Cymer
Cymer
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- Cymer
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My issues with the game and playing as the killer are the following:
If you are good with a killer and have unlocked everything you figure out what works for you and from that point onward it's just grind.
SWFs are a big counter to my fun in the game, because you don't know before hand if you need to bring your "A"-game or can goof around.
Yes not all SWFs are sweaty, but if you just try a fun perk build and then run into a squad, you hate it even more, because there is nothing you can do against.
If you run into too many toxic SWFs in a row you yourself start playing sweaty, because you don't want to lose against those voice abusers.
To top it off is the lack of viable killers at red ranks.
What the devs don't get is, strong killers are fun killers!
I have far more fun outwitting a good Nurse or juke a Billy then pity a Legion for trying.
Maybe we need some indicators of what kind of SWFs we are facing, fun/normal ones or toxic ones.
How to achieve such a thing?
Just let us tag players/SWFs after the game with a toxic mark and over a certain tresh hold they get shown to you in the start lobby as a "challenging" SWFs group.
Having a clear SWF indicator would help to chose my load out to be viable during the match.
BTW, why is there no option to save and store my favorite perk builds?
Like rune pages in LoL or load outs in most other games? I would rather have this then a snotty Ghostface.
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I think having a secondary objective just would pan out the issue even more and makes it more clear how big the issues with the different killers are.
Don't get me wrong, I would love to do something else as a survivor that not includes holding m1.
The truth is, by interducing secondary objectives you basically just increase the gentimers, yes you open up more spots where the killer and survivors can interact, but in the end, all it does is elongate the gen/game time.
Top tier killers would become stronger because they can pressure more of the map (because there is a greater chance to encounter a survivor).
The top of mid tier killers becomes somewhat viable, but in the end, secondary objectives only shows clearer which killers are good and which suck.
If you really want to improve the game (health) we need more viable killers.
All killers should be on the same viability level and just be side grades from each other.
Trapper, what do we need: base more then one trap, rearm traps without picking them up, darker base traps, maybe all traps are armed at the beginning of the game. Maybe movement speed buff towards trapped survivors (level of Agitation?)
Wraith: true invisiblity and smoother transition between the going in and out invisibility and maybe faster movement while cloaked.
Billy: it's okay the way he is.
Nurse: is a great killer, add-ons need adjustments.
Doctor: needs better madness mechanic that really helps to slow down the game and give the survivors an incentive to break out of madness asap. Right now he is just annoying to face against and free whispers. Maybe madness 3 should expose you and madness 2 disables actions like current madness 3?
Shape: is in a good spot. We can argue if it would be better to lower the amount of EW3 and reduce it to one hit but faster movement so he can get more of a map presence and going more often in EW3.
Hag: is in a good spot. Maybe increase the base teleportation range?
Huntress: is in a good spot.
Cannibal/LF: he needs to be faster during his chainsaw SPRINT and lower his tantrum.
Nightmare: Need to wait for the rework, but sounds great.
Pig: is in a okay spot, make the crouched transition smoother and the charge attack faster/longer so she can effectively ambush someone. Maybe test more RBT?
Clown: his tonics needs to have a better hallucinogenic effect that let's him shut down loops faster. Still would lack map presence.
Spirit: is in a good spot
Legion: I am not a fan. Deepwound should really do something. Faster vault speed, he is empowered by the entity in the end.
Plague: the survivors really need a huge incentive to clean themselves. Like reduced repair speed so they want to cleanse.
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Playing Billy and still needing Ruin just shows how real genrushing is at top ranks.
Even a top killer like Billy need the time Ruin can buy.
Yes he has an instant down effect with his chainsaw, but experienced survivors know how to avoid it in the most cases what would reduce the Billy to a m1 killer with high map presence.
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Candyman with mirrors to teleport to and amazing bee powers to slow down the game.
Some killer with some sort of chain play. I would love to smack a survivor with a heavy chain or "thresh hook" a survivor. First whip just injures the survivor. Injured(exposed) survivors get dragged towards the killer, before his feet.
Some spooky sound based killer that would require the survivors to shut up and listen to it's environment.
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All he needs would be a movement speed buff during his chainsaw so he can use it as a chase mechanic.
