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Carlosylu

Carlosylu

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Carlosylu
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  • Sometimes, a build I find REALLY OP is Fixated + Sprint Burst + Q&Q + Spine Chill

    You know he's comming cause of SCh you fixate into stealth cover, if by any reason he manages to find you you sprint burst away, fixate a little bit, run into a locker. WORKS EVERY TIME

  • @BenZ0 said:

    Often I see Killers blaming survivors and calling them as "survivor mains". They call them beeing typical toxic or small minded. When I was asking a Killer once why he used noed on spirit he said to me "A trash survivor main like you will never understand"... well apperantly I am Killer and Spirit main xD. He still didnt believed me and said my mother is fat and then left the chat.

    Long story short what makes you think a survivor seems to be a survivor main? Because they are extremly toxic? Or use shiny skins? Or maybe they use flashlights? Tell me your reasons!

    Survivor mains are players who red rank survivors and green or below killers. That's just my concept BTW

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011730#Comment_1011730

    I disagree that huntress hatchets guarantee a hit...

    If you land it yes, but sometimes they don't land even when they're suppose to, than they do land when they're NOT supposed to.

    Weird system, with bottles its a AOE effect, so they're not looking to directly hit them with it, rather, they're looking to obscure their pathing to deadzones and other bad areas that the Survivor will have issues with.

    I agree, I can dodge Huntress's axes like a piece of toast. You just have to know the mind games.

    When loopig her don't throw pallets down first or second loop, Huntress almost always will try to load an axe every time she thinks you're gonna drop the pallet, just keep running in the loop, if you drop the pallet she's gonna hit you with that throw, drop it only when she notices you're not gonna fall for that trick.

  • I'd say it's just his ability mechanics, it's boring to reload and you can even be called a camper for reloading right after you hooked someone, which is a little bit dumb to be called like that for it to be honest.

  • @ISmartOneI said:

    So I was playing Michael and my WiFi sucks living in a house with two Xbox’s and 6 phones not even including pc’s and I had survivors message me on Xbox saying they reported me for lag switching. Will I get banned for a lack of decent WiFi? Please help me out. I’m too addicted to this game to never play it again.

    You won't be banned for this, for consoles where killer is host it's the survivor's fault for staying in your lobby after they saw your ping, and for dedicated servers it's hard for survivors and they're gonna get mad at you for it, but no, no bans man.

  • In the first one the Trapper has a barely above 65% kill rate average, meaning he kills a little bit more of 65% of survivors who play against him (Check the Y axis) and about the pick rate, as more to the right he is the more he's picked by players to play as him (Check the X axis), in the image he shows a % a little bit above 14%.

    It's the same for the second one.

    The middle of the picture shows the specific data, it's called "image dots", I agree with you about the confusion, they might should've added the percentage in a small number above the image dots.

  • @Wooferson said:

    How many of you (survivor or killer) play solely with the goal of pipping up or winning the game rather than for fun? Who plays just to have fun?

    I'm of the opinion that it's easier to play for fun as killer (faster queue atm and not having a team rely on you) but its plausible as well to have fun as survivor if you enjoy running the killer around or something along those lines.

    Personally, I play for fun as killer since I tend to get a decent amount of BP even when memeing around with ghostface or legion, but I know theres a lot (at least that I've seen) of killers and survivors that are only dead set on winning the game or pipping up.

    For fun with the objective of pipping and 3k+ as killer.

    For fun with the objective of pipping and getting 3 men survived+ as survivor, it doesn't matter if I was the one who died.

  • Ahm, first, this video was useless to make, just check game statistics, a single gen, being done by a single person takes 80 seconds, no need testing it... 3 gens can be done in 1.5 minutes if 3 survivors spawned at different gens. This is one of the problems of this community, most people don't even know the basics...

    Now... 2 gens in under 2 minutes... The 3rd wasn't done so doesn't count... 4k'd... No CI... You're telling me you want the 4k without gens getting done with that build...? Man... Stop...

