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DangerScouse

DangerScouse

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DangerScouse
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  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723064#Comment_2723064

    You said ‘goodnight’ like 4 hours ago. I was just trying to give you a bedtime read.

    Better than counting sheep 😁

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723032#Comment_2723032

    I’ll make sure to keep all my comments directed at you short and sweet! :)

    On a side note this reply did make me chuckle, fair play 😁. No hard feelings.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723040#Comment_2723040

    Survs used infinites because they were efficient. The solution wasn’t improve surv so they don’t need them, was removing it. The same should devs do with camping

    So you want to somehow remove camping? How do you do that without further tipping the game in the survivors favour, let alone trying to rebalance?

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723040#Comment_2723040

    Maybe you would. But you might also not stop camping.

    You state that you are camping because the game is too survivor sided. But what is 'too survivor sided' to you? You are in charge of that definition. Maybe you have a perfectly reasonable mindset where averaging 2 kills registers fine to you.

    But there's also a very good chance that you'll feel the game is survivor sided if you don't 4K at least 80% of the time. After all, the human brain is hardwired to remember bad experiences really well, and more easily disregards good experiences.

    I am just not a fan of disarming survivors only in this stand-off on the vague promise that the other side will also drop their weapon at some point. I just don't trust this community to be as objective or merciful. And in all honesty, posts like yours strengthen my position in that regard: If it was truly a case of 'I only camp because the game is too unfair without it', then you'd have no objection against removing camping as long as the game is fair without it.

    But the suggestion of nerfing survivors in tandem with addressing camping always nets a surprising amount of resistance. So I don't trust people to stop camping just because they don't 'need to' anymore.

    I'm just giving you my experience and opinion. Zero kills in most games, fast gens, boons, loops, just a few reasons why I say the game is survivor sided.

    Please don't assume to think I'd be of the opinion that 4k'ing 80% of the time would easily a survivor sided game. Quite frankly that is a ridiculous assumption to make.

    What you are correct on is that yes. If the game was fairer I would stop camping. Because I never used before it wasn't.

    It's not up to me to say what and who you should trust. But nerfing camping and doing nothing to survivors is ludicrous, and just further proves the survivor bias.

    May I ask. What Isyour solution?

  • @emodeshort said:

    First things first, Deathslinger wasn't even that strong, he was middle od the road at best, I don't see why this is enough for a nerf. And to top it off, they buffed a nurse addon to be extremely powerful in the same patch, i mean, nurse didn't need another buff but here we are.

    The nerf was extremely heavy and he did not receive compensation in return. The nerf on the terror radious was probably the worst offender, why even do that? At least increase his speed to 4.5 to compensate.

    Agreed. Plus every other killer nerf.

  • @xxshyguyxx said:

    https://us.v-cdn.net/6030815/uploads/OHG5JDA840W3/16409092427831770170813699265831.jpg

    Yeah. Just another game where most gens are done in 5 minutes, and I can't play long enough to do much. What I did do however was negated by free healing for all. My huntress couldn't keep up. Injure. Heal. Injure. Heal. All game.

    Then you down someone and o look insta heal into a dead hard.

    It's honestly laughable. 4 Gens done in 5 minutes and no toolboxes either. My biggest issue was keeping them hurt. Heal heal heal

    Between speedboosts, instaheals, deadhards, and 100 pallets on every map this game is literally designed for swfs to hammer you into the dirt and your supposed to just take it.

    Snuff the boon? Nah relight it. Down someone? Nah for the people or insta medkits. When all 5 gens are done and you struggle to get 3 or 4 hooks......

    These are the matches I'm having.

    Why would you want to win? Why? To play even harder games where people are worse? Everyone knows high MMR is nothing but 4man swfs and cheaters.

    I'll just kill 1 every match then. Focus on daily challenges and archives.

    You guys can keep your high mmr crap. It's to much cushion for survivors. To many chances and coordinating for killers to stand any actual chance.

    It's a pretty miserable experience. 😕

    Yep. The game is so far balanced towards survivors, and yet some clowns (pun intended) still want to stop any tool or strategy the killers use to try to help themselves.