Right now you can relax if the LF is charging up his chainsaw in a chase.
Counter, hug walls and corners so only skill full LF can follow you, but in the open you are dead meat as it should be.
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I think such kind of thought experiment should be encouraged, but keep the viability and overall gameplay fun in mind.
A killer that can only hit, be seen and kill the obsession would be extremely crippling for killers and as soon the survivors figured out who the killer is, it just becomes a loop fest.
If you come up with a killer think of way the killer and survivors can interact, how the killer will challenge the survivors and pressure the match.
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A game about gore and killing is one thing.
DBD in truth is an elaborate hide and seek, combined with catch, spiced up with horror elements and some gore. An homage to the movie killers and killer tropes that some of us love and grew up there with.
None sane person plays DBD and thinks, yeah killing randos in the woods seams a fun hobby. If you do, please seek help.
Putting in real-life killers would cross a line. It would glorify their crime and be disrespectful towards the victims and their loved ones.
In fiction we love the struggle between good vs evil. The fight for survival and hunting of prey. Those things are rooted deep in the human psychology and arguably our genes. But we also live in communities, shelter and protect each other and working together for a better future.
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As a survivor I aim for the escape.
As killer I aim for the 4k*, but it really depends on the survivors.
If they are cool to play against and we are having a fun time (not farming) I am happy with stacking BBQ and let them escape.
If one is cool to play against or one survivor gets screwed over by his team, I let them escape if possible and punish the trolls and potatoes.
Often those nice survivors are solos and SWFs tend to be on the more toxic spectrum of players.
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The reason why they went back to the drawing board with MoM changes was, because it was way to easy to get 3 stacks.
1 save unhook and one unhook (maybe with BT) directly in the killers face so you get a hit and voila! MoM stacked and active.
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I though of the survivor need to break LOS to cancel the stalking. Would be a fun and effective fix and miles better than just turn your camera.
Locker to would be a fun power, the trouble would be to select the right locker and what will happen if a survivor is inside that locker?
Both expelled like at the end of the EGC?
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The stupid fun part is, most of the issues with killers and survivors can be cleared if you put in some time to learn the other side too.
I simply don't get it why people rather complain than just try and figure thing out in their own.
Having trouble playing against survivors?
Play some survivors, it will teach you, how you perceive the game and what are the typical reaction of a survivor.
Having trouble against a killer?
Play that killer for a while and you will learn what and why works for them and what counters the killer and it's powers.
You will learn and improve so much!
Today I had a match as the hag and got flammed for toxic play. But non of the survivors ever crouched to avoid the traps while unhooking. So the piled up in the basement...a hags dream.
(No ruin or similar, just Franklin's against the 3 toolboxes)
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Well it's not 0tr, it's replaced by a lullaby.
Pallets and snares works anyway as far as I understand. Freddy just needs to be closer to make them work.
Maybe those pallets and snares are really that powerful to want you to wake up.
Let's see what time will bring.
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@Peanits is there a reason why the devs don't allow the community to know their thought process and how they approach creating killers, powers ect. I asked you several times that devs like Ethan and Co could voice their thoughts and opinions so we all could get a better understanding and helping each other.
What are the guidelines when creating a new killer, power or perk?
What is their perception of the game and it's meta?
What vision are they working towards?
I strongly believe most of the hate or backlash stems from a lack of communication and understanding.
If we get the whole picture, we can eradicate misconception and build a true fruitful and healthy rapport with each other and make this game amazing!
Right now the community has learned that we only get a response if we flood the form with spam or review bomb. I don't like those practice and would rather have a constructive and open dialog with the amazing dbd team.
I know it can be hard and it's a lot of work, but if you could repeat over and over again what would be the ideal way to communicate with you and how we can reach you and give us the feedback, that we get heard, that would be great.
I know repeat yourself can be annoying, but with repetition you can create a habit inside the community.
Right now we are stuck in a cycle of complain and flame...not what I am looking for.
I beg you, be strong and communicate and excuse some unfortunate phrasing and misplaced words. See the community for what it is: engaged and caring.
By showing and encouraging a proper way to discuss such matters we can change for the better.
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New emblem system is just screwed.
DC, self-sacrificing on the first hook ect. all things that is out of your control.
