Cymer
Cymer
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I have written, they would be removed yes.Milo said:But then we have to replace these survivor perks. They can't just dissapear!
If we get new ones which would offer a unique and fun gameplay I am all for it.
But as it is right now, 70% of the matches has SWF in them and most of them are using voice.
Voicecom can offer all these perks for free and hinder or completely nullifies killer perks with absolutely no counterplay.
When the majority of players are using voice and have access to these advantages whom are more or less representative to those mentioned perks, we need to make them baseline so that solo players are on even ground and the devs finally can properly balance the game, because there would be no longer such a huge gap between the SWFs and solos.
Would you rather have 16 new perks who offer an unique playstyle or playing with 4 perks, knowing that half or 3/4 of your team might have access to them for free? Only you are left out?
Is this your perception of a fair gameplay?
If one player has access to 5 times as much perks as you do. His SWF buddy too!
I am not saying that every SWF is using their advantage to the fullest and are tryhard all the time.
You can equip all the perks and still only use those who you actually care. Would it be because of preference, lack of knowledge or skill.
In the end it doesn't matter!
You all would have access to the same advantages in game. If you decide to use them or no is all on you and your decision alone.
I hope we are never facing a game who would dictate how you should play or have fun.
But we all should have access to the same stuff and not only those with whitelisted 3th party programs. -
At first I thought you could see if a survivor is inside a locker and when he exits he gets exposed.
But no, you get the notification when a survivor leaves the locker and is then exposed for 3s. If you are not near only high mobility killers can take advantage of it (Nurse and Spirit with add-ons)
Reload Bunny is the only viable use in my eyes, because if you are near a survivor who is inside a locker, he is mostly grabbed and down anyway. -
SIlentCetra said:
@Master said:
@SIlentCetra said:
@Cymer said:
@SIlentCetra said:
@Master said:
@Cymer said:
But a rank 1 survivor can face a level 11 killer thanks to SWF?In what game you get an easier ranked game when you team up?
Usually the game matches you against harder opponents because they assume you have a team advantage.
So how is deranking as a killer bad but a survivor can simply join a SWF and chose a lower killer rank to face?
Keep in mind that this kind of gameplay is especially toxic against newer players.
Players that would help this game grow.
For survivors there are other rules

Deranking is part of the ranking system btw, whats needs to be adressed is the absurd high amount of DCs
I disagree. De-ranking on PURPOSE (seen mostly with killers, from what I've seen around here) is just bullshit. I have no idea how one would address this, but it is done, and it is a problem. I'm a rank 18 survivor. I should NEVER have to face a rank 1 killer who purposefully de-ranked to 15 just to vs lower players.
But it is okay for a rank 15 Killer to face rank 1 survivors only because he SWF with a rank 20 friend?
Why are you complaining when a killer has actively has to derank and a survivor just can queue up with a friend, get all the advantages of an SWF plus can face a 10 rank below killer for free?
Double standards if I ever have seen some my friend.######### are you even on about? Double standards? I said nothing except that deranking on purpose is bad. I've already stated in another topic that SWF should be a separate queue entirely. Some want it removed, which is just ridiculous, as some people just want to play with their friends.
Anyone who defends purposful deranking, I suspect probably engages in such behavior, and is part of the reason why I, a rank 17 survivor, ends up facing killers that, when I check their profile, have some 900 hours in the game, rek the entire damn team in minutes, and CLEARLY don't belong at our low rank--yet there they are.
Just a note, you cant even derank to rank 17. Those players took a break from the game and check back. I do the same until the devs introduce some new balance updates
I thought it was capped at deranking to 15?
Either way, there's a difference between taking a break and deranking from that, vs purposfully throwing games just so you derank to face lower level survivors. (Or killers if you're a survivor doing it, not saying survivors never do this at all.)
You either don't want to get it or really don't understand.
As a rank 1 survivor you don't have to derank. You can simply queue up with some low rank friends and stomp low rank killers. You get all the advantages of a SWF team plus you keep your prestigious rank one by stomping low rank killers. You can have 2 SWF in one game, chances are around 30%. The worst case a low rank killer is facing 2 rank 1 survivors.
