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CashelP14

CashelP14

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CashelP14
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  • @Nutty_Professor said:

    https://forum.deadbydaylight.com/en/discussion/comment/927052#Comment_927052

    In my opinion there isn't much difference between a 4 man SWF group and four good survivors playing solo. The game will probably end the same. Before the Archives I played at high ranks as killer as well.

    With good survivors you try not to waste too much time with them, and look for a weaker survivor that will waste pallets. Whereas if you are going against four good survivors no matter if they are in SWF or solo you will have to waste a lot to be able to down any of them. Most killers will have a hard time going against four good survivors regardless if they are all solo or in SWF.

    That is the point I tried making a couple of times. Comms do make a swf team really strong but I put their success as a team down to them all being good survivors.

    I was playing with my friend last night and we played about 10 games. We lost or nearly every game because of mistakes our 2 ransoms made, and it made me understand why I play 4 man teams. Whether one dc after going down or whether they do something crazy like both hide in a stall against a tier 3 myers on the game map (good survivors wouldn't stay in the bathroom when they know myers tier 3 may be coming).

    If we found any good survivors during our games (we didn't) we would have invited them to our team because they are reliable. One less bad survivor guaranteed for the next game.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/926903#Comment_926903

    The way I see it, I'd rather current Hex perks just function consistently across the board rather than have some games where they are here forever and some games where you are almost immediately down one or more perks.

    Also, wrong Bear Trap. I'm talking about Trapper's Bear Traps and how escaping them is completely up to RNG. Sometimes you are free in one attempt, and the Trapper basically got nothing out of it, and sometimes you can't escape after a gazillion tries and was able to be caught by the Trapper despite him being on the other side of Grim Pantry. That's kinda what (most) Hex perks feel like to me these days. For what it is worth, I 100% agree on your suggestion regarding Jigsaw Boxes, but I digress.

    I think Hex perks having lingering effects after being broken can help, but at this point, I'd rather just de-Hexify Hex perks. That's just me, though.

    Fair but I think that because of how strong some can be i.e. Devour hope or huntress lullaby they would need changed or nerfed if they weren't hex totems.

    The trapper one doesn't bother me as much. Since usually if I'm killer they run into traps when I'm really close. I doesn't bother me if I get unlucky escaping a trap because I just know its luck based and usually the killers close enough I can't do much about it anyway.

    It's been a really good discussion on this mate. It has made me think a lot more about hex totems than I had before.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/926818#Comment_926818

    I used to feel similar to you regarding totems not being lit until the perks do something, but I've recently come to dislike Hex perks being 'feast or famine". It is increasingly reminding me of Bear Trap escapes in that "either luck favors you and screws Survivors, or luck favors Survivors and you get nothing." Not good design IMO.

    The problem with this game is at higher ranks you need to do everything pretty much perfect to win. You need your perks to also help you out a lot and losing because of this random chance aspect isn't fun. But I think when the high risk does pay off, with perks like huntress lullaby and Devour hope it makes the win that much better.

    Bear traps annoy me for a similar reason but I think its works with her character. Now I'd like the first box to guarantee not to have the key everytime but that's just me.

    When it comes to hex totems my biggest problem was when they are destroyed you lose everything. When I was writing chapters I wanted to include hex perks where after they were destroyed you don't lose all the effects of the totem.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/926803#Comment_926803

    My idea to "buff" Hex perks: Make them all non-Hex perks and balance them accordingly. :P Use totems for something else.

    I don't know I exactly agree with that. I always said that totems shouldn't spawn till their effects are active. So huntress lullaby shouldn't activate till 1 survivor has been hooked. Devour Hope shouldn't spawn till it gains its first toten.

    But I always liked hex totems being "high risk, high reward".

  • There are endless different ideas on how to buff totems, not just ruin. Personally I might would like ruin being time perk, it would be an interesting test during the ptb. They don't have to implement it but people can test and give feedback on whether they think it's good or not.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/924563#Comment_924563

    You know people need to stop generalizing about SWF and yeah most of them are bad but that is not something that needs a genius to figure out as there are always more people that are bad at a game then there are people that are good at it.