    Just use logic...

    3 men on gens, 1 on a chase, it takes 80 seconds per gen when 1 man is doing it, if every one of them was doing a different one you're getting 3 gens in 1.5 minutes, IT'S OBVIOUS... but this... THIS IS NOT COMMON! it's common to see 3 guys working on the same gen, making you easy hit them all, make them waste time to do so, not completting the gens and even if the 1st one gets done they need to find another gen (more time as they seek for another one) cause ANY competent survivors know NOT to do the gen next to the one you did, THAT'S WHY he got a 4k at the end...

    WANT MY OPINION?

    He took the choice of not bringing in CI (not gonna mention Ruin cause it's getting nerfed) if he actually wanted to "slow down" gens being done, the survivors spawned separated from each other (we know that practically NEVER happens) being able to do 1 gen per person, finishing 2 in 1.5 minutes and almost a 3rd, they made mistakes by not checking which gens were being done and that's why he ended up with a 4k AND COMPLAINED ABOUT GEN TIMES... with Spirit...

    Show me a game with a good player playing Spirit (I'm not saying you're not one or the man in the video), using CI, Ruin or Thanato, it can be in the same map if you want to, but have in mind we all know that's a hard map for killers (quoting stats), against men doing the same gen together and knowing how to pick gens to do... YES, they'll take more time to do gens, but I can assure you it will not be an easy 4k like in this game...

    If you could actually NOT CARE for gens being done in the early game, and assure yourself a pip by any means if you get a 3k or 4k, we woudnt' be talking about the "it took 1.5 mins" to do 2-3 gens, you'd be more worried in getting the kills, more than in the time gens get done...

  • @WRussoW said:

    Colorful Dwight, god, I hate Dwights with all my heart. You say Claudette mainers are toxic? Look at that Dweet with flashlight who is dressed up as if it was a circus. Well, this game is actually kinda a circus, so enjoy the show of butt-dancing and laser-beams shining right at you face no matter what!

    That's me, hahahaha,. The Dwelf or P3 Bill with Christmas Sweater, always with a flashlight

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006727#Comment_1006727

    I usually play Trapper with Corrupt, PGTW, Spirit Fury and Enduring.

    Plus, Tar Bottle and a Bag.

    Buttttt, I suck as Trapper. Cannot play him for the life of me, just not my style.

    This is how I play him when basement is in shack:

    Use your addons to darken traps and bring 1+ traps, place one trap on each exit gate lever, place trap on one entrance of shack with basement, another one on window, grab another trap but don't place it, go down someone, bring him to basement with Iron Grasp and Agitation, leave basement, place trap going up the stairs, place another trap where the basement pallet is, watch them all fall to their doom.

    2 traps on exit doors, 4 traps in basement.

    Go for chases, don't worry, you don't have to camp, the amount of survivors who step on traps is amazing with this strategy. 3k+ every game

    Yes... I love basement builds...


  • @Eye66 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006701#Comment_1006701

    Look up the classic science supplemental pdf "How to Lie with Statistics", most people on these forums badly need it

    I've read that, I work in these specific subjects for living actually, and you're stating Devs give info they want to give. Why would they release info that proofs that they need to buff or change things... If they lied or manipulated info wouldn't they have placed averages proving "balance" instead of proving maps need changes, specific killers need buffs/ nerfs/reworks? Or do you think everything is wrong?

    Don't get me wrong, I know cuantitative statistics need of the cualitative parts and variable explanation and description, but specifically, kills per map and people on party count is way to easy for them to have messed up...

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006698#Comment_1006698

    I pretty much agree with @FireHazard

    I think this is a pretty niche build but if you can get it to work, good on you, you must be a way better player than me XD

    I don't believe there's anything like a better player, we're good at different things, I think it's more of a context situation for me, red ranks go for saves all the time, they feel like 1 escape is not enough, and I usually take advantage from that, but I have to state that I don't play Legion much, maybe I'm just having good luck every time I play as him, and maps are an issue for him. But lets talk about Trapper and that'd be another subject, he's my main.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006698#Comment_1006698

    I guess that's not really camping, I guess?

