DBDbuildsYT
DBDbuildsYT
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/679683#Comment_679683
Gotta disagree with you here. If I'm wearing a decent head set (I do) and running Stridor and you're injured and loss hearing of grunts of pain because the music is too loud, it's not wanting my hand held. It's wanting to get full use out of perks.
Also, it's not even all from a competitive advantage standpoint. I just think the music is annoyingly loud if I have to shout into my headset like some old man because I can't even hear my own voice. It's just obnoxious and unfun (like mashing x to struggle).
You can't argue with survivors, they will anything to annoying killers
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@gcardoso said:
Since the killer can now take hatch down , it's impossible for survivors to win 1 on 1.. you guys need to fix this since there's no fun on being the last survivor if you know you cant win . at least make the doors take less to open or bring back old hatch where killer couldnt take hatch .. i'm main killer and i think it's quite unfair for survivors
It's a 4 v 1 game, and it's already too balanced around 1 v 1 in chases.
Survivors are already stronger than killers
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/86127/chase-music-is-too-high-i-cant-track
It did get changed, survivors went WAAAAAAAAAAAAAAAAAAAAAA! and it got changed back.
Exactly!
Survivors command and bhvr execute
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/678128#Comment_678128
@DBDbuildsYT Sorry, but the problem here isn't Tru3's skill. He has plenty of games where he absolutely demolishes the survivors, or where the games go back and forth for a good 15+ minutes.
The issue here is the games where he does make mistakes or just isn't really playing like he normally does. Then he complains about genrush this and that, survivor being the power-role this and that, or whatever excuses he wants to make instead of just saying: "Well, that could have gone better," and moving on.
Which is fine. Except when he does that, then people bring it here to the forums like it's suddenly the Word of God, and threads like this happen . . . over and over again within a few days.
Tru3's issue is that whenever he has games that go south, it's always genrush and survivor being the power-role. But when he's on top as a killer, he's all peachy. He's a sore loser, and I stopped giving him my viewing time because of it. Same with several other of the larger DbD streamers.
He didn't play badly in this game either, he lost because the other team focused on the objective and his Killer was limited.
That doesn't change the fact that before a critique is valid, it needs to come from a reputable source. So do you have any evidence of you playing consistently at true level?
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/678128#Comment_678128
One thing: Ranks don't really mean much.
Bunch of people that play once a week with their friends hover around rank 10 which doesn't mean anything. They still have their 1k hours to learn the game and they have all the perks and they will smash the game if they really want to.
Ranks don't only mean that you are better at the game, it just says that you spent a lot of time since last rank reset on it.
Still, game is busted when it comes to it's lenght when survivors just want to end it quickly.
If killer could get a concede button once gates are powered he could depip all of those gen rushers... but what's the point? It won't be fun for either side but HEY it isn't a problem because statistics say otherwise.
Still, EVERY TIME I asked for evidence of people out gaming any of the streamers consistently, all the keyboard lion hearts disappear
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/677806#Comment_677806
Removing the category cap would help. If you only increase the bp per action, you are facing the same problem we are currently having. Imagine getting twice the bp amount for totems, for example: I would probably end up with the Boldness category being maxxed out, as I already do now, while not having enough Objective points. Not much would change.
If your solution can help a single survivor scoring around 25k BP when escaping, I'm OK with that.
As long as more BP are awarded to fight this unbearable grind
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I see some world champions making fun of Tru3, like they could do better.
And like I did in the last 8 months I challenge you, oh forum champions, show us you doing consistently better at the same ranks.
And as usual nobody will show anything
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/677642#Comment_677642
Umm, did you thoroughly read my comment?!
I feel exactly the same.
Clown is not given enough utility to end chases fast like he is intended to in order to adequately compensate for the lack of map pressure.
But he doesn’t end chases any faster than any other killer, so he suffers. The devs failed badly when it comes to Clown.
Clown is meant to be fun.