    This post 100%.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722981#Comment_2722981

    What does this mean though? Camping isn't fun for either side, so why is that what people gravitate towards? That statements of people not enjoying playing in a camping style might actually be true and yet instead of utilizing other strategies we are seeing people stop playing killer instead or only play Blight, Nurses and specific combinations of extremely strong elements. Those that do enjoy that style or do not mind utilizing them keep playing and therefore the survivors are more likely to encounter these select styles of play, because that is what is in the pool of killers the rest left or adapted to these styles.

    This is a 'chicken and egg' situation though, and this thread stresses how linked these two problems are.

    Camping is effective. It is not unreasonable to assume that it is the most effective strategy. It could very well be that killers are pigeonholed into this strategy due to rising performance thresholds from survivors becoming more skilled or being buffed.

    However...

    The vast majority of solutions to 'survivors OP' will likely end up making camping stronger. We could make survivors weaker in chases, but that also means that the first chase is going to be shorter, making camping more effective. We could slow gens down, or add a second objective, but that also means that survivors can't clear everything out in the time limit set by camping. You could try to hinge it on a non-camping aspect, such as making it count the number of survivors hooked, but unless it disregards the first, it'll also buff camping.

    I'm of the opinion that if survivors were nerfed in any way that empowers camping, no matter how tangentially, the problem wouldn't be resolved. Killers would continue to camp for an easier time and an easier victory. If their intent is to troll, they've been given more power.

    I firmly believe that camping is a lodestone for balancing issues. As long as it exists, it will hinder a lot of improvements to the game. My ideal is to have both sides addressed simultaneously. One big patch that weakens the strongest killer strats but buffs killers overall. The aforementioned meta perks (I usually refer to that as 'the perk tax') could probably be integrated into the basegame in some form to improve it, like innate Decisive Strike and Corrupt Intervention.

    It just feels unreasonable to assume that, if survivors get nerfed and/or killers get buffed, camping will dissipate, as this community isn't kind, and gamers will always gravitate to the path of least resistance.

    'Given enough time, players will optimise the fun out of the game'

    Think this is a really interesting take, and refreshing to see all relevant points. Mot sure if I fully agree work your core point. Let me explain.

    For myself, I quite enjoy camping now. I only started doing it because of how survivor sided the game become. But the reason I enjoy it is because I enjoy getting kills in the game. I don't enjoy constantly being looped, getting zero kills, and being teabagged. Therefore currently camping gives me the most fun playing killer.

    Would I stop camping, if for example chasing was nerfed. Or the killer experience was re balanced. 100% of course.

    All things being equal camping is not the most fun way to play killer. But things are not equal, and currently I believe it is. Kills = fun.

  • @KayTwoAyy said:

    @zarr don't waste your breath on @DangerScouse

    They aren't actually here to have a discussion.

    It looks like they used to be interested in discussion, but ever since November 24th their posts are just quips and one-liners trying to elicit an emotional response. Not sure what happened, but we must be having a great conversation over here because they are working really hard to tell us they don't care what we're talking about.


  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722938#Comment_2722938

    As I've said, nerfs to camping would go along with killer buffs to other stuff like chase strength and gen control. But ship those killer buffs without nerfs to camping and people will only be even happier to camp because it will only be even easier and more effective.

    I do want most killers to be decidedly more threatening in chases, for them to go for chases as much as possible and for it to net them many hooks, rather than them standing around hooks playing for downs and kills without any chasing. I do want base gen regression to be more meaningful and for games to last longer on average. So yes, I agree, make the game less favourable for survivors in the relation of chase time to gen time, such that camping can be nerfed. Killers like Nurse and Blight already are in a spot where even at high levels they do not have to camp to succeed. Get killers closer to that and camping can be done away with to a better degree.

    Fair points, can't disagree.

  • @TheMidnightRidr said:

    Camping shouldn’t be punished.

    Agreed

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722453#Comment_2722453

    Fun is subjective, that's true.

    But because we are playing a game that people bought to have a good time, 'how fun is this?' belongs in the discussion.

    I studied architecture in college at a school that was heavily focused on design.