Fair and balanced right?
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@SIlentCetra said:
@Master said:
@Cymer said:
But a rank 1 survivor can face a level 11 killer thanks to SWF?In what game you get an easier ranked game when you team up?
Usually the game matches you against harder opponents because they assume you have a team advantage.
So how is deranking as a killer bad but a survivor can simply join a SWF and chose a lower killer rank to face?
Keep in mind that this kind of gameplay is especially toxic against newer players.
Players that would help this game grow.
For survivors there are other rules

Deranking is part of the ranking system btw, whats needs to be adressed is the absurd high amount of DCs
I disagree. De-ranking on PURPOSE (seen mostly with killers, from what I've seen around here) is just bullshit. I have no idea how one would address this, but it is done, and it is a problem. I'm a rank 18 survivor. I should NEVER have to face a rank 1 killer who purposefully de-ranked to 15 just to vs lower players.
But it is okay for a rank 15 Killer to face rank 1 survivors only because he SWF with a rank 20 friend?
Why are you complaining when a killer has actively has to derank and a survivor just can queue up with a friend, get all the advantages of an SWF plus can face a 10 rank below killer for free?
Double standards if I ever have seen some my friend. -
100% agree with you.
Sadly then the survivors start flaming you for bad killer. Ez. Uninstall! -
@MegaWaffle said:
4% baseline chance (without using offerings/perks) to free yourself per unhook attempt.
Basically 4% chance to get a free second chance. Some people will fight until they are blue in the face that this is "fine/balanced" but just imagine the hate that would pour into the forums if killers had a 4% chance to instantly put someone into phase 2 when hooked for the first time.Interresting proposal...4% chance to skip a hook.
Is it always 4% or does it goes up if 2 or more people are on the hook?
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My advice for you is, get your priorities right!
At first I was also frustrated playing against "cheating" SWF. But now I start to enjoy it.
You can use there SWF against them. They play differently, often more recklessly and over altruistic.
Use this against them!
Put a higher focus on genprotection and a hit and run style of playing. If you can't down a survivor fast enough, let him go and focus on the gens. He tries to lure you away from his friends and gens.
Don't fall for it.
Set up your parameters and protect them. Engage in a survivor only is you can get an alpha strike in. Surprise them/outplay them, now you need only one additional hit. If these conditions are not given and the gens are not safe, abandon the chase.
It's not worth.
Hook the first survivor ASAP.
Bait the team and let their voice advantage play against them.
You will win with your hit and run style if you can lock down the gens.
It's a war of attrition. Grind them down. Let them use up their DS and hooks until they simply die on the hook.
Don't give in, in the thrill of the hunt.
Play cold, methodically and kill them by exploit them in every way possible.
There is no honour. There is no fair game.
Only cold killing.
Is it fun?
No.
But you win.
I would rather play a Hex: Third Seal with Deerstalker and Knock Out, down and separate them, let them feel the fear and desperation of being alone and isolated, but voice nullifies this playstyle and a lot of the original horror of the game. It's sad, that the devs don't put more emphasis on this gameplay aspect, but hey, if you don't like it, play CiV! -
Ban camping. Ban tunneling. Ban farming. Ban genrushing. Ban flashlights. Ban teabagging. Ban looping. Ban pallets. Ban DS. Ban NOED. Ban hooksabo. Ban basement. Ban bright outfits. Ban dark outfits. Ban everything and everyone.
And still in the end you are not happy... -
Well there is another story to deranking as a killer.
As a survivor you simply can play in a SWF and you get lower killers and don't even have to derank!
Why is no one addressing this issue?
Not only do SWF have more advantages than any solo survivor or killer, they can free derank, without actually losing their rank.
In every other ranking system, if you paid up, you get harder match ups to counter your premade factor. Not in DBD!
In DBD you get around 16 free perks on top of your 4, disable almost all totems and all aura tampering methods of the killer PLUS half of your SWF team get to play against lower ranked killer then they are. ALL FOR FREE!
