Avatar

DBDbuildsYT

DBDbuildsYT

About

Username
DBDbuildsYT
Joined
Visits
1,461
Last Active

Comments

  • @[Deleted User] said:

    My games last between 10 to 20 minutes. 

    I use Plague, Freddy, Clown, Spirit, Legion, Wraith, Doc, and Trapper. 

    I don’t use Ruin. I think i’ve used it a total of 5 times. 

    How?

    I prioritise gen pressure and preventing repairs as best as i possibly can. I abandon as many chases as necessary and take as many pallet stuns as necessary and still end up mostly getting my 4k or 3k. 

    DBD is just an elaborate version of King of The Hill. Don’t give survivors the time they need to take the gens from you.

    Care to show few videos to give us an idea of how this is done?

  • @Riddick said:

    https://forum.deadbydaylight.com/en/discussion/comment/567792#Comment_567792

    @Raccoon Just as I previously asked, I must be missing something important about it, but could you elaborate what is Legion good for? I really cannot think of a single build that is not better on another killer, nor a situation where its power is determinant to victory.

    Because they cannot explain things to you.

    Every time I asked these super players about some video evidence on how to play Legion they simply disappear like a snowflake in the desert

  • I agree with this post, I main killer and I am not very good as a survivor (nor killer for that matter) But I still have more than 300 hours as a survivor and 500 as a killer.

    Ghostface is pretty annoying, his one hit down is the equivalent of a simple m1 chase and breaking him out of NS is NOT consistent at all.

    Sometimes you get the sound notification with the camera on the side, sometimes in front of you.

    I own ghostface before someone says something, like I own everychapter/char in dbd, and I think ghostface needs a bit of work because he is frustrating to verse

  • Agreed, We would like to remind the devs not to forget Legion

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/567228#Comment_567228

    Lmao I'm offering advice dude this isn't a court house. Get off your high horse already.

    I am afraid mate that's incorrect, you are pontifying on a topic you clearly have not mastered and when asked for evidence you sneak away

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/567208#Comment_567208

    Frankly your opinion isn't important enough to me to go out of my way to record Legion gameplay for you. If you wanna keep playing him like Wraith be my guest. Just trying to offer some advice.

    So you basically have zero evidence to show, OK case closed

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/567067#Comment_567067

    Aggressive much? I didn't say he's top tier, just that he was designed to extend the game by dealing damage to multiple survivors in a short time. Using him just as a fast killer to focus down one person at a time akin to how Wraith plays isn't how he's meant to play.

    You expressed an opinion I am asking you to back it up with facts, it doesn't seem too difficult if you have that evidence.

    Show me that and I'll gladly learn how to use legion

  • @Nobu said:

    Unless it's actual feedback, like for The Legion's poor state. Then they don't give a rats ass.

    We aren't survivors though!

  • @Nobu said:

    Funny thing though, since Borrowed Time and Deep Wounds now depend on Terror Radius the Wraith can also moonwalk! While invisible you can chase a survivor AND have their timer go down! I did this last night!

    So by far, Wraith is way better than Legion.

    #FixLegion

    That's a pretty neat idea lol now wraith, pig and Gf who can do this will be nerfed.

    Survivors command and devs execute

  • @Nobu said:

    The wraith is a better Legion than the Legion. #FixLegion

    They haven't even fixed Susie sounding like Frank... Unbelievable haha

  • On ps4 it takes me around 5 mins to get a killer lobby and about 3 as a survivor.

    The matchmaking is broken, that's the truth

  • @ClogWench said:

    Legion is designed to track survivors and dish out damage everywhere to slow things down. If you're using Legion in a similar way as Wraith then you're using him extremely wrong. That said I do agree he could use a slight speed increase, if not to running then to vaulting.

    Show us how to use Legion then, post your gameplay at high ranks, let's see if your words hold any substance

  • Wraith is semi invisible, can see scratchmarks, has unlimited access to his power and he can down people with it.

    Legion is a worse wraith

  • I would say no because stridor changes your perception of sound so a game with and without stridor is different when it comes to tracking. Speaking of spirit's builds I have four videos and more to come if you want to check them out.

    First one is this https://youtu.be/NgfFy6sYqEo

  • @Peanits said:

    Legacy still won't happen. I don't want to rain on any parades, but legacy was a thing to reward people for leveling up with the old bloodwebs, back when it was much more expensive and took significantly longer. The consoles versions came out after the legacy cut-off date.

    I wouldn't say "never" for the exclusives part, although it's a fairly low priority. We tend not to do exclusives anymore as to not exclude console players.