He’s not fun.
He’s just plain hard work with little chance of success. Just plain, hard, frustrating work.
Yes sorry mate, I agreed with you, then ranted about the unbalance of the game haha
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@Seltas0208 said:
80 seconds for one survivor to do one generator, with ruin there's a 5% regression and from my research the average amount of skill checks per generator is 4/6. So let's high ball this and say a solo survivor doing a gen gets 6 ruin skill checks and doesn't hit the great, that's 24 more seconds doing the generator (5% of a gen takes 4 seconds).
So that's 104 seconds in the best case scenario for the killer, I know there's programs out there to do chase time maths and stuff but for an example we'll assume that the chase is 15 seconds long for the first hit and 20 for the second hit, and add 5 for time taken to get too a hook just to make the maths easy.
In 104 seconds ig the killer gets in a chase right away and both the killer and survivor(s) play perfectly (no tunneling or camping and assuming they save the survivor quickly without healing ) they get 2 hooks and one hit before three generators pop. The problem there isn't the time it takes to complete a single generator it's the fact that 3 can pop in quick sucession putting unnecessary pressure on the killer even if the killer is playing perfectly.
But this is a very rare scenario (playing perfectly. Three gens popping is way too common) because not everyone plays the same way and not everyone plays optimally. But from this very rough maths the pressure is put onto m1 killers unfairly.
Do gens need their time to complete increasing? I don't think so, I think something just needs to be done about multiple generators popping at once and I think chase times need to decrease so here's my idea
Every time a gen is completed all other generators progress gets reduced by either 12,5% (like surge) or something similar, idk I don't main survivor and it's hard to think of a fair way to increase gen times without making it even more boring.
The distance between pallets should be increased and maybe decrease the number of pallet spawns on a map by 5, this'll help to decrease chase times because it removes some defences for the survivor. Do say they loop the killer at the shack for a while, they then couldn't just run to another loop close by without either getting hit or getting downed.
I wanna hear ways you'd extend the length of the game without JUST increasing gen speed, and if your gonna post "second objective" explain what second objective you'd have in mind for the game, like an idea for gathering a fuse to go power the exit gates or maybe you have to find a switch that takes 5s to power so you can do the coresponding generator
In what world does a chase last 15 seconds per hit? You can just run from safe pallet to safe pallet and it will last a minute at least, unless nurse
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/677796#Comment_677796
While it's true that it doesnt help you hit lvl 40 faster in order to unlock teachables, it DOES help get perks on your character that youve already unlocked.
True, and still this is another of bhvr half baked solutions.
They had to be. Uh bolder, but you can clearly see from their responses that someone in th higher plans is against reducing the grind
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/677806#Comment_677806
Re: Bloodpoints on successful escape:
I bet nearly every Survivor ends up with at least one Category maxed when he escaped. So this would help to boost BPs for Survivors. I mean, just do two Dull Totems and you have 1/4 of Boldness. 1 gen with another person is almost half of Objectives. Meanwhile you get 100 Survival Points for mending yourself. Wuhuu!
Re: Perk Tiers:
I would love to level up Perks by playing them. Even more when there would be an Endurance-way and a Skill-full way. e.g. BBQ: Endurance Way: Hook 100 Survivors. Skillful way: Hook two survivors in between 1 minute 10 times. This would actually be more fun than clicking the Bloodweb over and over again just to get the choice between Monstrous Shrine Tier 2 or Knockout TIer 3.
I mean at this point anything to make this game less grindy.
When I ma gage to escape I often score less than 15k points, this means 67 games to bring one single survivor to level 40 for the teachables.
Considering how slow is the matchmaking on ps4 sometimes, its a long long journey that the new system doesn't address at all.
So anything to make this better
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/677706#Comment_677706
The solution is removing the category cap.
The solution is to have survivors score more or less 25 k on a successful escape, the amount of BP for each trial is ridiculous.