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Rank is like life. The higher you go / older you get, at first it's fun, you get some progress in and have some fun, but the higher you get/older you become the more issues start rising.
In the end you are just old and weak, it sucks more than it is fun and you wish to go back...what wait, you are telling me I can go back? To a rank where it is fun to play for me? All I have to do is to play potato? Sign me up! -
That's why I suggested that DS only triggers after all gens are done.The_Crusader said:
No, it's still an extremely OP perk that if used at the right time can cost the killer a kill or more.Cymer said:Sooo, would that s fix DS?
There is no counter to it. If the last person alive has it then they get the hatch guarenteed with no counter play.
Sometimes it gets used in a good spot, the survivor manages to get to a strong loop and this buys the remaining survivors time to finish the last gen, thus ensuring they get the doors open.
All this has happened so many times to me the past few days all because of one perk.
Decisive Strike can not be balanced in its current form. It needs to go. There is no alternative. The idea about having it be a stun might have worked but the problem is anything where it gives the survivor a free escape is too OP, but the devs in their wisdom think it NEEDS to grant an escape off their shoulder which is why it will always remain an OP crutch perk.
The best thing to do would be to remove it from the game entirely.
I mean how many times do you hear someone rant about toxic survivors and you hear "oh yeah they were tbagging, bodyblocking, multiple DS, flashlight clicking etc" - you hear that so much from people. Notice how only one of those is a perk? And how this perk always comes up when people talk avout toxic behaviour? It really says there is a problem with the perk. It's completely unfair.
You as a killer get 3 min + to kill your obsession. That's a counterplay option, would match with the theme of the original Lorrie scenario and would be truly on a level of NOED, Adrenaline and Remember Me.
You get high risk and high reward when you pick DS when it only triggers in the end game. -
I understand your intention, but I rather don't have perk in the game, that nullifies other perks.
Don't limit others gameplay!
Enhance yours! -
They have 16 perks each plus nerf killer perks.
Complete list here:
https://forum.deadbydaylight.com/en/discussion/44286/swf-buffs/p1
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SWF and all their Buffs listed here:
https://forum.deadbydaylight.com/en/discussion/44286/swf-buffs/p1
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NOED: I fvcked up because we genrushed without cleansing max. 5 totems...bad killer! Perks should get removed. I don't want to cleanse totems every game and slow down the game. Just give me my victory!
DS: nothing you can do against. And no Enduring does NOT counter DS! It reduces the stun. The stun was never the issue! The issue with DS is, it elongates the chase, what could end up in a downwards spiral for the killer, like the first hook would have be an opportunity to snowball AND DS at the end of the game is basically an I WIN button. If the gates are open and you down a survivor with DS, he just can go away with absolutely no counterplay. That's why DS is hated! -
@fluffybunny said:
@Cymer said:
So...no alternatives or suggestions?To what? What to do instead? Switch targets and if they unhook behind you, just down them and go after the unhooker, letting the person have the chance to get back up. It puts pressure on someone to have to go and get them up while you're chasing the next person who's often already injured if you notice them running for it. If there isn't anyone immediately nearby, pressure gens and chase people. Like I said before, I wish they rewarded "fair" play more and tunneling and camping less.
Why should a killer let a survivor give the chance to get up? to win the game and gain an advantage you should finish off weak targets if you can. One survivor out of the game is such an advantage and potential to snowball of it. If you make a suggestion, make one that is valid and of equal impact.
Noone likes to have a handed victory! And if you want to have a handed victory, play another game. -
So...no alternatives or suggestions?
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I like Insidious on leatherface. You can lay down traps, like go invis near a gen or a choke point at the beginning of a match. After that you can either control the hook or better guard the other gens. And in the end game you can get a nice lockdown with a 3 gen strat where you chose a nice spot where you can see and access all gens.
It is also best with bubba's basement and fun to use, especially against toxic survivors. -
What helps me play as a survivor are my knowledge about the killers, their strength and weaknesses. With that in mind the match is halfway won. The rest is just practice. Practice looping the right spots, throw the pallets not too early and stealth is often a viable and underused option.