    Before the bloodweb rework and legacy it took a player 89 million bloodpoints to unlock everything, now it is around 190 mills.

    I think we also payed our duty to the grinding system

  • This is good and fair for everybody, thank you!

  • We want Pat as a survivor!!! Please bhvr!!

  • Chase music is too loud once again

  • Lobby dodge and dc if they act toxic, don't feed their ego

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/559235#Comment_559235

    If you're willingly chasing an average survivor into a setup that will waste 60 seconds of your time you're a ######### killer.

    Strategy is also part of the game. Don't turn off your brain and expect to succeed.

    OK I see that, then show me several videos of yours where you end most chases fast against good survivors.

    I'm curious to learn because none of the most respected killers is able to do so against competent survivors consistently.

    So I would like to see videos please, if you don't have them please record them in the next days

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/559264#Comment_559264

    You can not have a system that has perks with special bonuses and still maintain a balance between using those bonuses and not. That is not how games work. It'd be great if it did but it's not and it never will be. The only way to accomplish what you want is to outright abolish perks entirely. I support buffing killers to work at higher tiers but there's always gonna be someone better than the others, even by a small margin.

    A small margin would be a victory though, at the present time given an equal skills killer to survivor some killers cannot compete consistently at high ranks. They may get the off win when versing people with lower skill level but the difference between a nurse and a legion is staggering. I usually main nurse, spirit , legion and mickey, and the difference is mind blowing

  • @Black_Fence Concede button is the way to go and I am sure it will happen.

    Rather than leave game that should be changed to "concede" and if you do so, killer gets full sacrifice points and BBQ stack, survivors get wglf stack and a 2000 quitter bonus in the survival category

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/559237#Comment_559237

    Most high tier killers have tools to combat looping, and that's the right way to go in balancing the game around it instead of gutting the game like your proposing.

    I am proposing A SOLUTION which doesn't mean it has to be THE SOLUTION.

    As I stated several times in this topic, my main point was to unmask once and for all how much of a problem was the unintended mechanic (I will avoid saying exploit since it is now an accepted mechanic) which then became known as looping. With looping being at the core of the current unbalance between the 2 teams in DBD.

    I also stated that i would prefer a radical solution to the issue but I accepted that a radical solution won't happen because it is too late to remove it now because people got used to it.

    So your suggestion is probably the one that will end up happening.

    Nevertheless these situations, looping, camping and tunnelling, which are not fun for the majority of the players in the trial need to be addressed as soon as possible because they are unhealthy for the game.

    And I don't think just reworking two maps per year is enough, if we want to stay in the conservative solution as you are suggesting, there needs to be a massive redesign of the problematic tiles and an increase in game time if you want to keep longer chases.

    One way or another this is a priority that needs addressing

  • I was in a game recently where I ran around the killer, he finally downed me when the only remaining survivor is slugged.

    it isn't right, there should be a give up option.

    Some people are simply nasty

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/559216#Comment_559216

    First off, you're using extremes on both sides. Should a no perk killer be on par with a team of well equipped skilled survivors? No, you're choosing to handicap yourself. I do think certain killers deserve buffs to play better in high tiers tho. Secondly, there are a decent few Killers who are high tier viable. It's not just nurse. But that's hardly the point

    but why do you think nurse is high tier?

    because she can end chases faster nullifying looping, mentioning nurse is an even bigger point to show looping being the main source of unbalance in the game.

    Even more than gen rushing because if chases end fast people CANNOT work on gens because they will be targeted right away from the killer for another short chase.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/559201#Comment_559201

    There is always someone who isnt as good as the rest, in SWFs is usually the survivor who is rarely alone and tries to be quieter than his peers, as to no draw attention, they rarely have attention drawing items like keys or flashlights.

    In my experience most SWF have 1 very good looper, 2 decent players and 1 gen jockey who is not very good at looping.

    In the event you do land against an insanely good team... well it sucks, but those teams are not very common, its like landing against Doctor in The Game with Irisdiscent, it doesnt happen all the time.

    I don't think you are really reading the point here, it is extremely common for an average dbd player to take the killer on a ride for at least 60 seconds. You don't need to be a god looper to do so, you need to be average.

    60 seconds is an eternity in dbd, if by any chance you meet GOOD survivors this is going to take even 80 seconds, which is a full gen.

    It is obviously not balanced, a 1/4 of a team should not be able to take so much of a the FULL other team time.