And playing killer isn't a solution since its damn stressful to do so, we need more BP or a real reduction of the grind, such as removal of perks tiers
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/677706#Comment_677706
The bloodweb changes help make it so you dont have to burn as many bloodwebs to get the perks you want. In this end...it DOES help make your bloodpoints go further.
It does help me with 1000 hours in the game, it doesn't help a new player reach level 40 to unlock teachables.
It's not a real solution, the grind is still predatory for a non mmrpg game
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@NoShinyPony said:
The 8k cap per category should get removed. (It's annoying if you don't get bloodpoints for doing what the game requires you to do, simply because you maxxed out one category 2 minutes into the game.)
But let's keep 32k as an overall cap so that we don't get endless farming games.
In most of my survivors games I end up with 15-17k points escaping the trial.
Considering the predatory grind, that the new changes to the bloodweb do not really address, sonething needs to be done
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/676930#Comment_676930
His mistake was he chose Clown, lol.
Clown (like a few other low mobility killers) can really only hope for fortunately having the luck to trip right over a survivor at the beginning of a match (which he did), and hope the survivors are very altruistic.
Even with Pop, Ruin, and Red Head, survivors make a total joke of Clown.
More of the roster need a secondary ability that can hinder gen progression.
But choosing Clown does not exempt the devs from being responsible for an unbalanced game.
It actually makes them even more responsible since Clown is part of the cast and he should be able to compete.
The problem is that they are refusing to act on the real issue here, gen speed and lack of counterplay to optimal survivors play.
For the game to be balanced a single mistake on both teams should cost the same, but it doesn't.
You make a small mistake as killer, such as a chase lasting more than 40-50 seconds and you lose the game.
Survivors can make mistakes and still win because the team can patch up the single survivor mistake.
Killer's cannot do that, so killers need to have something to avoid this from happening.
And ruin is not a response, making new killers with mobility is not a response.
There are around half of the members of the cast with ZERO mobility and huge maps to make things worse
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@TAG said:
If it were up to me, I'd scrap it entirely and find some way to incorporate his friends into his Killer power.
Same, remove his borrowed time power and let's create a Legion of killers
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Sensitivity on console is so bad, on pc it's so much better
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Pop is my favourite :)
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I agree I find him annoying, and bhvr has an history of being inconsistent when something is complex, see hitboxes, matchmaking and protection hits.
I think Gf needs to be changed to work similar to Myers, no more of his power to be removed by survivors but a MUCH longer time to expose you
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Mom was a sickness to the game, thank God its gone
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/675945#Comment_675945
Alot of that has to do with the gens just being too fast, survivors not making as many mistakes in chases and getting those ruin skill checks and killers trying to kill them as fast as possible and keep them off them.
I wish we didn't have to play as try hard as we do now at the red ranks, but we are trying our best at those ranks so it's whatever until devs do something about that red ranks will always be a mix of challenging and unfair when you run into swf and omega blink nurses
I understand why it's done, and that's the same reason why every time I reach read ranks I stsrt to lose on purpose to go back to purple / green ranks.
On ps4 waiting times on red ranks are unbearable and the amount of BP in a match are ridiculous.
I love to grind BP and I cannot simply do it properly at red ranks, too much time in lobby too little points when I can finally play
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Well sometimes you see a team and you know it will be an annoying match so you dodge.
If survivors weren't so op that killers need to make 0 mistakes to win at high ranks, you would see less dodging.
Killer is a stressful experience
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Red ranks = long waiting times a d sweaty 15 k BP games
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Can we please have this sorted?
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Survivors are the power role, so they are stronger than killers. The game improved but it is still survivor sided, and always will. You don't bite the hand that feeds you
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@HuntressIsMyFavXD said:
https://forum.deadbydaylight.com/en/discussion/comment/674829#Comment_674829
You are now my worst enemy XD huntress is beast if you know how to use her properly. I once got 2 DCs and 2 kills as her
I don't like the ones that involve playing w/ a mori. Boi I don't have any.