The "hardest" part for most survivors is being patient. Don't immediately rush for a unhook and play it safe during a chase.
Survivor is much easier and relaxing.
The most errors you get is by being over altruistic or have teammates that lure the killer to you.
Otherwise you can chill and hold m1 for 5 min and then leave. If you are good the killer even won't spot you a single time. At this point you really only hold m1 for the entire game. -
I hit survivors on the hook to cancel the long screaming. I don't like the long screaming. And it's funny. It's like the killer is saying the survivor, stop screaming! We all know as soon you are of the hook you will sprint all over the place, jump windows and hills, so please quit the drama!
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I didn't intend to bash or expose SWFs. This post should just visualize what potential buffs a SWFs get compare to Solo. Maybe some will stop complain about killer DC or why some players, survivors and killers, stigmatize SWFs. If a 3th party program enables you to basically run 19 perks (76 if you are a full squad) and hinder 11 perks of the killer on top of all the coordination, some consider this as cheating.
I am fully aware that most SWFs just play to have a fun time with their friends and in my opinion there is absolutely nothing wrong about this.
What I dislike about SWFs with voice is, as Solo the gap is just massive and the biggest problem I have with SWFs is, as a killer you get limited what kind of game you can play. And this is in my eyes the most toxic aspect of SWFs.
You simply cannot run any kind of stealth or sensory deprivation strategy. It's simply not possible to play around Knock Out, Hex: The Third Seal and diminish amazing and fun perks like Hex: Devour Hope or Hex: Huntress Lullaby. Taking the freedom of choice away from another player in a game simply should never be an option. It's just unfun.
I hope the devs realize this and SWFs start to understand why some players react so negatively in such an amazing game. -
I like to play killers because it offers me a richer gameplay. Not just to hold down m1.
As a killer you have to outsmart and outplay the survivors and I like to do such things.
I would love to see a heavier emphasis on the horror factor of the game. That's why I love to play the hag. Her pop up on my scares survivors and you have to plan and think ahead with her.
As a survivor you either play genjokey or exploit the killers weaknesses. If I actively could fight or confront a killer it would be more fun.
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I use NOED in late game builds or farm builds.
If you concentrate so much power in the late game you sacrifice a perk.
In full tryhard mode the survivors rarely complete all generators, so NOED doesn't come into play. Even if all gens are complete, NOED can be negated from the survivors side.
Remember Me, Bloodwarden, NOED are all specific late game perks that can win you the game. The only difference is, NOED feels more impactful than Remember Me, but in truth. I get more people on a wrong foot with Remember Me then with NOED. -
The reason why voice is a necessity is to enable the devs to balance the game around it.
With the option of voicecom so many perks and game mechanics are getting nerfed or become irrelevant.
That's exactly why the devs won't implement voice. Not only is it against their primary vision of the game, it would also require an entire overhaul of the game.
Yes 70% of the matches featuring swf and with them probably voice, but they simply cannot afford to change the game so drastically.
Maybe after the dedicated servers are online they could easier implement voice, but they still need to go over a huge portion of the game.
@not_Queen can you back me up on this? And correct me if I am wrong? -
If the gates are open and the survivors are toying with you, the way you play the killer, your loadout or your personal skill isn't sufficient enough.DemonDaddy said:If its a problem that can't be overcome with a bare character ( no add-ons or perks) then it needs to be fixed, that's a design problem. Using a perk should help alleviate the situation but it shouldn't be the main answer. With as many situational problems that are possible, we still only get four slots to address them. Can't fix em all with Loadout alone.
We all know, if the survivors and the killer are both on the highest skill level, the game is favouring the survivors and there is absolutely nothing you can do as a killer then waiting for the survivors to make a mistake. Aslong this is not happening, the survivors can drag out a game indefinitely.
That's why we need a mechanic in play that incentives the survivors to escape.
I don't see it as a killer buff. I see it rather to ad back the horror element into the game. The pressure not to know what gate is open and for how long.
How much time is left until I cannot escape anymore. Horror can be fun and i like the moments inside the game, where I feel helpless or get surprised from the killer the best.