    If it works for you though than it's an option to use. I just don't see it being a mainstream thing for people to use over other builds, I can just see it being easily circumvented by gen-rushing you while leaving the person on the hook until the time is right, or something like that.

    And if you chase someone else, than they can just unhook the basement Survivor and than the build is... meh.

    Again, if it works for you than more power to ya.

    Depending on map though, another build I find fun to use is NC + Agitation + Iron Grasp + Thanato

  • @Eye66 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006381#Comment_1006381

    Those stats are rubbish that make no sense whatsoever

    You just reminded me of when my wife says an illogic argument, I have actual proof against it and she says my proof is false...

  • I know! Weird AH! But fun and effective cause of Feral

    Hook someone in basement, go away, someone unhooks, you go back, Feral hit the unhooked (not downing him and making him mend and waste time without it being considered as tunneling) read the "hero" thanks to that hit, go for him, hook him in basement, repeat. Have in mind the shack pallet is a + for the Legion

    Edit: NC + Agitation + Iron Grasp + Thanato also works amazingly good

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006607#Comment_1006607

    I guess I'll believe nurse is the weakest killer then :/

    LOL, no, it's more complex than that, sorry to get in the argument between you @YaiPa and @_VTK_

    The real problem here is the correct interpretation of data and results, the low kill rate of Nurse might be caused by players who try to use her, not by Nurse mains, example: how many GOOD Nurses have you played against? I'm talking about players who 4k every game not even giving you a chance. Compare that with the amount of times you've played against a Nurse who's learning or just trying to do a challenge. Now, numbers:

    Good nurses I've faced on XBOX red ranks: 3 (I actually have their GTs) with an average of 3k+

    Wannabe Nurses I've faced on XBOX red ranks: 20+ with an average of 1k+

    WE KNOW A GOOD NURSE IS THE BEST KILLER IN THE GAME BUT LETS SEE THIS EXAMPLE...

    image.png

    *This are random, NOT REAL NOR ACTUAL DATA, simulation intended. You can see an actual kill ratio can be modified drastically by the outcome of learning or not Nurse main players who want or have to use the killer. WE KNOW NURSE HAS THE TOUGHEST LEARNING COURVE and in this simulation you can see there are more players randomly or occasionally playing nurse than Nurse mains, which could be what's messing with the average.

    You need to know there's more complex thinking in interpreting stats and where they came from. Killers specifically have WAY TOO MANY variables missing in their released stats, those specific charts have to be carefully interpreted.

  • @NoShinyPony said:

    Being toxic is when you don't do something to win, but to annoy your opponent.

    Wouldn't that enter the subjective field? I mean, if someone clicks the flashlight continuously on me the just want attention cause they think they're good enough to outloop me, I don't find that toxic, but more of a "challenge accepted" request. If someone does anything else than teabagging or DCing I just look at it in a "what are thay trying to say?" kind of way. Wouldn't toxicity would then be subjective to what the killer perceives as "annoying"?

    I'm trying to agree with this community about universal toxicity actions, and I can't find another aside fron teabagging and DCing

  • Feeling of achievement every month, queue times, population per rank colour.

  • It has never been reportable nor bannable, it's just a bit annoying for survivors who have been waiting for a lobby to get into

  • For me it's just basement builds, works every time.

    Discordance + CI + Iron Grasp + Agitation

  • Bill and GF

    Bill cause I don't have any other skin aside from a Christmas sweater and he looks amazing

    GF looks scary AF

  • @asergioam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006478#Comment_1006478

    Do they take out the games were a rank 10 killer plays against rank 2 and 3 survivors? Do they take out the games were rank 1 killers play against rank 10 survivors?