This is true for both parties, Killers and Survivors.
The Crux is, to get more competent teammates/players you need to rank up, but you can't ran up when potatoes die too fast or DC.
Yes with enough grind you eventually get there... but it's no fun.
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IRL?
With or without respawn?
Without respawn I will die sooner or later.
With respawn I would arm myself, climb some of the houses and obstacles and make with the plenty of wood and free hatchets in every locked a cool, killer free treehouse. We just need a burning trashcan so that we create a dead zone for the nurse and she cannot blink in and the huntress is a bit annoying, because she could throw hatchets against the wall. Otherwise extremely cosy and boring... aslong 2 survivors remain we don't have to fear the entity either.
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MoM, old DS, BT, Unbreakable and other top perks...
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What is your preferred playstyle?
I don't see the benefit to simply suggest some of my favorite.
In General good on Hag are:
-M&A
-MYC
-Hex: Haunted Ground
-PWYF is good on all m1 killers
I personally like BBQ, Franklin's.
If you are good at protecting your totems Hex: Devour Hope is fun on Hag, especially with MYC.
Depending on your add-ons you can also alter your play.
For best advice I need more information.
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@Boss said:
I'd love to not have those 2 Perks stuck in my build anymore, but standard? Ehhhh...
Plus the selection of "M1 Killers" is a tad broad, no?
For example, i don't think Shape needs such a buff.
Well if you don't want those perks in your build anymore the chase mechanic itself has to change or we have to wait and hope that those underperforming killers will get a rework some day.
But because they are not meme bad the rework will either never come or if the entire game gets a complete overhaul/sequel.
Right now, the best chance to get those perks out of your build would be, to make them base for those killers.
I agree, a Shape don't need such a buff, but anyone who halfway played the game seriously could easily tell which killers could really benefit from this change.
If you want to make a more scientific approach just take the data, scan for the killers who are using these perks mostly 60-80% and have a subpart killrate (below 50%)
My numbers are arbitrary and testing would show the real numbers.
But this would be something that could be done fast, wouldn't alter the game too much and would help those killers without extreme changes.
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BTW we added a new VFX when you get stunned by a pallet, it can introduce nauseousness and head aches, but that's a price we are willing for you to pay, especially if you share your joy over the internet with other people via video.
Now you know that you extra messed up!
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In short:
If Ghostflat successfully can stalk someone he would be a good ambush killer.
If survivors can counter his power he becomes the worst m1 killer if the game.
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Boo or Poo? Autocorrect can be a #########.
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You can tbag, give free Spine Chill to the survivors and if you face potatoes you maybe can use your power to instadown them, if they don't look at you by accident.
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Good job devs!
Who is to congratulate for this decision?
After 3 years who thought of you, that a red flash is needed and would improve the game experience and game health of the game?
Who took the time to code and implement this and play test it, rather to make sure that the new killer works properly?
Who greenlight the idea of a sickening red flash that gets steamed online would be, what the game and audience need?
It is a pain to play with the red flash and it's an pain to watch it, if someone else's is playing.
Why do you shoot yourself in the foot by making it harder to enjoyably stream and promote your game?
Can we get some honest, clear and open communication about the thought process behind these kind of ideas?
I don't bother to ping Peanits and Co, because all my dev and game development related questions are getting ignored.
You posses an active and engage audience, so why wouldn't you interact with them, be transparent and let them give you input?
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@Shad03 said:
All The Ghost needs
Some immunity to detection perks and increased time it takes to be Spotted.
Fun fact, I also called out the fact bugs hurts him even more.
He himself alerts the survivors!
When he stalks, the survivor gets an audio queue!
Just make a 360 with the camera and the killer has no power.
Good gameplay design...Deepwound at least waste the survivors time...this power is just a free Spine Chill for the survivors.
Samination next episode:
Whraith: Who are you?
Ghostface: I am the ghostface.
W: What is your power?
GF: Theoretically I can stalk the survivor and then they get exposed, but if the spot me due to the sound effect, the power gets cancelled and have to recharge.
W: Audio queue? So you basically give the survivors a free perk and by looking at you, you will lose your power? Are you serious?
GF: Well I can also lean around trees and buttdance!
W:...