If there is one involving playing against a certain killer, any that involves facing the huntress I don't like. I've seen more Demogorgons then huntress and I'm not even on the PTB (I'm on PS4)
Eh I play console, cannot aim at all!
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I agree with ghostface, I also hate hag and huntress since I don't play them and never will
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Agreed
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I think the demo is mid tier, another non meta shaking killer.
Certainly below nurse, spirit, Billy, hag, huntress and freddy.
Probably even below myers, plague and Gf but that's debatable
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Worst for killer: yamaoka, the grass needs to go!, corn maps, same reason! And Haddonfield is just trash
Worst for survivors : shelter Woods azarov and suffocation if three gens
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I do but I agree it's silly and they should give more BP than 150k.
It is quite silly though lol
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/672892#Comment_672892
Idk if you're answering me but I have and that's why I know it isn't ergonomic at all. Buttons or rather action keys are always much better on a controller.
The only thing better with a pc is the mouse (not kb) bc it can aim Much quicker and easier.
So I'm guessing you used flashlights a lot ?
No I meant in general, playing with a mouse is just a superior experience in terms of movement and precision
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Because most people never tried pc and mouse, it's a different world and I play both
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Which blood hunt? I doubt we are getting anything
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@kamisen said:
I can't navigate them at all. The indoor maps are an instant joy kill for me. HELP! How do you do it. Also, I feel claustrophobic as hell.
Same problem and same number of hours.
Indoor maps are annoying sometimes there are very powerful tiles, sometimes you can run for 15 with no windows or pallets.
Extremely annoying :(
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Haddonfield needs to completely change
Garbage yamaoka, and all the red forest maps need to be made smaller and remove those tall grasses denying sight.
Unbelievable and unnecessary, give survivors places to hide not make impossible for a killer to see, that's so broken
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Medium killer, nothing really good about it.
Portals shoukd take longer to be cleansed, overall an average killer.
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@Peanits said:
There is no date yet. We'll do a proper announcement before it happens, as always. Don't worry.
Please Peanits give us a date s remove this unbearable suffering.
I need double BP, I have so many chars to improve.
This uncertainty is killing me
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@Ghostingmyteammates said:
https://forum.deadbydaylight.com/en/discussion/comment/670500#Comment_670500
soo it will take them 3 months to fix demogorgon shred not hitting anyone on stairs, sweet...
It's a killer issue facilitating survivors, what do you expect?
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@DingDongs said:
Just you wait lunge get nerf by reduce size of hitbox and move more slowly
I'mma suggesting
Hitbox is already pretty small, and you are right for the speed. It will be slowed down more when charging, like wraith.
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/670472#Comment_670472
Why are you disappointed? They've not said anything about a bloodhunt.
True, I just heard the rumours, my mistake.
That doesn't make me less disappointed though :(
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@Peanits said:
We've never mentioned any dates for a blood hunt just yet. I wouldn't recommend getting your hopes up until we announce something officially.
So no bloodhunt soon... Yay I guess I'll just do dailies until decent BP are awarded...
So disappointed
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He will be nerfed obviously, anything thst could frustrate survivors will
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@Dr_Loomis said:
After the PTB event ends.
Meaning? Tomorrow?
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They will slow down the dash, because "counterplay" I have already read some post game comments on this.
Survivors demand and bhvr delivers
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/668001#Comment_668001
Somebody is not a nasty person if they don't want to farm.
No but that's not what the op said.
The preface was :
-killer plays a streamer
-survivors clearly more skilled than the killer, as the op reports, destroy and gen rush the killer denying points
There's is no need to destroy an inferior opponent, if you do you become nasty.
All those noob3 videos bullying inferior skilled killers are nasty because he was being toxic towards another human being only becausehe could.
So the lesson is, if you are better than a killer who also played a streamer don't humiliate him.