    We talked a lot about the design principle 'Form Follows Function' that emerged sometime in the 19th/20th century. I don't want to butcher the idea, so I'll just share this image I found on the web. The TL;DR is at the bottom of the image.

    https://us.v-cdn.net/6030815/uploads/JK6HJ18WKRFE/image.png

    Famous American Architect, Frank Lloyd Wright believed that neither form nor function should have to follow each other. Instead, he has been quoted saying "form follows function--that has been misunderstood. Form and function should be one, joined in a spiritual union."

    Now there are architects out there who believe function should follow form (most famous is Frank Gehry), and it produces some really cool looking buildings. But there is a dark side to every building designed that way. For example, the Walt Disney Concert Hall is criticized for blinding drivers in the surrounding area and raising the utility bills of nearby structures with its concave reflected heat. Not to mention, the building suffers from a number of janitorial and maintenance issues all related to its design.

    So back to DBD...

    The function of video games is entertainment.

    Whether you are an idealist like Frank Lloyd Wright or a pragmatist like Louis Sullivan, it naturally follows that the function (entertainment) of Dead by Daylight needs to be met harmoniously with it's form (how the game plays).

    BHVR could follow in Franky Gehry's shoes and say "F your entertainment, we're here to design a game that works." They might stumble into success that way, but historically it has proven to turn out inefficient and plague-driven design.

    It is not practical to design a game without the audience in mind. At the end of the day you could say "it works," but at what cost? Anyone can make something that works. A good game is defined by how enjoyable it is, regardless of how difficult a metric that is to measure.

    To address some of your points more specifically:

    • The same can definitely be said about the build I use, and a critique is definitely to be made about how DBD's meta has not changed, you are right. But the reason we can now make a comparison between Overwatch and DBD is because of MMR. Killers are being left with three options:
      • Adapt and learn the best strategy to 4k
      • Stop trying to win
      • Abandon the game entirely

    At the moment, people have been complaining about insane survivor queue times and a lot of the talk seems to attribute that to how killers are leaving the game or playing survivor because of what MMR has done to their experience.

    Is it all hearsay? Is it just people stirring the pot? Did something actually change? Have people actually quit? I don't know.

    But when I get a temperature read on the state of DBD, MMR is pulling back scabs BHVR should have healed a long time ago.

    • I think you are placing undue importance on the WHY? I know why you value causality, and I know why you believe it is so pivotal to solving the problem. I agree that it is something to be studied, but I'm not convinced we need to look at player psychology to make corrections on the game. I'll concede that I could be wrong on that front, but I don't think we are making much ground against eachother on this topic (and we have been at it for a while) so it may be best to acknowledge we disagree and put this part of the discussion to rest.
    • I don't think there is anything wrong with expecting players to play well. My critique is strictly on forcing players into a narrow peg in order for them to play really well. Epic Games has bent over backwards to make console players competitive in Fortnite. People shouldn't feel like they need to learn how to play with a Keyboard & Mouse to be successful in FPS games (or vice versa--looking at you Halo). That is my argument with DBD--players shouldn't feel like they need to run the same 4 perks to be successful in a trial.

    On the CoconutRTS video...

    It has always been BHVR's M.O. to release new perks that band-aid their game's problem--perks that try to incentivize new gameplay.

    But as you've stated, the meta hasn't shifted in the game's history. 200 perks, and the meta has never changed.

    Even if they did manage to change the meta with perks alone, it would be an unwelcomed change for the reasons I've stated above--no one wants to be told how to enjoy the game (i.e. which 4 perks they need to run).

    Sorry what was your point?


  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722745#Comment_2722745

    While fun is subjective, the most objective stance on camping definitely is that it is more undesirable than desirable. Camping takes all player agency away from the survivor on the hook, they can only watch as their team leaves them to die or even dies trying to save them, is completely at the mercy of whatever happens, including whether a potential rescuer has BT. Not only that, the basic counter to camping of sticking to gens is also something that takes the play out of the game, leads to matches with as little player interaction as possible, players more so playing against timers than against each other. These are objectively bad things from a game design perspective, you want as much gameplay and interaction as possible, and for that to be as engaging as possible, for player agency levels to be as high as possible.