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@pungent_stench said:
where are the april stats to be found?
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/462591#Comment_462591
Can confirm. The 80% rate is due to a couple different reasons:
1: The stats used your rank after the match, not before.
2: The pipping thresholds were much higher at the time for survivors.
The two combined means that:
1: Only the very best survivors were in rank 1 at the time.
2: Those that did die would likely derank, counting as a rank 2 death rather than a rank 1 death. This greatly inflates the survival rate of rank 1 (and the red ranks as a whole) since all the deaths are being offloaded on lower ranks.
I talked it over with the stats team and a more accurate number taken from April 11th is closer to 43%.
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@No_Cluie_Louis said:
https://forum.deadbydaylight.com/en/discussion/comment/501952#Comment_501952
It's hitboxes too. Not just latency, people have done research
Some people maybe, but definitely to you!
They stated multiple times that they need the dedicated servers to eradicate the latency to adjust the hitboxes.
It makes absolutely no sense to fiddle now with the hitboxes to be screwed over in 3 month and have to do it all again.
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To be fair, survivor can be really easy and boring to play as.
Right now we have plenty of second chance perks and with a half decent team you should have that much trouble with most but the top tier killers.
If you toss SWFs in the mix it becomes a fun house, especially if you are competitive.
I often die as survivor due to stupid mistakes or potatoes as teammates who loves to bring the killer to me or farme in front of the killer. And let us not talk about the super immersed Blendettes with the blocked Ctrl button but no Urban Evasion...
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As far as I know from the leaks, he is a sneaky m1 killer with an instadown option.
I would place him around Myers level.
Without any known means to traverse the map fast or get a clear edge during chases he will be an ambush killer or simply m1.
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I thought Iron Maiden would let me see survivors in the lockers, like okay they changed the aura reading mechanic and offer now a counter...but nooo.
And Thanatophobia would work with dead survivors... because of thanatos=death and phobia = fear...but fear of death don't make you afraid of the death...nooo.
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This guide covers in detail every single perk in the game in order to help you to make your very own effective Hag build. It showcases on video several of her addons and as a bonus, I submit several e
For the start this helps to get an understanding of the hag.
Don't be afraid to try out offmeta perks and experiment with her.
See what works for you best and figure out your own playstyle.
Welcome to the family!
She is very fun to play if you like to outsmart your opponent.
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As I suggested multiple times before: Encourage killers to face SWFs!
Make it fun and rewarding to face SWFs!
Maybe a BP multiplier?
Maybe some special features like aura reveal or free Mori after the 2nd hook (same survivor not total hooks)?
Endgame reveal the auras from the remaining SWFs.
If you hook a SWF show the aura of the other SWFs.
This would make playing as a SWF and Killer more challenging and rewarding.
There could be done much more!
Just be clear about the rules and it's counters.
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Trapper without addons; no, you lose too much time without the extra traps.
Wraith: can be played without addons, but still m1 killer
Hillbilly: I would consider him as viable, but harder to control and lost of some power.
Nurse: Absolutely viable +1
Shape (Myers): Can be played without addons, but you really have to manage your EW3 stacking and cutting the chases or you end up as a m1 killer.
Hag: can be used without addons, I just would miss the map pressure with the reduced range. You have to be smart and consider your range and trap setting. Still m1.
Doctor: If you are a god with his shock stuns maybe. Otherwise m1.
Huntress: she is ok if you reliably can hit hatchets.
Cannibal (Bubba): if you manage to get a hook you can camp the hook for extra altruistic downs...but not really sadly...
Nightmare (Freddy): Well Freddy is Freddy.
Pig: Got gutted after EGC. If you manage to pressure the survivors you might have a chance.
Clow (Pogo): lower ranks maybe, but as soon the survivors know how to loop you he becomes a regular m1 killer.
Spirit: If you know how to play her its like playing on hardmode, but still possible.
Legion: No
Plague: Even with addons she is only mid tier. Without its hard to play her.
Yes you can win with every killer without addons if you are extremely good and/or facing potatos.
But if you want reliable wins without being depended on addons go Nurse, but she requires some learning time and skill.
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As far as I understand the issue, the leave button simply disconnects you from the host.
On the h host's end it just register a DC, but not why.