    Sorry balance needs to happen looking at the best players of the game and not the casual, not the noob. Noobs and casuals should get their help via tutorials and explaining to them what they actually have to do in order to get good at the game but hey when you have tips like " you can use a pallet as a diversion" uhm yeah.

    Survivor do rank up too fast and too easy this results in bad survivors in the highest ranks, this leads to easy games in red ranks meaningless statistics about the game and frustration. Who wants to play with idiots? Nobody but from what I see from people in red ranks there are horrible people who do not belong there at all.

    SWF by bad players will still be bad players, the problem of dbd, only shines when you have good players as swf. Killers are mostly not prepared how quickly the game is done and how 1-2 mistakes lead to a complete loss.

    Now people can argue about the majority of players again but that is a dumb argument to make, same logic would be nurse addons (prenerf) are fine since most nurse players are really bad. That is not how you balance a game.

    I wasn't making any argument on the balance of the game. I was trying to explain how to swf teams can be stupid and why some people create swf teams. I also wanted to explain how you can find out a team is a swf and explaining why they shouldn't allow the killer to see if they are about to face a swf.

    The good players don't want to play with the bad randoms they get matched with and will instead try to create a team with any good survivor they find. People would be less inclined to create a swf team if at the higher ranks they could rely on their teammates. I personally would play solo survivor more if I believed my teammates would actually be good.

    Is there an easy way to balance against a swf? No

    Should they try and balance around a good swf? If they can

    Should they allow the killer to know if they are facing a swf? No, survivor lobbies already take too long.

  • Heres a question I asked a long time ago, it still bothers me to this day. When survivors are sick but not broken, why don't they spread the sickness? I didn't like being forced to break survivors before hooking them to spread it.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/925503#Comment_925503

    They could honestly skip the system and just delete Haddonfield, Ormund, Fractured Cowshed, Thompson House, and Sheltered Woods and have the exact same effect.

    Honestly if I was playing survivor I'd always try and avoid shelter woods. My least favourite survivor map.

    @Apple2o said:

    Personally, id love to be able to gamble bloodpoints on a match outcome. Maybe keep the limits low so it's not abusable, but say you could go double-or-nothing on 5-15k bloodpoints gamble on any given match.

    Now that would be interesting. I'd imagine though only swf teams would make any sort of bet because they are more confident they can bully the killer.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/925794#Comment_925794

    How would this "deal" be made without just giving away your loadout? On one end, I could just offer something worthless like I promise not to use monsterous shrine for no Haddonfield. On the other end, I could promise something I WOULD actually use and just give free info on my perk setup if they decline the deal. I'll bet ya anything the survivor team would mysteriously know about my NOED or blood warden play if I OFFER to not use it, but they turn down my offer.

    That's a fair point. I'm not sure how they would do it or how it would work but I just wanted to create an interest in the concept of it.

    Personally I would like the option to avoid certain maps when I'm playing killer. Wondered was there a way I could avoid say Disturbed Ward by making a deal with survivors where we dont get that map and I'll not use NOED or Ruin.

    An issue I can see is that it removes the mystery of each game before you load in.

  • @LordGlint said:

    Im not even sure how this would workout... If you dont want the killer to use NOED for example and they DECLINE...wouldnt that just give away one of their perks?

    When I first thought of the idea I imagined it being a deal between survivor and killer not to use something. So maybe the killer offers not to use ruin, in exchange for not getting a rotten fields or something. As I said I didn't give it a lot of thought. Both sides need to agree to it.

    @FancyMrB said:

    For me I wouldn't like it. I want to play how I want to play.

    As for Maps I know I am in the minority when I say I like random map selection ^^ Plus if I really want to play a specific map I make an offering.

    As soon as people can pick and choose maps/killers/perks for others everyone's fun decreases and lobby wait times will sky rocket.

    I personally like the random maps but I think we can all agree killers like doctor and leatherface struggle on massive maps like disturbed ward for example. It puts you as killer at a massive disadvantage to begin the game and means you have to play a lot sweatier in order to even have a chance of getting any kills. Also I imagined it as something that was wagered after you found the lobby.