    That BHVR knows this is clear, because they have done various things to combat different forms of camping that made rescues all but impossible, with swivel hooks, reducing collision boxes on basement stairs, removing bear traps under hooks, fixing an issue where Victor could be placed under a hook, where Doctor could grab people in Treatment mode, implementing an invincibility window for unhooked survivors, and more. And yet still "facecamping" (which now refers to various ways of camping) is something they do not like, a "thorn in their side" as game designers, because they still know it's objectively not good game design. And this can be said for camping in general to an extent, because while there are more engaging ways of camping that involve more strategy, agency, interaction, skill, they are still clearly less conducive to gameplay revolving around those things than... chases, for one major game element. So while I don't want camping to be removed entirely and do think it has a place in the game, I think addressing hard-camping and making the game less campy in general, instead incentivizing chase-heavier gameplay flows with game action being spread around more, is about as objectively beneficial as it gets. Making camping gameplay itself more engaging is also a way to go about it.

    I think it's a little silly anyway to defend camping on the grounds of it perhaps being something people find fun. Not sure there's been polls on this, but it seems pretty pretty clear most people do not enjoy camping. And while again I do think camping is actually a not unimportant aspect of the game for players even if they don't always realize as much (it can create crazy and thrilling game scenarios, and the fact that it can lead to big shifts in the standing of a match at practically any given time makes the game more tense and differentiates the flow of the game more on a trial-to-trial basis), there are pretty obvious issues surrounding camping gameplay which arguing should be addressed is a no-brainer. I'm sure we can remove Leatherface's ability to completely deny unhooks/trades without it hurting the game. Same for hook grabs. It's also not great game design that perks are used to combat camping, I'm reasonably confident the game would be better off with base-game tools for players to do so. Of course stuff like that would go along with other buffs for killers in other aspects of the game.

    Want to minimise camping? Make the game less survivor sided

  • @Munqaxus said:

    There's a lot of players on these boards that say Killers get punished by camping by not getting Kills. It seems like a majority believe that camping will net you on average, about 1 kill, while the other 3 survivors escape.

    Since I like date, I thought I would test this hypothesis by doing 10 camping-killer games a night and showing the data I got. (There is 1 caveat, if there is a hatch escape without all 5 gens being done I count that as a kill. So far I've only had 1 of these happen).

    Here's my data for night 1. I am, of course, playing Leatherface.

    https://us.v-cdn.net/6030815/uploads/HD7NXUV5TRS7/image.png

    As you can see, as a camping-killer, I'm getting on average about 3.3 kills a game. I don't really feel like I've been punished at all for camping with kill rate of 82.50%.

    (I'll add 10 more games tomorrow night for more accurate stats and will probably get up to about 50 games, depending on if I can handle the boredom).

    ***12/27 Edit***

    As promised, I did 10 more facecamping Bubba games. I really despise doing these type of games, it definitely feels dirty to me. Anyway, I've tried some Corrupt Intervention and Bitter Murmur. I kind of like both. Bitter Murmur gives me a chance to NOED 2 survivors at the end of game.


  • @IsMmrReal said:

    I have seen all my favorite killer mains drop the torch with killer and it is sad. Why must you make this game SO one sided. It makes 0 sense. You say you want both sides to have fun but there is no such fun at high level for killer. You've gone and destroyed this game.

    Agreed. Great post.

  • @Predated said:

    Flashlights are arguably the weakest item in the game, blinding is one of the very few things they are capable of doing, and flashlight saves are one of the few things that blinding is actually good for. So it's understandable that having the weakest item in the game being completely useless is like rubbing salt in a wound. There are no perks that even come close to doing similar things to medkits or toolboxes. The best you have is broken status effect for medkits and incapacitated for toolboxes, both which last quite a short amount of time.

    Lightborn is by no means an OP perk, it's rarely worth a perk slot unless there are more than 2 flashlights in the game, but it fully removes the use of flashlights and event items(that are 1 time use, and thus an entire waste whenever lightborn is used).

    So instead here is my suggestion:

    1. Bring Lightborn back to its old state of being harder to blind, but not impossible, making flashlight saves still mechanically possible, just harder to time.
    2. Remove all other blinding effects instead and turn it's duration into aura reading instead.