    That's why @YaiPa says, and rightfully so, that the data from statistics is badly acquired.

    Before matchmaking gets fixed, they can't fix piping system because they will always use data from very unballanced matches, and before they can balance the game (maps, perks, killer habilities) they have to fix ranking system first so... it all comes down to fixing the source of all the problems first: Matchmaking.

    There we go! This is what we need:

    1. Matchmaking
    2. Pipping sistem
    3. Maps
    4. Specific Killers

    No gen fixing

  • @themirrortwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006475#Comment_1006475

    An unbiased algorithm, ha. They present crude statistics without additional information and do not provide any raw data or any means to draw your own conclusions. This is how easy it is to trick people into believing something using statistics. As Mark Twain once said, "There are lies. There are damned lies. And there are statistics."

    THIS RIGHT HERE! We can't say it's not objective to say that the stats were badly done, as it is not objective to say the stats were done correctly, LACK OF INFO.

  • @Xerge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006491#Comment_1006491

    The only survivor who dropped a pallet (and failed the stun because he went down) was one, the other two went down relatively fast without dropping a single pallet and didn't seem to be very good at looping.

    I'd say you've got a gen speed problem when even a team of survivors who don't seem to be very good at keeping the killer busy are able to finish the gens in less than 6 minutes.

    So, the killer went against two newbies (we can't even see the killer and survivors rank in the vid...) and two coordinated players of which we don't know what ranks, items, addons and offerings they took into the game. This is one case out of how many? And it's not even well argumented cause of the lack of proved variables.

    I'm just gonna ask 2 questions:

    1. If a killer 4k's early in a match regardless of how many gens are done, are the gens not fast enough? Even if the gens were done in less than 6 minutes, if the killer 4k in early game, are the gens not fast enough?
    2. If you got a 2k this way and the match ended in less than 6 minutes and at the end you'd have gotten "Ruthless killer" what would you have thought about the match?
  • Balance is way more complex than kil ratio or gens done ratio, it has to do with the gamer perception of what a "win" is:

    • Piping up regardless of if you died
    • Black Pipping regardless of if you died
    • A 3k+ for killer
    • A pip for killer regardless of kills
    • A hardcore 4k
    • A 4 men escaped game
    • A 2+ escapes game
    • A 3 men escape thanks of you taking the L

    It's not about gen's speed, it's about maps, pipping sistem and killers that need a buff or rework.

    I play both sides the same amount on red ranks every month, and believe me, gen time getting nerfed would help a lot as a killer to secure a way to easy 3k+, and as survivor it would incentivate me to bring in toolboxes, which I usually never do just to compensate and it wouldn't affect my gameplay.

    The real problem about gen speed it's that it's messing with new killers or experienced killers who are trying a new killer, average high ranks don't complain about it.


  • @Xerge said:

    Look at this video:

    https://www.youtube.com/watch?v=8UyEBSIUmlE

    This Plague got 5 hooks in 5:37 minutes, that's almost one hook per minute which is pretty decent in my opinion and yet all gens were still done in less than 6 minutes on a small map.

    I don't think the issue are just maps.

    That killer got a 2k in 5:37 seconds and those survivors got 2 escapes in 5:37 seconds... Was that a bad game for you? It was pretty balanced for both sides, the problem here was the outcome for the killer in terms of BP and pips, how much the game lasted has nothing to do with it being a bad game.

    You might be basing your argument on the "Entity Displeased" post game; as I said in one of my arguments, pipping down or black pipping cause gens were made has to be reworked. A 4k can be a de-pip if done in the early game, as in this case, a 2k, well played by both sides was a de pip Entity Displeased

    BTW, "I don't think the issue are just maps.".

    Where did I say "just maps"? Maps + Specific needed Killer Buffs or reworks + Pipping requirements

  • @YaiPa said:

    Despite maps are the biggest problem atm in DbD, you shouldn't take care of the statistics, those numbers they threw at us are completely worthless, lacking and also badly acquired. Those numbers caused more damage than other.