  • MoM is a bad gimmick perk now. DS is perfect and should never be touched.

  • The killer can have a problem with providing map pressure on certain maps, maybe they can choose 2/3 maps that they'd prefer not to face. Survivors have one they can also choose to "avoid". Just a quick idea that I only thought of a few seconds ago so it isn't properly thought out. Maybe a wagering system between survivors and killers.

    I just don't think increasing gen times will work with all the killers on certain maps.

  • At lower ranks swf teams are usually jokes to face. Even some swf teams at higher ranks are jokes to face because they are either too cocky or too altruistic.

    Survivors are forced to play swf at higher ranks because if you play solo survivor you 9 times out of 10 get really bad teammates. If I find a good survivor and I'm playing solo survivor I'll message them after asking do they want to team up.

    If you want to know if they are a swf or not there are a few ways to check. Look at their friends or do they all share a language. But don't show otherwise if a team is a swf, killer dodging is already a big problem at the minute.

  • I usually bring ruin and bbq on all my killers. I don't commit to playing one killer consistently so I haven't mastered any killer yet. I swap between about 10 or so different killers depending on how I'm feeling.

    Also always bring BBQ. The auras are really good but I just want more points. I feel the need to bring BBQ for those points every game, so it means I can't create perfect builds on certain killers.

  • Better Together, I just find it satisfying seeing everyone when a survivor is down.

    Aftercare: After saving or healing every other survivor it's very satisfying seeing all the other survivors aruas.

    Can't really use these perks at red ranks, especially aftercare because survivors sometimes deliberately run to you to lose the killer.

  • When people know where totems spawn, they'll check these spots. The killer also can't guard it as easily if its in the basement.

  • I always say once things become meta, people complain and want it nerfed. SB wasn't used much since the exhaustion nerf. After the BL nerf it feels like SB has became meta again, and already killers want it nerfed.. shock.

  • Dbd must be doing something right if people are still playing. I'd like to see last year do well but it wouldn't surprise me it'll be similar to death garden. It will be cool but the fan base will go back to dbd shortly. Deathgarden needed to make changes but they need to now gain new players, not just from the dbd community. They need players who are committed to their game, and won't just leave it a few weeks later.

    My point is it would be nice if they did some little changes to survivor gameplay, the maps I'm fine with. However they are successful with their current formula and probably won't change it. I'd far rather they work on bugs and other things first.

  • Favourite thing is the christmas themed nights out. Also meeting up on boxing day for a meal and monopoly is class.

    Where do I start with dislikes. The fact its advertised mid october always irritated me. Also the bother of getting loads of presents and having to go round to all the houses to drop them off.

  • At rank 1 survivor it takes 10 mins or so to find a match, that's if your lucky and the killer doesn't dodge.

    At rank 1 killer it takes about 20 seconds I'd say.

    Though the game won't let me load in this morning so I don't know if it's any different today compared to normal.

  • Getting told you have no skills and you should go play minecraft.

    Even though you 4k against this survivor 3 times in a row

  • Dbd maps have to be designed the way they are. Last year can have massive maps with multiple levels since friends can traverse the map extremely well. Dbd needs its smaller maps with no really big buildings because the slower killers need time to get to all the survivors.

    I don't think you can really compare Last Year to Dbd because of how different the gameplay is.

  • @LordEmrich said:

    https://forum.deadbydaylight.com/en/discussion/comment/920684#Comment_920684

    I don't really think the regression is all that much. Pop Goes The Weasel has a whole 25% regression and that barely feels like anything.

    If you're new and are struggling then you keep playing and get better. If someone isn't willing to learn and get better then they weren't really gonna stick around anyway. This is a niche game that takes a special kind of player. Luckily it has a pretty active player base so we'll be alright without those few who aren't willing to learn and adapt.

    5% isn't that much regression but when you get 10 skill checks on a gen then it makes a big difference. Also Pop doing 25% is good, but that's only if someone taps the gen immediately after the gen is kicked. If they don't touch it then it'll probably regress by an additional 10% or more.

    We need more new players to keep this game alive. If we don't add new players then eventually when most of our player base moves on they'll have no one left.