Yes you could program it, that when you click on the leave button a package would be send and inform the host of the nature of the DC.
But I think they spare it for the dedicated servers.
@Peanits correct me please if I am wrong.
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To all the brain dead survivors out there who never plays killer or tries to understand the game:
NOED is a strategical perk.
The reason of the perk is the either to force the survivors to slow the genrush down and cleanse some totems or punish greedy genrushing survivors.
Yes genrushing is the fastest way to secure a victory or at least it enhances the chance of it, so does tunneling and focus kill a survivor.
You have DS, MoM, Adrenaline etc to counter tunneling so it's only logical to have some counter mechanics against genrushing.
If NOED is such a big deal cleanse the totems and be happy about the additional points or risk a one shot.
There are many other perks with instadown and even killer powers that can instadown you without prerequisite. So giving m1 killers such an option is not that out of place nor unfair. Especially if everybody is aware of it's clear counters.
NOED is a thing because YOU let it happen!
If every survivor cleanses 1.25 totems every match there will be no NOED and if cleansing totems become a standard in the game, the perk will disappear naturally.
But yeah...I guess you entitled baby survivor rather cry and scream than take responsibility and cleanse some totems.
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@Peanits voice is a thing in DBD and needs to be addressed.
If the devs has no indications if someone is using voice or not, you have to assume they all are using it and balance the game accordingly.
Voice is basically a voluntary feature of the game and solos chose not to use it.
Please take voice in mind when the devs are designing new perks and killers.
I personally would love to give every solo the option to activate the voice buff (enable all the perks you can get solely by using voice)
If there would be a player that don't like the extra power they could turn off the buff.
If everyone is playing with the same premises we can start balancing the killer roaster around the new and fair solo/swf/survivors, because they all would he at the same level.
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Service announcement:
How to punish camping and tunneling?
If the killer is constantly camping and tunneling you we from Hag& Survivors Care advice you to try out Kindred to inform your buddies of the camping killer. Really handy.
DS counters direct tunneling (after the unhook don't run straight into the killer aka watch where you are running)
Borrowed Time works also great to rescue a camped survivor, especially when paired with a stacked MoM.
Hope this information are useful and helps you escape the camping tunneler! Or was it the tunneling camper?
PS. DO GENS!
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I sometimes challenge myself with endgame Nurse.
Insidious, NOED, Rancor, Blood Warden and try to kill as many as possible during this endgame.
The games are super quick and super fun.
The survivors are often extremely surprised, especially the Obsession.
Once I managed to hit and Mori my Obsession as he was tbagging at the gate. He rage quitted during the Mori animation. It felt so good.
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E-cigs wouldn't fit the narrative and where would he get a refill?
I can see Billy grabbing some herbs while crawling on the ground.
That's why Unbreakable is his perk. He fakes one down to grab some herbs.
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Just think of evil ash clone as a chainsaw wielding maniac with a boomstick.
He can smack you with his chainsaw for a regular hit or winds it up like Billy for one instadown, but if he misses he gets stunned/his chainsaw gets stuck and he rips it free. he also can destroy pallets from afar with his boomstick. Shoots at dropped pallet and singelhand-reload after, similar timeframe like regular pallet breaking, but with movement and animation lock.
Counterplay, dodge the charged up swing and time the pallet drops.
This would make him a high risk high reward killer with clear counters.
Around mid tier.
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If voice cannot be disabled, then make its advantages baseline for every survivor and rebalance the game.
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If rewards truly get tied to ranks, the killer roaster needs an update and we either need a solo queue and a dynamic/group queue.
So long rank was only a method to match similar skilled players with each other it was fine (besides swfs get match with their average, that's bs).
But the moment something of value can be achieved by playing the game SWFs having an advantage to achieve the objectives over solo players. 2-8% according to the stats provided by you.
Letting them having an advantage is the same like punishing solos.
SWFs would get a discount on all the achievements about 2-8%
That's objectively unfair to all the solo players.
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If rewards truly get tied to ranks, the killer roaster needs an update and we either need a solo queue and a dynamic/group queue.
So long rank was only a method to match similar skilled players with each other it was fine (besides swfs get match with their average, that's bs).