    This abomination is indefensible

  • @SinfulHarlot said:

    @DBDbuildsYT I feel like we all know it's a problem, but running down core mechanics is never the way to go. The best part of a game is the freedom it allows. If I can't kill who I want, why play killer? If I can't escape a chase, why play survivor?

    Well I think the problem here is that the internet has shown that without regulations people don't self regulate and balance isnt achievable.

    Let me show why self regulation doesn't work.

    This is a video of my sister, I am playing Vanessa in the clip. We used to be very efficient Jason hunters in F13 the game. In this clip we failed to kill Jason and from 6.30 mins onward we just proceed in bullying Jason to submission with nothing he can really do.

    This isn't neither asymmetric nor balanced


    https://www.youtube.com/watch?v=oBCh4zUXzCE


  • @GrootDude said:

    I’m saying that the survivor is better than you. Learn when to stop chasing someone.

    Besides me who I am not the most appropriate specimen of a killer, sometimes the survivor is better sometimes it's the area of the map that simply puts the survivor in a position where he will lose your time no matter what unless you retreat.

    You (power role) retreating from a 1/4 of the opposing team due to bad map design is NOT balanced.

    And I agree on skills being roughly equal in a match to have some balance

  • @KillermainBTWm8 said:

    I guess conservation of resources is an exploit using your collision is something people do in this game all the time wraiths can block certain areas off to get a free hit when coming out of cloaked Billies can trap people in corners to get a free hit. Normal m1 killers can block someone in a room to get a free hit. I guess those were all exploits. I've said this to you before I'll say it again you want to play an entirely different game while the devs are already addressing issues by making more pallets that are mindgamable and hopefully addressing map design. The only real problem in the game right now is genrush gens get done entirely too fast.

    Gen rush and the length of a chase are a symptom of the same disease which is an unbalance of the parts.

    As for collisions, there's a massive difference in hitboxes size which allows looping to be a very efficient strategy.

    Resize hitboxes at the same size and see what happens to the game, why does Susie have a bigger hitbox than David King?

    With that said, I am not a fan of blocking off areas of the game either, I am glad the basement collision was addressed because that was also borderline exploit

  • @SinfulHarlot said:

    I can understand the frustration of losing due to 1 chase, but that's kinda part of the game. Everything you talk about doing ends up limiting the choices you're able to make in the game and ruin the chase mechanic. I'd rather lost for not abandoning a chase then face some bots that I'll know will go down. What you describe doesn't even sound like DBD.

    and it won't happen, my main purpose here is to unmask once and for all the great unbalance brought to the game by looping, camping and tunnelling.

    I agree it is too late to do something about it, or at least something worth doing

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/559127#Comment_559127

    Not at all, it means that the survivor was better and was more efficient. Stop being too proud to drop chase.

    This has nothing to do with me but with the game balance.

    Your example is the equivalent of saying that in a 4 vs 4 of equal skill in cod a person can verse a team of 4 due to a game mechanic. It is obviously unbalanced

  • @tariousx said:

    https://forum.deadbydaylight.com/en/discussion/73166/the-real-reason-why-looping-camping-and-tunnelling-must-be-removed-from-the-game

    While I don't agree with your solutions entirely you are very correct in the fundamentals need work big time.

    Not as a suggestion, but I did think 1 time what if once someone was hooked they got ripped into the ground or something by the Entity and popped up somewhere else on the map far away, and needed rescued but only survivors could see them or everyone could see them and decisions would have to be made about defending that person or going after someone else as killer. Killer main here but that could shake up mechanics a bit, but it doesn't address the Map design or the current loop meta that you're talking about.

    Yes we can certainly talk about solutions, and how to address the issues I flagged.

    Tbh your idea is also pretty nice, if on the first hook the survivor is teleported where the killer cannot see the aura it would also be good to reduce/avoid camping.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/559023#Comment_559023

    Calling looping an exploit may be going overboard, but it is 100% an unintended game mechanic. Just like true infinites, beartrapping hooks, and unhook blocking facecamping. The difference is that the devs actually liked what looping did and accepted it as part of the game.

    https://forum.deadbydaylight.com/en/discussion/comment/559106#Comment_559106

    By the same degree, pre-rework Legion's chase breaking cheese mechanics also weren't an exploit. However, it did give a major unintended advantage to Legion players who used it at the cost of the viability of the enemy team exactly like pallet looping. But instead of making change after change in an attempt to make chase breaking Legion not completely broken like they did for pallet looping, they just reworked him. It would have been a hell of a lot simpler if they did the same thing for pallet looping. All they had to do was give the killer and survivor the same size hitboxes and that single change could have probly balanced things out better than all the massive overhaul of changes they've done instead.