You can show your crazy skill in a game where you are matched with a similar opponent
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@brokedownpalace said:
Okay and "every time" I bring one I get tunneled off the hook to death. Things happen. Nobody has to play nice because you brought an offering.
Nobody has to be a nasty person both in dbd and real life. Helping each other is the reason why human beings became successful.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/84561/lets-make-legion-into-a-real-legion
I like it but the whole feral frenzy turns to map pressure is useless because he would already be able to switch. INSTEAD:
you would have all 4 of the characters. They would be hidden in lockers.
- Only 1 set of perks.
- You spawn in and hidden killers are highlighted in yellow
- You can switch between them by hiding in a locker
- Whenever you get in a locker you aim toward the direction of the one you wish to take over and your previous character would then be in the locker that you placed yourself in.
- Feral frenzy activates whenever you jump out of the locker, you run fast and your hits deal damage but it only lasts 10 seconds. The stats for feral frenzy would remain the same (vaulting, speed)
- You can choose when to jump out of the locker after you port.
- There would be no cooldown on transportation
- Feral frenzy would have a cooldown of 30 seconds.
- Once feral frenzy is used on one character, it cannot be used again until you switch between characters.
- Feral frenzy is activated from inside a locker ONLY.
- If the feral frenzy cooldown is not complete, you will jump out of the locker as a basic m1 killer.
- It takes 2 seconds to enter a locker
- The distance between the characters you choose dictates how long it takes to teleport between them
- If a survivor attempts to enter an occupied locker, The legion will pop out and one hit down them and enter the locker again (a new animation for this would need to be implemented) After they are downed, the feral frenzy goes into cooldown.
Would this be OP. no. Would this be top tier, probably. Would this be fun for both sides? IT SOUNDS FUN. IMAGINE YOURE RUNNING AWAY FROM ONE GUY THEN HE DISAPPEARS AND YOU SEE ANOTHER KILLER OFF IN THE DISTANCE CHASING SOMEONE AS IF THERE IS A LEGION. I love the inspiration. I feel like he would be a sort of map pressure trapper in that feral frenzy is big now but you would have to plan it out.
I like this :)
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@Bludge23 said:
I would rather an idea on using all the members so they're an actual legion. But how is where I'm stumped. I've obvious thing would be to switch characters. But the power is still up in the air.
I do agree, the problem is that Joey and Susie are not free so they would need to introduce them in the game in the base dlc. At that point it would work
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@Gopher said:
Love the game. Have started playing killer in the last 3 months due to a bug that stops me from playing survivor.
Having said that, I'm a fairly new killer and have already got to rank 1 a few times. The game is way too easy for killers. I love the challenge of playing survivor but being a killer is a cakewalk. I did some testing over a period of 50 games. Here is some stats.
39/50 games were 4k games. 8/50 games were 3k with either me giving hatch or them finding hatch. 3/60 games were 2ks. The 2k games really came down to bad map RNG and likely SWF groups. 6/50 games had someone DC (I gave someone the hatch every time this happened). A mere 8/50 games where they completed all generators.
Where is the challenge as a killer? I want tougher games! People suggested to change to a new killer. I did! I've played every darned killer in the game and I'm just steamrolling the survivors. I have even went in without perks or addons at rank 2 and 4k'd while the survivors only got 3 gens done.
Anyone else feel like playing killer is much MUCH easier than it should be? Is this working as intended or what? I'm currently rank 2. Should I play bad to purposely de-pip in hopes of getting better survivors? I know that's a complete contradiction, but I'm kind of between a rock and a hard place. Should I let them do 2 gens before starting to kill? Haha, I don't know what to do. I have completed adept killer on all my killers in less than 24 hours with little to no experience on most of the killers. Where are the OP SWF groups at? Can you join my game, haha.
Help a brother out. Thanks in advance to anyone with suggestions. See you in the fog.
I guess you don't mind sharing plenty of videos of your red ranks games where you stomp everybody