That's why I like Hag, Pig, Spooky Myers, Spirit, Nurse and Doctor so much.
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If you can loop a killer for 3 min you could escape.Jesya said:@Cymer said:
I would love to see that after 3 min a gate is probably, the entity is blocking both exits, reveal the survivors aura and expose them.
You had the chance to leave!This would be good only if the killer isn't in an active chase with a survivor. As many stated some stay in the match to save a teammate. The team shouldn't be punished with instadowns because the killer was looped for 3 minutes while the gates were open and ready.
I think 3 min are more then enough to rescue someone, cleanse totems and tbag. -
I would love to see that after 3 min a gate is probably, the entity is blocking both exits, reveal the survivors aura and expose them.
You had the chance to leave! -
Why the hatch is good:
It gives the last survivor an option to still escape and win the match.
Why the hatch is bad:
It encourages the killer to slug the second last survivor and then hunt down the last one.
What just artificial elongate the match, is unfun for the slugged one and a bit hopeless for the last standing survivor.
It encourages survivors to kill themselves to give their teammate the hatch. This is especially disgusting when they dc while the other one is on top of the hatch.
It enables an optional cancerous playstyle in which you only complete 2 gens and then hide until all the other gen are done and the gates are open or all your teammates are dead.
Alternative you use a key.
Key is especially problematic because a killer could successfully pull of a 3 gen strat and the survivors could just sneak out the hatch, thereby alter the entire game.
Hatch standoffs. -
None of the options besides other is a reasonable solution. Survivors simply need something to do then just press m1 for 3min.
If repairing a gen would be more interactive and objectives driven the game would be more fun for both sides.
Artificial blown up games are no fun.
It would be also cool if the killer would get more tools to pressure the survivors in a fun and engaging way. Devour Hope forces the survivors to look for the totem and I know a lot of survivors who would love to have a bit more of this nice horroresque pressure inside the game. Me included. -
Yeah, if they use a shroud to start together, I am highly doubtful that any killer can reach them. Even a nurse with long blink would need to guess which gen and they could still probably just power through.Master said:@Warlock_2020 said:
As has been shown in earlier posts, if you use the same setup without Prove Thyself, the time difference is less than 10 seconds. If you load up a group with prove thyself, toolboxes, and addons and team up 3 on every gen (can't get four on every gen), then take it off and do it again, there is roughly a 33 second difference for the entire map.I've seen gens done in 30 seconds before Prove Thyself ever got changed. I've seen 3 gens pop just over a minute or so in the game as Trapper as well.
If 4 people are on one gen for the whole map, the killer is failing horribly.
Yeah the killer should have just applied map pressure and patrolled the gens, just a pitty that they can knock out one in 10 secs

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To the data BHVR provides around 70% of the matches contains swf in any shape or form in them. So the majority of the players on survivor side are participating in swf and probably voice com. So I am sorry, if you want to play solo you are a minority not the majority.Brady said:@Master said:
@ad19970 said:
@Master said:
@EntityDispleased said:
@Master said:
@PiiFree said:
Would be nice but most SWFs are against such a thing and some players fear that splitting the playerbase would be a bad idea regarding matchmaking / waiting times ect.Unfortunately, it seems like BHVR has a similar point of view that those in that regard so I highly doubt they'll ever implement such a mode.
@se05239 said:
Keep dreaming, dude. No competitive mode will ever happen because it'd inconvenience survivors relying on SWFs for easy wins.In the current balance state, such a separation would probably kill the game. First, the game needs to be balanced around voice comms (+ingame voice comms), but unforunately BHVR doesnt have the balls to do that
I've suggested built in proximity chat on here before but everyone goes insane disagreeing with the idea. It's definitely not as strong as swf voice comms but at least survivors will have no one to blame but themselves for not working as a team. Though some killers like trapper will get hit pretty hard by this.
No proximity chat, we need global teamchat for survivors, otherwise TS/discord will still be superior and thats what the game has to be balanced around
I mean just implementing chat into the game won't fix the balance. There are enough people who don't want to chat while playing survivor solo and get yelled at by some salty kids.