    This would at first seem like current Lightborn being nerfed for the sake of flashlight saves, but there is one major difference: Survivors think you're actually blinded, meaning you can actually use the perk to a benefit. You could fake the quick attack and have survivors think you caught them by sound alone, never expecting you to actually lunge when they blind you later on. You could actually stalk as a Myers or Ghostface and pretend to be blinded instead, without survivors realizing you can. It would reduce any blindness related tech to smithereens(people dont ever use those techs when you have the current lightborn since you're never blinded from their POV)

    It would overall have more utility than just being a hardcounter to flashlight saves, without actually fully screwing over 2 entire sets of items that are already quite weak and easy to avoid in general(flashlights and event crackers).

    Worst post ever. Congrats.

  • @pizzaduffyhp90 said:

    So after seeing Spook N Jukes Lightborn video I have to wonder who actually complains about Lightborn? I never see Survivors complain about this perk ever. I think I've only seen it once or twice in my time playing.

    This perk ain't even that great either it's just a meme one that can be used for a good laugh from playing killer.

    Survivors

  • @slunder said:

    The mmr system (for survivors) is based on if you escape or not. This is a very bad way of ranking you. It punishes good survivors that care about teammates and rewards selfish survivors that let others die on hook to escape. Let's give an example:

    1) A survivor is in a situation where all 3 of his teammates are hooked. He manages to unhook all of them and they all escape, but he cannot do so himself because he sacrificed himself for a teammate. Why does his mmr go down?

    2) A selfish survivor hides in lockers all game and lets the team die to get the hatch. Why does his mmr go up?

    Here is a better mmr metric. Maybe your mmr gains or loss should be based on the number of survivors that manage to escape and the ones that die (including yourself): if you play well, your teammates will be able to escape more often.

    0 escape: -2 pips for survivors

    1 escape: - 1 pip for survivors

    2 escapes: 0 pip

    3 escapes: +1 pip for survivors

    4 escape: +2 pips for survivors

    Correct

  • @The_BiggCheeze said:

    He was never fun to play against before or after his change and the only thing the tubby toad is good for is camping and nothing else. I have played against SEVEN Leatherfaces today and not a single one left their first hook, even at 5 gens. Leatherface is a massive problem and even now with Circle of Healing camping has become much more prevalent.

    The devs are always saying "iT'S a VaLiD sTrAtEgY". Well tell me devs, is this your "Valid strategy" that you had in mind!?

    https://www.youtube.com/watch?v=IxTj1U1lRK4

    This was my first hook by the way. AT FOUR GENS

    Do bones

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700247#Comment_2700247

    Exponential is weak, Shadow step is only good on indoor maps, COH is bullshit OP.

    2/3 correct

  • @CashelP14 said:

    I fully agree. Just don't create another killer who strong at looping so it encourages holding W.

    I'd love a mobility killer with stealth tbh.

    Devs killed the stealth killer idea with Boon Totems so unlucky mate. More anti loop medicine for you. Yummy!

  • The moment they are gone.

  • @SonicOffline said:

    Why are survivors allowed to hide inside them? Why are we giving killers YET ANOTHER THING to have to do?


  • This is in no way a horror game anymore. Not at all. Where survivors are the power role, and you can transform into a cuddly snowman 🤦‍♂️🤦‍♂️...

    About as horror as care bear Simulator.

  • @THEBLASTOUT said:

    Why can survivors repair 4 gens at a time if I can't chase 4 at the same time, even though killer are a little bit faster survivors have way less things to do in a match than killers.

    Killers waste more BP than survivors because they can find a flashlight or medkit in a chest, but killers can't get anything in match, you can be looking for a specific add-on but you can't find it so you waste more BP than a survivor.

    Survivors doesn't need perks to play but killers does.

    The game is so unbalanced that I can play with no mither as my only perk and win


  • Boons, worst idea ever. Literally.

  • @TheBigGopher said:

    It's what the title says, what's the worst DBD take you've ever seen?