But the moment something of value can be achieved by playing the game SWFs having an advantage to achieve the objectives over solo players. 2-8% according to the stats provided by you.
Letting them having an advantage is the same like punishing solos.
SWFs would get a discount on all the achievements about 2-8%
That's objectively unfair to all the solo players.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/490646#Comment_490646
This probably wouldn't be possible since all killer add-ons affect different aspects of a power and not all powers are treated equally. Decreasing setting time on a bear trap is no big deal, for example, but decreasing the charge time on a chainsaw can be dangerous. Because of that, even though the add-ons do something very similar, the numbers behind them are completely different.
I am not talking about killer specific add-ons but things like mist add-ons, Moris, Blood Points and Map Offerings.
I don't know how your program is structured but would it be possible to flag those universal add-ons and offerings and saved them in a shared box available to all killers?
Same thing could be done with survivors, it would even make it easier for leveling up different characters and more viable survivors = more opportunities to sell cool cosmetic $.$ same goes for killers ;)
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@Peanits it would be cool if some killer add-ons would be in a shared killer pool. Same for survivors.
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@Victor_hensley said:
https://forum.deadbydaylight.com/en/discussion/comment/490508#Comment_490508
THERE WE GO! The "you have to use certain killers" argument. Hey, guess what. The current MoM can be countered with M2 killers. Why does this game want to FORCE me to play a certain killer to have ANY sort of chance of winning.
See, this ties to a much bigger problem about the game. First, let me say that I do not want killers to be OP, I want both sides to have equal opportunity to win based how well they play. While yes, the new (proposed) MoM does make you have to do something to activate the perk, but it is STILL a second chance perk.
Also, another person that thinks being forced to use a perk is ok.
I agree 100% that MoM is an unhealthy perk and I am happy that it sees changes.
As it is today only hard camping the first hook is a reliable counter against MoM.
The new MoM evens the playing field for every killer!
It doesn't matter if you are a Billy or Hag, if you carry a survivor only m1 is possible.
In my post I advice to focus on killers with better chases and map presence instead of tunneling and camping a single survivor.
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The leave button is an essential part of any game.
RL issues can occur at anytime and aslong as alt+f4 is a thing a rage quitter still can do his harm.
Around Summer servers will be live and the devs will have exact overview about the DC's and can and will act accordingly.
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@Victor_hensley said:
https://forum.deadbydaylight.com/en/discussion/comment/488786#Comment_488786
So am I supposed to just stand there for 60 seconds, or go after another survivor, which by that time the downed survivor will get picked up and possibly healed?
Exactly.
You should pressure as many survivors as possible for as long as possible until you can sacrifice them all.
If you down one and chase another while a third has to pick up the slugged one, what are you complaining?
You occupy 3 survivors, only one is left to work on gens.
Maybe you need to start using killers that can end chases fast and with a good map presence if you struggle that much.
This new MoM can be countered by Mad Grid, Agitation or pressing R.
Nurse's Calling, currently in the shrine, also gains value if everyone is trying to get hit.
Try to think more about the game.
How can you utilize the given mechanics to maximize your advantages?
Play some survivor of you struggle with them to learn how they behave and how you can use it against them.
But if you only want to camp, tunnel and slug.
Do this at your hearts content, but don't cry if the rest of the survivors are rushing gens etc.
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It would be a refreshing concept.
But everything with movement speed and or gen repair speed would be op!
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The reason why Monstrous Shrine doesn't work:
In DBD the ability to fast shut down chases and apply map/genpressure is king.
MS don't do that.
Some meme basement build are using MS for the theme but I know not a single player that would use MS on a regular basis on every killer.
If you want to make MS viable with counter options for the survivors, make it so, that MS gives you haste or action speed bonus in general.
Additional movement speed can be utilized by almost every killer and would buff all m1 killers.
It would give the killers a big incentive to hook someone in the basement.
High mobility would also counteract camping.
Right now you want the to die asap and use MS often together with Territorial as bait.
4% movement speed buff would incentives the killers to stop camping and hunt other survivors.
Faster games are good for everyone and the current MS just promotes camping and for the survivors it's unfun to die faster with no real counterplay.
MS could also become some sort of Devour Hope 2.0 like MoM replaced old DS.