If you dotn want the advantage of chatting, thats fine, but dont deny the possibility for everyone else.
Fact is that voice comms are part of the game now and the game needs to be balanced aroudn themI don't want a game balanced around something the majority of players won't use.
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That is nice to hear and helps certainly that they aren't found at the start, but it changes nothing about, that when a member of a swf finds one totem. Everyone of the swfs knows where the totem is and can go cleansing it.The_Trapper said:Hex totems are getting an update, so there’s a tiny bit of hope. What are the changes?
They will now spawn much closer to walls and other objects, thus making them more hidden. The spawns themselves don’t change however they will be much more concealed and survivors are more likely to miss it unless they properly check.
Lastly, they will no longer within the survivors line of sight. What that means is when the circle does a 360 at the beginning; the survivor won’t be able to see the totem.
Hope this makes you feel a tad better about it. It’s not perfect but that’s the way it is
Let's say you are in a chase and find a totem. Normally you would have to escape the killer and then go back and cleanse the totem. Within swf you see the totem, you tell it's location and the nearest swf can come cleanse it while you still occupy the killer. Solo survivors don't have access to such means to leverage pressure on the killer.
Btw, this is no swf bashing thread. Just stating the game as it is right now. -
Not gonna happen. Because this would split the small player base and elongate the lobby time. Bhvr won't let this happen.asanandic said:to be honest if some players are having the luxury of joining games as groups of 2 - 3 or 4 as a killer main and the owner of the lobby I would like the option to accept groups of 2 - 3 or 4...
In my opinion Bhvr still believes in their initial horror and solitude experience of the game and are unwilling to sacrifice their vision but on the other hand are too reliant on swf to keep the game alive and with a sustainable player base. -
But they can keep it. Just adjust the game and it will be more fun for everyone!
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If Bubba is in the basement: do gens! No one is forcing you down. And if you are hooked, take one for the team and give them as much time as possible!NekoGamerX said:reading all these comment sounds like both side want unfair game like > @Mister_xD said:
@Kind_Lemon said:
@Mister_xD said:
sure.
but i want something in return!
what about... survivors cant recover anymore when in dying state, plus slugging is now rewarded with pips.
thanks....why would you want this? I mean, if you were a developer, I'd make the deal, but still. What is going on in your life to want that?
why i would want this?
simple.
you cant just nerf slugging into the ground and take away our hooks. if one is to be nerfed, the other one has to be buffed. for balance reasons.
and let me ask you this:
would you really make the deal? are you sure you would want that?
cuz honestly, as a survivor i wouldnt. have you ever been slugged? meaning 5 minutes on the ground until you bled out and died? its no fun.
take away a killers hooks and thats what he'll do. are you really gonna say yes to a deal that would make 80%+ of your matches end like that?this game meant to be fun for the survivors too or we just there make sure killers have fun?
also sabotaging hooks or not the basement is the place to go for most killer.I remember a match with a camping leatherface in basement is was like standing in line to get hooked down therebtw what m1?
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I agree that the emblem system is flawed for survivors and don't represent the skill and value a survivor brings to the game. If you are the gen jokey you miss out on chasing, unhooking and healing/altruism points, but you probably won the match for your team. Same goes for a good looper. If you manage to occupy a killer for long enough, so your teammates can 3-5 gens done you get punished for sitting on the hook. And those altruism points are cancer! They are the reason why some survivors tend to hook farm, swarm hooks and stupidity bodyblock. As a killer I laugh my ass off, but when playing survivor it is just frustrating.
And the emblem system only gives you less points the better you play!
You are stealthy, gen doing and not getting hit and let others not get hit...you end up with less points... -
Right now I still have to farm some BP, do I hook every survivor once with BBQ and I am happy. But if the survivors are toxic I do whatever I can to make them suffer.
If I just play for fun I go for spooks and roleplay.
Scratched Mirror Myers, Popup Hag, Bubbas basement, sneaky Freddy. -
In my opinion the devs need to take care of the perkgrind before everything else.