    "The game is getting better"

  • @rednightmare said:

    Face camping bubba needs a nerf. If you see bubba, 90% chance he is Gonna be a facecamper. Prolly gonna run insidouis. A nerf to bubba would be once he hits a survivor he throws a tantrum immediately. No more knocking two guys while unhooking. Borrowed time would actually mean something.


  • @DorkianBae said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691317#Comment_2691317

    I mean the event was a good concept, it just needed more to it to give something for both sides to have fun with.

    It won't change my opinion on how ######### the current state of the game is though, I haven't played other than last night AFKing games to give people snowman escapes because I thought that was how people got their items at the time, didn't realize you could just pop them. lol

    They should really give something for escaping as a snowman though, next time.

    Fair comment.

  • @jamally093 said:

    https://us.v-cdn.net/6030815/uploads/JRKFPIJU6R7J/20211210-221520.jpg

    All these perks and body blocks why even do that it makes zero sense.

    .

  • This game is turning into Fortnite more and more very day. May as well bring in dancing emotes, and ibstead of hooking survivors the killer gives them a jolly nice belly rub before everyone sings kumbaya 🤦‍♂️🤦‍♂️.

    Congrats on falling into their trap.

  • @DorkianBae said:

    You did a good job at least coming up with something fun for the Christmas event and I give you props for that. One big undersight though is the snowmen are really fun, but maybe next year give the killers something to play with too. Both sides should have some sort of interaction with the snowmen or give killers something else to play with that adds gameplay for them.

    I think that's more what kiler mains are mad about, all this added gameplay to survivors giving out free health states and sure that's fun for the survivor but where is their fun? Where is their stupid/goofy mechanic to play around with? Please think about both sides fun next year. All for bringing back snowmen but bring something to the table for killer to next time around.

    Also snowmen obviously need balancing next year, there are a lot of balance issues with them that will need addressed to make them a bit less broken against certain killers.

    Everything wrong with snowmen that need fixed next time around:

    1. If you get exposed by ghost face and you hop into a snowman, you are no longer exposed. Gamebreaking.
    2. Snowmen shouldn't stun Viktor for the twins, makes him unplayable. Gamebreaking.
    3. You can't stalk snowmen as Myers or Ghostface, seems a bit unfair.
    4. Deep wound goes away when you go into a snowman, fix this.
    5. You lose save the best for last stacks when hitting the obession inside a snowman even though you never actually hurt them, needs fixed. Gamebreaking.

    Does anyone know if trapper's traps work on snowmen? Curious about this one.

    Can tombstone Myers Mori someone in a snowman? I'm guessing not.

    TLDR - I'm all for the snowmen, but the gamebreaking stuff needs fixed next time around.

    The event is an excellent vacuous distraction tactic to divert people's attention away from how far the game has fallen. And all the sheeples lapped it up so predictably 😂😂

  • @ManOMaker said:

    Now before you assume anything, I do not bm at exit gates. I never have, never will. It’s a waste of my time and I’d rather just get on to my next game.

    Now, that does not mean I condone bming. It's completely pointless and only spreads negativity.

    But even so, I’ve seen countless amounts of complaint after complaint of people crying about toxic survivors tbagging and flashlight clicking in the exits during endgame. I do not care that so many survivors do this, I just care about the people complaining about it!

    Why Should You Care? Why get mad at these individuals who are only doing this because it’s funny to them? There is nothing to get yourself worked up over. Just please, just do this thing:

    PUSH THEM OUT!!! This is the easiest way to end the bming and get on with your life. Sure, you can farm your power or just ignore them and break pallets and doors, and by all means, go do that. But just pushing them out of the dang gate should always be your first thought. It’s what I do every time any survivor is still in the exit, wether they are being toxic or not.

    The only things that happen because of this are good things:

    1. You can get an extra hit or use your power once more.
    2. Maybe they don’t leave and now you have a free hook.
    3. (This is the most important one) THE GAME ENDS.

    So please, everyone just shut up about toxic survivors in the exits and just move on with your life. Thank you.