    I'm sorry, but I can't defend your argument nor most of their graphs, there was no comunication about what info they used to generate them, so we don't actually know (except for some obviously clear ones) how they made them.

    But talking about maps, they did say they didn't count matchs with DCs in them, and counting kills per match per map is not something that complex, they took all kind of kills in this specific data, regardless of mori or sacrifice, but taking away from the data games with even 1 DC. That's good info for me in this specific subject...

    @_VTK_ What do you think?

  • @Smeagol said:

    i have an idea , remove all gens but 1 and make it a super gen with 5x the gentime to compensate.

    Untitled Image
  • @Zenro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006414#Comment_1006414

    Agreed but we all know they only seem to be able to push 4 map reworks or so a year. The game shouldn't stay in the condition it is for that kind of time for an all map rework. That will hurt the game too much. I can still consistently 3k/4k without ruin but new killers are struggling. The lack of killers at the moment have drove queue time up so much that a lot of my survivor friends are less inclined to play and my friends who aren't amazing killers are having very tough games to the point that they don't even get a drop of enjoyment from it. I don't think that's going to be healthy for the game. Something needs done to make the game more enjoyable for killers. Map reworking is 100% the biggest flaw but I don't see it happening in time to prevent people from quitting.

    How about actually hugely decreasing the appearance of specific maps that need reworks even with offerings as a band aid instead of messing with all the game?

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006437#Comment_1006437

    I thought you were saying gen speeds are fine currently but its the maps that needs fixing?

    If thats the case then I agree. I’m saying some maps are too big at the moment for weaker killers to effectively pressure them.

    YES! Gen's speed is fine, maps, specific killers and pipping need a rework. Using a band aid is gonna create more trouble

  • @ClickyClicky said:

    Its obvious when you play any M1 killer on Red forest.

    “Ok I’m chasing a survivor here, the 3 other survivors are on gens 100 miles away, all I have is a basic attack....how do I get the others off gens?“

    Some maps have too much distance between the gens.

    Azarovs resting place is a pain. You need to camp one side on that map as most killers bar Hillbilly or Demogorgan can pressure both sides. You definitely need to camp one side if you’re Huntress.

    Guess what happens when you hold a 3 gen strat? Survivors don’t have fun and complain post game.

    Now funny you mention The Game. Small area as its dual layered, easy to pressure multiple survivors since you’re near them more. Never really needed to have a 3 gens strat on that map. Bit crap for finding gens or stairs but the size isn’t an issue.

    I think you missread, I mentioned the game and Hawkins as a high kill ratio average, in which you'd obliterate survivors even more if gen's speed got nerfed. The Game is a perfect example of a good map for killers, where even though it's huge, you can pressure correctly

  • @Zenro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006239#Comment_1006239

    Exactly, sometimes it is the killers choices but sometimes the killer can make all the right choices and still not be able to do anything because of map design but I think we are more likely to see a gen time fix with the current maps than we are to see every map reworked which is why i think a lot of people are proposing gen time increases. I personally don't think gen times should be increased all together but maybe we look into a second objective or something that stalls the first 2 gens from popping so you're not required to bring corrupt for set up killers. Maybe even make mechanics for stalling on those killers that need it most? There's definitely something to do but maps take time.

    But increasing gen time would give more trouble than actually fixing what needs a fix man, I just made a post about it.

    @Carlosylu said:

    It's not gen's speed...

    Maps, pipping and specific killers and perks that need buffs are the problem.

    Highest kill ratio maps: Hawkins and The Game, what do you think will happen to this ratio if gen speed gets nerfed for survivors?

    VS

    Lowest kill ratio maps: They'd become an average kill ratio

    IT'S NOT THE GEN'S SPEED, IT'S THE MAPS.