    That's very accurate :) thanks for the analogies!

  • Which simply implies that under some circumstances a single survivor of a team of 4 is stronger than the entirety of the other team, great balance!

  • @Yamaoka said:

    Looping is not an exploit. Using collision to your advantage is a skill that is used by survivors AND killers. As a Bubba main I use my collision to block windows so I can instadown survivors instead of using the hammer. That's not an exploit. It's using your collision to your advantage. Wraith mains can relate.

    An exploit is a beneficial in-game error such as wake up (fixed) or the crazy tinkerer 2 (fixed) exploit that was widely used last year. Remember the days of 0 terror radius Hillbillies?

    A small question: Do you think a 0 hour rank 20 killer should be able catch a 1000 hour rank 1 survivor?

    I believe the real question should be, should a rank 20 killer face a 1000 hours survivor?

  • @gantes said:

    Also ask any good killer player and they'll tell you the most fun part of the game is chasing and mindgaming tiles.

    Not our fault you're bad and want survivors to run on a straight line so you can down them without earning it.

    Me being bad doesn't change any aspect of my argument, do you have anything to debate the various arguments being made or are you just trying to tilt me for the sake of it?

    I have answered all of your concerns using example, the last one being the one related to who's having fun during looping, camping and tunnelling.

    Do you have something we can debate on or are you out of arguments?

  • @ClogWench said:

    If the killer is letting themselves get looped for 2-3 full gens then they're truly not playing well. I can see you're too stubborn to listen to anyone elses criticism though, you believe you have all the answers and refuse to acknowledge the flaws others have pointed out so it's useless to argue with you. You've already decided you're right and everyone else is wrong. So I'm done arguing with you on this. Good luck in the future, but I'd recommend finding a different game to play.

    Well once again show me how this is consistently avoidable without using nurse, billy and spirit. I would like to learn, really.

    I watch the most respected killers in the community, tofu, monto, ardetha, marth, tru3 and they all end being looped when playing a weak killer.

    Sometimes they are even stomped by good teams so I don't really know how you could do it, but then again show me some consistent evidence of you doing it and I am willing to learn from you.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/559075#Comment_559075

    You're seriously suggesting it's more important that a party game full of RNG is "competitive" than fun. OK, that's what the devs should do if they want their game to die.

    People come to DBD for the horror and stay for the action aspect. They already said they're reworking the maps to have more mindgameable loops. Other than that, if you kill looping and the mindgames that come with it, you kill the game. Period.

    What I am suggesting is that 3 mechanics of the game which are linked Camping, tunnelling and looping need to go because they are at the core of the unbalance in the game.

    If for fun you mean being able to run the killer for 2 gens due to smaller hitboxes and bad map design that is also wrong.

    When 1 person of a 1/4 of a team is looping a killer for 2 gens who is having fun?

    The killer? nah

    The 3/4 of the the team who is holding m1? nah

    The looping survivor? YES! Because now you feel like the hero of the story who is slaying the monster. Good job you are preserving the fun of 1 person out of 5 by allowing looping.

    Let's see camping now:

    is the person camped having fun? nah

    is the killer having fun? arguably yes but you are not very active, but let's say for the sake of argument a killer likes to camp so let's say yes

    are the 3/4 having fun? no they are annoyed that their team mate is dying, as it natural for human beings. We are tribalistic, when a member of our tribe is in jeopardy we do not like that.

    So once again 4/5 not having fun.

    For the balance of the game it is WAY better if the whole 5 people partake in short chases, multiple times, some gens, some saves and some heals.

    How can you defend a meta where one person runs around the killer for 2-3 gens and a killer who camps and tunnel?

  • @gantes said:

    Sure, take all skill away from chases.

    That way survivor gameplay will be dropping pallets as soon as they pass through them while everyone else holds M1.

    It'll surely not harm the game if the part most players like the most (chases) gets dumbed down to oblivion.

    Jesus Christ these forums are a joke sometimes.

    How has this anything to do with my argument? Chases for the survivor sidecannot be the focal point of a game because the focal point is escaping.

    You cannot balance for FUN, this is NOT A 1 vs 1. A Survivor can equal a killer only in a 1 vs 1, in a 4 vs 1 with looping the game isn't balanced as a single element can verse the ENTIRETY OF THE WHOLE ENEMY TEAM.

    How is this ok in any way shape or form?