Yes there are some mechanic that could be fixed, DS, hatch, more objectives for survivors, snowbally games ect. But the perk grind builds an artificial wall for new players and with each chapter the gap between the veteran players and beginners widens.
I know they are aware of it and one idea they had was get rid of the perks ranks. No more rank 1 or 2 only the final perk at level 3.
But what I have heard they not just want to hotfix the perks, they are about to overhaul the entire bloodweb. But this takes it's time.
I really hope they will put this at their top priority, so more players can face each other on similar ground and not be at a perk disadvantage. -
Claudette has the hidden stealth trait.
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DS can singlehandedly decide the game. No other perk has such an impact on the game with no counterplay on top!
DBD is a heavy snowbally game. The first hook/kill is crucial for the wincondition of the killer. If you can deny this by the press of a button it is OP.
Even if you saved the DS the moment the gate are powered you are invincible aslong you don't go down near a hook. There is simply nothing a killer can do to hook you at that state and dribbling over one half of the map is just not viable.
If you really want to understand DS check my DS for killer. https://forum.deadbydaylight.com/en/discussion/39324/ds-for-killers#latest
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Before crying for a Nerf. Did you ever play as the nurse at high level?
Do you know and understand her ability and her limits? -
I saw this dev stream and what I get from it is, they had this stabby killer in mind but they figured out, that just stabbing multiple times either is op or just underwhelming. So his pulsaurareading became a think so the legion don't tunnle a survivor down.
So they have a concept and then try to bring it to the game, no matter what.
The initial stabby killer concept went lost in my opinion and the legion evolved more into a sadistic hunter.
Right now there are two legion builds used: max terror radius to put as many survivors as possible into an injured/mend state.
And the tracker build, where you stab someone and then break the case and track the survivor down until he/she bleeds out. This second playstyle was not intended by the devs and they keep an eye on it.
What I wanted to know, if the devs understand what in game impact a killer would have or they just create one.
As far as I understand, they just implement a killer and disregarding the state of the game and meta. -
In my opinion deranking is inevitable due to the game mechanic. The devs themselves stated that only Billy and Nurse are viable on high ranks. So if you not enjoy to play with a limited Killer pool/perk set, you start to derank. There is also no ingame incentive, besides boasting over a non valuable rank number, to be high rank. Mid to low rank you get faster, easier and funnier games with more variety.
The real question should be, why NOT to derank? -
Hmm so bad spine chill is not a perk in the game.
And you cannot stun a nurse with pallets...
A nurse rely completely on anticipation. Surprise her! -
Only one gate powered is just a big hatch. It promotes camping and standoffs.
A better solution would be a timer like in the last year. Once the gens are done the survivors have a limited amount of time to escape. Something around 3 min. This would not only promote an intelligent last gen play, it also indirectly buff Freddy and his perks. -
That's sad...but I see now, I have a different mindset.
During the game I do whatever it takes to win, but after the game it's all good and fun. It's still just a game.
So toxic people simply lack the ability of introspection, figure out how they themselves can improve and just let their anger over their inability out on some faceless stranger on the internet.
Well, that's sad, but nothing I can do. Thank you for this insight.
Cymer -
25k? Those are rookie numbers! You gonna need to pump them way up!
With Doc you make 40-90k! -
fluffybunny said:NOED tends to be relied on by bad killers to get last minute hooks. I've had games where everyone would have gotten out, but only one did cause of NOED. MYC and Haunted grounds are both temporary and there needs to be some sort of play top set it off.
I think it makes people angry cause they may not see it coming, possibly? I usually just try to get all the toems if I feel a NOED coming or I run to get the totem after it goes off if i remember seeing any or have an idea where it is. It can really turn the game around for someone who wasn't doing so great, though.
So the survivors are frustrated because they don't see it coming and it feels like a crutch perk to them.
Easy solution: make an ingame indicator for NOED like the obsession border for DS user. So the survivors know there is a NOED in the game and the killer still profits from the extra time won from survivors doing totems.
@not_Queen could you check such a solution with your devteam? We would be grateful! Thank you! -
The devs themselves put self-care in that state, because they want some cooperation and team play from the survivors, like intended. DBD is a team play!