    Pipping: if gens get done fast enough in the early game even with a 3k+ you can black pip or de-pip

    My opinion: If you could 3k+ and pip up/get more BP regardless of how many gens were done in the early game, would we have an argument about gen's speed? I can freaking get 4 gens done in a match and 3k+

    IT'S NOT THE GEN'S SPEED, IT'S PIPPING REQUIREMENTS

    If Clown (just to mention a killer that needs a buff or rework) was more fun to play as and buffed his kill ratio regardless of the map he's in, would we be talking about gen's speed?

    SUMMARY: If you rework pipping without being affected by early game gens done, reworked maps for killers that have the lowest and out of average kill ratio to have a chance, and even better, rework or buff those killers, we wouldn't be talking about gen's speed...

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004364#Comment_1004364

    https://forum.deadbydaylight.com/en/discussion/comment/1004332#Comment_1004332

    To an extent I can agree but many times as a killer chases me off a gen, then turns around to go check that other gen thinking I'm gone I just immediately come back. My pressure is never actually gone because unless you do chase me I'm right back on that generator meaning you can't leave me alone.

    Most killers cannot keep pressure on generators when people do this and its not even a skillfull move you just literally go back to the gen when not being chased. If the killer commits a little more time to really chase you off then they lose pressure on the other gens, if they just make you run a few meters then turn around to check another gen they do little to stop your pressure as you simply turn around too.

    Stealth killers can get away with pressure simply because the fear of never knowing if they actually left or not makes you doubt yourself (although some maps don't have great LOS breakers so even this tactic has limits).

    The only time you will see a killer truly stall gens is when the survivor team cannot do Ruin skillchecks (being removed), the team spends too much time trying to insta save off hooks (meaning you now have 2 less people on gens), or the team is just afraid to do gens in general.

    When I play survivor its 99% solo and I typically do the majority of the gens always applying some measure of pressure. This pressure just gets easier to apply as I get to the upper red ranks and others understand this basic concept.

    EDIT: Spelling errors.

    I'm gonna answer this with a link to a post I just made:

    @Carlosylu said:

    It's not gen's speed...

    Maps, pipping and specific killers and perks that need buffs are the problem.

    Highest kill ratio maps: Hawkins and The Game, what do you think will happen to this ratio if gen speed gets nerfed for survivors?

    VS

    Lowest kill ratio maps: They'd become an average kill ratio

    IT'S NOT THE GEN'S SPEED, IT'S THE MAPS.

    Pipping: if gens get done fast enough in the early game even with a 3k+ you can black pip or de-pip

    My opinion: If you could 3k+ and pip up/get more BP regardless of how many gens were done in the early game, would we have an argument about gen's speed? I can freaking get 4 gens done in a match and 3k+

    IT'S NOT THE GEN'S SPEED, IT'S PIPPING REQUIREMENTS

    If Clown (just to mention a killer that needs a buff or rework) was more fun to play as and buffed his kill ratio regardless of the map he's in, would we be talking about gen's speed?

    SUMMARY: If you rework pipping without being affected by early game gens done, reworked maps for killers that have the lowest and out of average kill ratio to have a chance, and even better, rework or buff those killers, we wouldn't be talking about gen's speed...

  • @Waffleyumboy said:

    I agree. Gen times are related to hook times. If you increase gen times you would also have to increase hook times and each change would make the game 5x as boring as you would expect. The real problems are chase and patrol times, which like you said, can be fixed by changing maps and individual killers. Pipping system is ruining matchmaking and also needs to be fixed. Great post.

    Untitled Image
  • @Eye66 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004518#Comment_1004518

    On console you can play for 12 hours straight and exclusively go against the 4man swf toolbox teams. I can't take anyone who thinks it's "rare" seriously

    That moment when ACTUAL STATS are released and you get to know your PERCEPTION is missguided...

    image.png

    Or maybe you're just having REALLY bad luck for 12 hours straight...