  • @ice_ice_ice37 said:

    I love dbd, I’ve played the game since release, but why are killers tunneling so much lately? It’s almost every other game and i only see nurses, blight, bubba and trickers because it seems they’re the best killers for being a complete d*ck. The game is super unfun, I don’t have complaints with killer because killers is overall fun even if I’m losing honestly. But playing survivor is so boring and unfun. What y’all think about this? Are y’all having the same experience?

    Do Bones I guess

  • @ShadowNurseZFX said:

    This game sucks. Sorry dbd fans. This game is a one-sided piece of garbage. And until its sorted, good ######### riddance

    It's embarrassing how survivor sided the game is.

  • People thinking The Artist will actually get buffed, and not more nerfs..... 😂😂

    300px-James_Franco_First_Time.jpg


  • @Canas said:

    There are so many issues right now which are making DbD one of the most unfun games you could play currently, especially for killers. Here's a quick list of things which are adding to the dirtpile which is the killer experience right now.

    1. Dead Hard still being abused for distance or as Mettle of Man 2.0 due to the hit validation rework.
    2. Boon Totems (mostly Circle of Healing) invalidating any pressure the killer is applying. Sloppy Butcher in particular is completely worthless now.
    3. MMR isn't working, survivors still vastly outclass the killer in terms of rank and skill. No hope of winning.
    4. DDOS attacks crippling the connection of killers. I had that happen to me today, it was absolutely dreadful.
    5. Recent surge of hackers who keep finding new exploits just to make the game even worse.
    6. Too many survivor sided maps, trying to down any decent survivor will cost you 2 gens at least.
    7. Only a handful of viable killers, the rest is borderline unplayable against genrush squads. Nemesis for instance gives survivors an additional health state and speedburst.

    Now I haven't experienced the basegame back in 2016 but I dare say we're on our way to reliving the dreadful balance of these days if the devs don't do something about the current state of killers soon. It's truly unplayable.

    Correct

  • @fr0sty1223 said:

    If people really want this game to be better then they need to start demanding tunneling and camping be removed. Not only is it completely unfair and unfun to survivors but it also is the reason kills have to be weaker then they should be because they have to incredibly powerful strats to abuse. Get rid of these strategies and killers can be buffed to be how strong they should be

    Do Bones

  • Yep. Blame Boons, and the devs for turning the game into a one sided survivor bully fest. It's a joke how weak it feels to play some iconic horror characters.

  • @steamed_hamzzz said:

    Pinhead’s addons were nerfed because apparently he was “over performing”

    and now people are already wanting The Artist nerfed even more? Even though the ‘idle crow’ damage from the PTB was already removed

    Imagine if Nurse was a new killer and was only released today instead? She’d be nerfed into oblivion instantly. I imagine it would go something like this…

    “we feel like Nurse has been over performing recently at higher MMR and agreed that the ability to ignore walls and pallets offered no counter play, so now when Nurse hits an injured survivor after blinking through an obstacle they will instead be put into the ‘deep wound’ status instead of going down

    Why is it older killers like Nurse and Huntress are allowed to be strong but not newer killers?

    She's already been nerfed in the update. Devs are survivor sided. Killers in this game are not supposed to be scary unstoppable monsters..... but easily defeated by torches and wood.

  • @FreshCoal said:

    Either make decisive strike basekit or something because the amount of killers that just turbo-tunnel and follow you for 12 seconds after an unhook for a free kill is getting on my nerve. Just played a game where the same teammate farmed me twice and I went from a 1 and a half minute chase for the first hook only to have the killer get the second and third hook stage after 30 seconds. WE NEED BUILT IN ANTI-TUNNEL.

    Do Bones

  • @jinx3d said:

    -pig nerf

    -one of the ranged killers will get a really bad bug that makes them almost unplayable

    -new map will be disabled within a week

    -new killer will be gutted

    -blessing totems wont deactivate ds

    -dead hard wont be balanced

    -bugs that heavily effect one side negatively

    -billys overheat wont be removed

    -freddy wont be reverted

    -ghostface stays broken

    -slinger buff

    Lots of killer nerfs per normal

  • @legacycolt said:

    I definitely am. Last time I was excited like this was with the “a binding of kin” chapter.

    For some reason female killers are always more interesting idk

    See you in the fog tomorrow!

    Enjoy your nerf

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