivor (while I was still carrying one), and then dropped the survivor on my shoulders.
After that I ended up downing all 4 then hooking them all, just because they wanted to body block and when they were injured they still tried to body block so it was easy downs for me.
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Hello,
I think DS must be banned in this game because the DS
destroy the game -
@jiminie said:
I'm not trolling, not even trying to, ya good and mighty killers can enjoy your small little game, lobbies time already gone up because devs tryin' to babysit so-called 'killers' who got terrified for so long with all the unfair advantages survivors had, so sad, i guess you went through a really hard time getting blinded and outrunned to hell and back, not stretching this even longer, have fun in your soon empty lobbies
The devs are not babysitting us, they are just bringing balance back to the game. All of the "Crutch killer perks" have a counter to them unlike a few survivor perks such as DS. All the survivors say that we complain about their perks being too OP when we have perks like NOED, BBQ, etc. Let me say something, there is one big difference between killer crutches and survivor crutches and that is Killer crutches can be countered. I still don't get why to this day people complain about NOED when it can be destroyed before it even activates, like can you not stop working on a gen for a minute or two to find all of the totems because they're not hidden anyway.
One big issue with the game, which I guess is kind of fixed with this patch, was the ability for 1 survivor to loop killers on some maps with a terrible design that wasted so much time. Like what another forum user said:
1 killer is NOT equal to 1 survivor
1 killer is EQUAL to 4 survivors.If it's a 1v1 situation then the killer should outpower the 1 survivor but if the survivors work as a team then there can be a chance for them to beat the killer. It's not that hard to play smart without crutches because you can still win games without them.
I'd assume you didn't play the PTB whilst it was open? You had a chance to playtest these changes and give feedback to the developers but a lot of survivors dropped out of the PTB knowing they would have a challenge and they would rather stay on the current build to bully rank 20 killers. You had a chance to playtest these changes and you threw it away so that is your fault.
Edit: You really cannot say that it has completely broken the game because a few survivor mains have posted their feedback and they enjoy the challenge. Of course, biased survivor mains will say "Looping isn't bad" or "Stop chasing" but if we stop chasing that one player, the second player that we will find will use the exact same playstyle as the previous one. Anyway, click here for the post.
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Well you're now experiencing what us killers went through for over a year! Finally, balance is slowly coming back to the game and it's amazing. Now that survivor mains are no longer getting spoon fed the win, they are now resorting to quitting and whining about it.
Before this patch, there were camping and tunneling killers so I don't know why you are complaining about that now.
For your second point, I've seen quite a few unbiased survivor mains enjoying the update because it brought balance to the game and with a few killer buffs it can be a little bit scarier now when going against the trapper or hag.
Git gud and adapt to the changes.
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Male: Doctor
Female: Nea -
You survivors say a lot of things about killers too and my point here is that both sides complain so you're quite biased to just write up a post about killers complaining.
Firstly lets us talk about one of the biggest complaints made by survivors and that is camping and tunneling. Survivors say that is unfun to be camped and tunneled but us killers find it unfun to be pallet looped, bullied by 4 man SWF DS squads and even looped at near infinite that waste so much time and the list goes on. But you guys always say that you need to survive and you gen rush because it's your objective to complete generators and escape but it's also our objective to kill off the survivors and camping does the trick.
So if it's unfun for the killers to be gen rushed and looped and you say it's our objective then we can just throw it right back at you and say that killing is our objective so we camp to guarantee a kill. This is when the entitlement occurs because if it's unfun for the survivors then we need to be "reported", "banned" or we just get insults thrown right our way, however, if it's unfun for the killer then we are "baby killers", "noob killers" or we just need to "git gud".
I really don't understand why survivors just think about themselves and never the other side. I could link a few posts by survivors that actually played killer and they made forum posts about their experiences and even apologized due to them understanding our points when they get a taste of their own medicine.
Instead of playing at the low ranks, why don't you actually try to play killer at the high ranks and then you will see all the trash we have to go through.
Secondly, survivors dictate killers more on how to play the game and they feel entitled to have their own book of rules such as: Let the last survivor get the hatch or that we need to respect the 4%. In my experience, survivors are always the ones trying to get the killers to play their way.
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This Mori looks much better than the one he has right now! I would love to see some of the mori animations changed for the killers because they feel too basic and they could be much better.
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I got quite a funny quote 3 days ago when I won a game as a Freddy against a 4 man SWF Bully squad
They said in the post-game chat: "Nice smurf account. Buying a secondary account to go against new players"
I replied with "Dude it's the 13th so the ranks reset..."