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006229#Comment_1006229

    The issue is why they can't apply pressure. A killer should not be dependent on their mobility to be allowed to apply pressure. Mobility should be a power in and of itself, not a requirement for a viable killer. These killers, on paper, are designed fine. They sacrifice mobility for aggression in chase. The issue lies that without that mobility, the generators cannot be pressured and they are done too quickly. Therefore, the issue lies in the speed of generators, not the killers themselves. This is especially present when even killers with high mobility AND deadly aggression in chase (spirit and nurse) are STILL unable to pressure generators enough to stop them from being done. The issue is with generator times, not killers.

    If gen times are increased, maps like Hawkins and The Game are going to become a 4k Death Sentence more than they aleady are (quoting kill ratio stats), whyle maps like Rotten Fields are gonna be more "gen pressure" balanced... Again, you see how the problem is still the maps...? Not the gen rush

    You're telling me no map should be different from each other in a balanced kill ratio? Or are you telling me gen rushing is wrong means you don't want the gens done so fast that you can only 2k? would you take out the fun of picking a map in order to give the survivors or the killer a harder game? Cause if maps were the same statistically speaking then they'd just be cosmetics...


    "A killer should not be dependent on their mobility to be allowed to apply pressure.", "This is especially present when even killers with high mobility AND deadly aggression in chase (spirit and nurse) are STILL unable to pressure generators enough to stop them from being done."

    Go check the kill ratio per killer per rank... Spirit, Nurse and Freddy on PC, Spirit and Freddy on PS4 and XBOX have the highest kill ratio... Lets talk about what people see as a "win", that's subjective, kills? pips? fun? It's just a matter of perspective, in the argument you quoted, as spirit and nurse, you wanna be able to 3k+ (a good nurse and spirit already do) without more than 2 gens being done? now that's greedy don't you think?

    It's just a matter of luck, which map you got for the killer you chose with which addons and offerings and against what survivors, with what ranks with what items, offerings and addons. it's more complex than the argument of "gen rushing"

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004108#Comment_1004108

    I wasn't trying to impress anyone. And if you saw me playing survivor you sure wouldn't be. But why the hate. Was just stating my own personal experience. I'm sure there's better players than me at devotion 1.

    Try find some peace in your life friend.

    No hate man, actually impressed by the Devotion 7!

  • @Zenro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004332#Comment_1004332

    Gen rushing is most definitely a thing but usually with commodious toolboxes(BNP, Swivel sockets) and prove thyself. Generally doing gens over healing or rescuing. And yeah while I can agree that sometimes it is due to bad killer pressure, sometimes it is also due to the fact that the killer can only be in 1 place at a time and can't feasibly get to certain gens in time because of map design/size. Also sometimes there are areas of the map that are so strong to loop in that you're better letting them go and finding another survivor but if they just run there everytime you chase someone then what do you do? Once again map design.

    So, we can agree it's not cause of gen rushing but more on map and killer choosing

  • @Murcielago said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004451#Comment_1004451

    Actually if you spawn on the other side of those it will take you at least thirty seconds it was timed

    Ok... ONLY 1 gen made by 4 survivors in less time than the time it took you to get there SUPPOSING they found a 4 men gen as soon as the match started... Wanna place more specific non common facts there? Ranks, specific killer, addons, mori, offerings?


  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004332#Comment_1004332

    How are killers like Bubba or Clown supposed to apply pressure

    So... the problem in your argument are the killers, not the gen rush... point made...

  • Almost never you'll get to play against this... Generalizing to change something that barely happens is really subjective mate...

    Check 4 men squad SWF appearance ratio stats for any platform... Now add the variables you just called out...

  • @DostiL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004544#Comment_1004544

    https://us.v-cdn.net/6030815/uploads/731/DDD2YANXBACQ.png

    With ruin; Badham preschool

    http://prntscr.com/qouq3c Without ruin Haddonfield, i woulda get 4k but that guy knew where hatch was cause they were a 4swf squad. so.