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/559047#Comment_559047

    Killer isn't entitled to win every chase. If a survivors skill at temporarily evading the killer is suddenly not worth anything cause the killer, by default, will always catch them quickly, then suddenly you're going to see a lot less people wanting to play survivor because their skill doesn't matter. That's absolutely not a good direction to go if you want to improve game health.

    That's not what I said, you are NOT answering any of my points directly.

    Survivors win the game by finishing their objectives which are gens, to do so they are allowed three lives since camping and tunnelling are also out.

    Their power is in being 4 and being in different places while the killer is one.

    So you go down fast but your team is doing the objective so by the time you reach your lady hook if your team played well you should be able to leave and win.

    Once lopping, tunnelling and camping are gone you can look at the data and see what needs to be addressed and change it accordingly. Killers should NOT win more than 50% of the time, the game must balance the two teams properly

  • @FireHazard said:

    These requests are literally impossible to fulfill unless a giant penalty is given to each one, and even then, people will still do it out of spite for a Survivor or Survivors.

    This entire post is just a echo chamber of complaints for something you can't fix... Sorry mate.

    I agree on this, nothing will be done but that doesn't make the argument invalid

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/559038#Comment_559038

    Well then I suppose it's a matter of opinion now then isn't it. I think looping is fine, as long as gen rush is addressed.

    It isn't an opinion though since you admitted yourself that some chases are lost to begin with making the 1/4 element in some circumstances superior to the whole opposing team which is obviously unbalanced and the only reason of me writing this post

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/559032#Comment_559032

    And now the game has evolved and adapted, changes have been made and looping has been accepted as part of the core mechanics. Not an exploit, a currently intended mechanic.

    Beung accepted doesn't make it balanced which is the whole purpose of this post

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/559017#Comment_559017

    A good killer knows when to disengage from a losing chase, knows how to pressure gens and knows how to route survivors and force them to create deadzones. Yes there's still a gap between survivors and killers but that can be closed by addressing gen rush, not by reducing survivors ability to apply skill. The problem is genrush, not looping.

    This is exactly the nail in the coffin, if a whole team ( killer team B) needs to forfeit chasing 1/4 of team A because looping is too strong you are implicitly proving my point thst looping is too strong.

    There are ways around it but it doesn't change that thus isn't balance

  • @v4lor said:

    "your argument is invalid"

    Tbh, you invalidated your entire post when you called looping an exploit, and unintended.

    I suggest you go rewatch the anniversary stream, specifically where map design was discussed. Note how the designer directly calls them loops, talks about their strength, and the adjustments they will receive. Again, it's the DESIGNER talking about LOOPS BY NAME and their role in the game. Please continue about how it's somehow "unintended", and an "exploit". 🙄

    Loops are a core design of maps; they exist because you can only do so much without making the maps huge and unplayable, and to make the most efficient use of space.

    If you want a game where people just run in a straight line until they fall over, this is not that game. Further, if you want people to actually read your massive wall of text, you probably shouldn't start with such a deep misunderstanding of the way the game works at its core.

    You probably missed the birth of looping, at the start of this game pallets were more abundant because they were seen by the devs as a single use, when lopping was discovered the number of pallets had to be reduced, so it's obviously unintended.

    Nevertheless you are debating a word not the concepts, so unless you can prove otherwise I am afraid that's not enough

  • @Boss said:

    Won't that change make you immune to death and capture if you managed to avoid the Killer the entire game?

    Say you're hooked once the Exit Gates are powered.

    No one rescues you cause you're being camped.

    So 20 seconds pass and you can now unhook yourself.

    You are now immune for 60 seconds and can run out the Exit Gate just fine.

    Why is avoiding the killer and doing gens bad though?

    You did your job by using stealth, isn't that enough to leave the trial?

    or this could be present only for the first 3 gens to avoid people playing 60 seconds because they had an unlucky spawn.

    The idea can be tweaked, i simply think that it would benefit all the parts to have a game like this

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/558996#Comment_558996

    If 1/4 equals the whole then the killer isn't good at their job. I'm not even gonna begin to pick apart the camping and tunneling arguments cause I could be here all day. Overall if you want the game changed that drastically you may as well go play something else entirely.

    You haven't proven ANYTHING here, are you by any chance suggesting that on equal level of skill you can down survivors CONSISTENTLY in less than 60 seconds in good areas of the map without using nurse, billy or spirit?

    If you can do so congrats you are better than Tru3, Marth and Tofu. I would like to see video evidence of your claims

    If not 60 seconds for 1/4 of the team equals almost 3 gens done, continue the math and see why looping must go

1 … 12 13 14 15 16 … 19