    As I said before I personally don't think many veterans of the game would say that ruin should last the whole game. Anyone who plays both survivor and killer equally, especially at red ranks will understand what I'm saying. Imagine the devs brought back old MoM tomorrow, since it's not getting enough use now. Would you still say we should "learn and adapt"?

  • @LordEmrich said:

    https://forum.deadbydaylight.com/en/discussion/comment/920565#Comment_920565

    If they're gonna leave cause of a little regression then they weren't gonna stick around to begin with so good riddance.

    I wouldn't call ruin a "little" regression. If it were only a little regression then ruin wouldn't be meta, even though it can last only 20 seconds if your unlucky. Also do remember he wanted gen times extended also.

    New players who struggle to hit skill checks will get annoyed at ruin, especially if its every game.

    Theres a very good reason why veterans of this game never ask for ruin to be made permanent. I don't mind if they buff it a bit (like they did before) but not to this extreme.

  • If survivors had to face ruin every single game, for a full game then they'd get frustrated and leave.

    Especially when new players get to the rank where you face ruin every game, they'd probably give up.

  • @Thanatos_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/918503#Comment_918503

    There's always going to be bad survivors at red ranks lol, there's nothing to be done about that

    Your probably right. Just giving my reason why I don't like the new rank reset

  • @SafetyOff said:

    https://forum.deadbydaylight.com/en/discussion/comment/918503#Comment_918503

    First time high ranked in a competitive game?

    Dont worry, you will still have incompetent players 50% of the time, and trolls the other 25% of the time. Even if they made the perfect ranking system.

    Nope. Was a really high rank in both overwatch and rl a few years ago. Can't remember the ranks of either since I haven't played either in so long.

    In most games you do get those bad players who somehow have made their way to the higher ranks but I'd say they at least knew what they were doing. It's pretty surprising how many survivors at red ranks still can't loop.

    If I'm matched with a player who has the same rank as me I'd like to believe they are at a similar skill level as me.

  • @silverwolf4455 said:

    https://forum.deadbydaylight.com/en/discussion/comment/918503#Comment_918503

    It won't matter... pipping, especially for survivor is a time thing. Can you get to rank 1 before the month is up? Now that the reset is less there will be far more potatoes at red ranks.

    I guess that is the balance change for the killers. Just give them a bunch of potatoes to play against. :/

    Yea pretty easily. If I started at rank 10 tomorrow and played maybe 2 hours a day I'd be back at rank 1 by the end of the week.

    This is why people complain about the stats. Killers know that there are survivors who can destroy them, with no real way of stopping them. However they'll get a load of games where they'll destroy baby survivors easily and that creates the stats such as freddy having a 80% kill rate at rank 1.

  • @Frey said:

    https://forum.deadbydaylight.com/en/discussion/comment/918503#Comment_918503

    They just need to make it significantly harder to rank up. I'm one of those "bad survivors" at red ranks. I don't want to be here. I can't loop properly and make lots of dumb mistakes leading to losses, but I still pip. Short of actually throwing there's no real way for me to depip.

    That's unfortunate for you mate. If your not ready for the really good/sweaty killers the game shouldn't force you to be matched with them all the time.

    As killer I like those chill games against bad survivors but they don't want to face me. That's probably why I get so many hate messages saying I'm either cheating or am getting reported for slugging.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/918503#Comment_918503

    I remember when they did that. It increased the lobby times and people complained.

    I'm already waiting 10 mins for a game so I'd hope that once I get one that the teams are good.

    Also rank reset usually got quicker games, whereas today it still took 10+ mins.

  • Seems like a lot of killers have these sort of games. Feels like every other game someone get tunneled or camped.

    Weird..

  • I dislike the fact that they made this change while there still are bad survivors at red ranks. I personally think they should have did one more normal rank reset, while also making the conditions to get to red ranks harder.

    So by the next time I'm reset back to rank 5 I'll know I'm with actual good players

  • If I'm being honest I don't think he has the best P3 cosmetics. I think I'll just get all the perks at prestige one.

    But good work unlocking the P3 mate

  • I would love moris to be nerfed but I fully understand that both it and keys need to be nerfed at the same time. Maybe next mid-chapter with doctor?