    Do you think they played poorly or am I good? Ill give you the answer, they were baddies. The game MUST be balanced around the best, not the "fine". If I were against ranks 1 I woulda get rekted, prolly 1-2 kills.

    So... you're telling me a 2k is getting wrecked...? Hmmm

  • @NuovaS_17 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004451#Comment_1004451

    If the killer initiates a chase with a survivor on one side of the temple map with relative success, best believe if there are survivors on the opposite end either each or together repairing, gens are gonna fly, what are you even saying... smh..

    So... we're calling context? What killer, with what addons? Perks? Mori's? What rank? What playform? Nice argument... Temple map...

    I gave numbers and normal behaviour, go to polls and participate with your argument on gen ruishing, it's 50% 50% on all ranks right now

  • @Elk said:

    My eyes ain't so good so any character that is good at blending(wearing dark clothing); Jake, Claudette, Adam and Quentin

    I have a big A$$ screen, so, no problem for me there, hehehe

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004486#Comment_1004486

    Don’t make assumptions, gen rush can happen with competent solo survivors too. I’m not going to even bother watching the video because if I play enough games with, I too could 4k without ruin using any killer. That doesn’t prove that gen speeds and/or maps are fine.

    You're telling me that it doesn't have to do with you getting good at killer but with gen speed but at the same time you're saying "if I play enough games with, I too could 4k without ruin using any killer", maybe I misunderstood.

    Maps can get a look on, but gen speed is not the problem in my opinion and experience

  • @Sonzaishinai said:

    Funniest thing with a random that happened to me was a match where the killer went afk

    I found a purple key in a chest and one of the other survivors came to me and started pointing and gesturing me to come over

    He brought a brown toolbox to me and kept pointing at me and then the toolbox. I realised he wanted to trade but i shook no cause it's a brown toolbox

    He ran away and brought like 3 other items. After a hard negotiation between gestures and nodding i finally traded it for a green flashlight

    Now that's a story to tell, hahaha, any post game messages?

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004560#Comment_1004560

    I am not sure if you trolling, or not. Arguing that maps don't affect your gameplay is absurd. Its universally accepted by anyone who plays killer that maps make a huge diffference. A relatively unsafe and small map like Coal Tower will give you much more better results, than a map like Blood Lodge, which is gigantic and littered with loops that offer zero counterplay whatsoever for the killer. On the latter you are litterally at the mercy of the survivors making insane mistakes to even stand a chance.

    I'm really being serious here, I've been owned in maps like Ormond and not a single gen was done on Rottenfields

    I just think that it was caused by me messing up, not cause of the map.

    Don't get me wrong, two specific maps give me trouble, but I'm not saying I hate them, they give me more of a challenge, if I 3k+ that's a win for me as killer.

    I might be having a different perception of things introjecting the real map issues as an "I made a mistake" not seeing it is actually the map.

    My initial point was against the concept of gen rushing, not against map re-making

  • @PoisonN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004554#Comment_1004554

    I could give numbers too, because Demogorgon is one of the least used killers for a reason but anyway... Yes, we can agree to disagree, that's fine. It because it really hurts me when I see the argument "bad map pressure" when sometimes you can done so much for nothing. Then the game ends.

    Just out of curiosity, what build do you use and who are your mains?

  • @xCarrie said:

    P3 Ash.

    Gods are usually playing them.

    I don't think I've encountered many of those along with P3 Quentins

  • @PoisonN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004544#Comment_1004544

    Dude, everything in this game is relativa but It's a fact that map design is the main issue who brings other issue: killers limiting their builds to ruin/corrupt intervention. Even Otzdarva admit. Why you still ignore this topic?

    Cause maps have not affected my ingame experience, the only way I have map issues is with clown and Plague, and I believe it's cause I have them below level 10, no prestige, again, it's just my UNPOPULAR opinion, my experience, my perception, but I don't think I'm the only one who thinks this.

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