  • As many other people have pointed out, one mistake can lose you the game as killer. As a survivor you can be pretty much destroyed and everyone can escape

  • I don't honestly think anyone who plays both sides at high ranks can say anything other than killer

  • Pig is up there because getting a trap kill is amazing.

    Oni's dash is extremely fun to use and downing somebody is just brilliant.

    Legion is a honourable mention for getting a 4k with him at rank 1. Especially if no gens are completed in your game.

  • Oni is not dead but may be forgotten in a week. The only way that Oni can live on forever is by one way..

    @Peanits where is shirtless Oni?

  • It's hard to tell. I've been watching Cuphead since its release and watch about 3 different channels who speedrun the game. I wouldn't say I'm a veteran since I've never played it.

  • Theres a reason there are so many swf teams at red ranks. Even when you get to red ranks as a survivor you have useless teammates who don't even know the rules of the game. If I see a good player when I'm playing solo I will try and create a swf with them since they are reliable.

    Getting to red ranks as a survivor isn't an accomplishment. I've had a survivor who is somehow rank 3. I've faced this player 3 times as killer in the past week and I'm shocked they are above green rank. They never look behind them, don't loop at all and reported me for slugging. As a rank 1 survivor I can get matched with these sorts of players every game if I'm not playing in a swf. Also now that they are at red ranks I'll be stuck with them till they take a month or two break from the game because of rank reset.

    At least an ok killer can make red ranks. They may not be amazing but can easily destroy the baby red rank survivors.

    I'll play in my "op" swf team till I can rely on my other teammates at red ranks.

  • Love facing him and playing as him. Still don't understand why he doesn't instadown survivors when destroying a pallet they are vaulting

  • Increase Bloodpoint gain by 10% per Devotion. Also unlock a new charm after every Devotion.

    Think these changes would be really nice

  • He is really fun to face and honestly stick close to walls and you should be fine.

    He actually needs a slight fix more than anything. Why when I use his ability to destroy a pallet a survivor is vaulting do they get injured and not put into the dying state? Billy and leatherface instadown so why not Oni?

  • @megaweenieman said:

    I don’t care if I have to I wait a little longer to go against players or my own level but little consideration has been put on matchmaking. If I’m rank 7 I don’t want to go against rank 1s

    Trust me when I say there are a lot of babies at red ranks. These survivors don't look behind them, let alone loop properly. Sometimes you'll get a good coordinated team who will beat you pretty easily, but don't blame it on the ranks. You'll find some better survivors at green/purple ranks than players at red ranks.

  • I tried to create a chapter before involving a grave digger/undertaker but it was so difficult to get right. I thought about maybe survivors just being souls and needing to search their own graves to find their bodies but I couldn't get it to work.

    I remember playing a ps2 game called gungrave where your main character carries his own coffin on his back. I was turned into a rocket launcher in the game but that's beside the point. He's the reason I really wanted to see a grave digger style killer.

    Personally I'd love a grave digger chapter, especially if they could get the power right.

  • I'm saying trapper because I despise hag.

    Also trapper is more fun to play as

  • Watched simon from the sidemen play it a few years ago. Really got into the game but assumed it was only on pc. One day I looked on ps4 and there it was.

    It's funny looking back at him and realising how bad at the game he was then lol

  • Bring We'll Make It also. Make sure you get the unhooks and it'll be done extremely fast. Charge add-ons are glitched but this is the quickest way to do it. Also maybe bring Streetwise to keep your medkit for longer

  • I get stressed playing killer but that's my fault as someone not being a killer main. I personally don't like playing killers like nurse or spirit so it makes red ranks tougher. However there are more viable killers at red ranks than ever. Spirit, Nurse, Billy, Freddy, Tru3 fans will say Ghostface and Wraith. Lastly Oni depending on where your playing him. Now the doctor is getting a rework so he also could be.

    There are tons of gen slow down perks and with the recent nerf to instaheals I think they have made good progress in helping red ranks.

    If they did change gen speeds then they'd be adjusting a lot of other perks and add-ons to compensate.

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