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DarKStaR350z

DarKStaR350z

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DarKStaR350z
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  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/866143#Comment_866143

    All platform except for the bottom chart, which is specifically for the Nurse on PC.

    So the stats are quite skewed them as Nurse on console will lower her kill rate significantly when paired with PC data.

    I presume you also have no way to detect people killed themselves on hook and so people protesting certain killers can do that and influence the kill rate artificially?

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/865020#Comment_865020

    It's funny you said that survivors were preventing the challenge from being done because I've never seen so many Plagues as when the challenge to heal teammates came out. Weird.

    Exactly my point, players are trying to prevent the challenges being done. It’s not weird just spiteful.

    I was just giving examples and both sides are guilty, no need to try and turn it into an Us vs Them.

    I’ve experienced both sides of this as I play both roles like everyone should.

  • @TheRockstarKnight said:

    Unfortunately everything is working how it should, but IMO the matchmaking shouldn't have that much leeway.

    I don't think matches with Ranks like OP's or this should be acceptable and fine:

    https://us.v-cdn.net/6030815/uploads/634/CSV09CPLCU5A.jpg

    https://us.v-cdn.net/6030815/uploads/145/VLFEY6D0N59C.jpg

    Even a 4 Rank difference is pretty noticeable, and 6 Ranks is the difference between Red Ranks and Green Ranks.

    Rank 10s getting matched with Rank 4s is acceptable and fine with the current system.

    Agree 100%

    I have the pictures but am not able to block the names out right now but I was in games all day yesterday with rank 10/11 killers vs 2 rank 5s and 2 rank 4s or worse.

    I’ve often been on both sides of this and can firmly say that such clearly unbalanced games are not fun for either side, unless you enjoy the suffering of others.

  • @Go_Go_Roboto said:

    It really isn't all that challenging if your somewhat well versed in the game. Several are essentially 'just play the objective'. Getting a grab takes a few games if you are unlucky and the Dark Sense challenge where you must compete 3 generators over also over hyped. I completed it in my first attempt.

    If people are freaked out by this stuff, then they have no chance of getting Tome IV done.

    But, maybe there was just come confusion about the requirements of the harder challenges.

    Dark Sense challenge; you do not need to complete 3 generators by yourself 0-100%. Just bring a good tool box and play a little immersed with perks that help you before the exit gates are done/do generators.

    Grab challenge; grabbing off generators, totems, out of lockers, exit gates, pallets, and windows will complete the challenge. You'll most likely get someone out of a locker, pallet, or window. The last two can happen when a survivor is injured and either slow vaulting or slow sprint vaulting when you are very close.

    Edit: It should also be noted some of the harder challenges are not required to be done to complete the Tome. You only need to follow one track and there are many challenges that do not lead directly to the Tome Epilogue.

    Some of the challenges promote bad play, the biggest culprit was ‘unhook 15 survivors’ as every time someone was hooked there was 2 or 3 players crouched round the hook, fighting for the point towards their challenge.

    The specific killer ones could be annoying to play against, I’m sick to death of playing against Trapper every game because everyone is trying to get the challenge done.

    Some survivors were bringing in Small Game and sabotage kits to specifically prevent the challenge being completed.

    Just a few examples but there are repercussions to these challenges that it doesn’t seem the devs have considered.

  • A crazy idea a streamer mentioned - either add more perks that activate at certain times like NoeD or make it baseline for all killers so it really is a secondary objective.

    Some sort of counter to show how many totems were done would be needed though, maybe attached to Small Game.

    Cleansing wouldn’t even be necessary to escape but you would actually be in danger once the gates are powered unlike currently.

    It sounds crazy at first but I really like the idea and it would certainly help with gens being done in less than 4/5 minutes.

  • https://youtu.be/sS5TXct5FVQ https://youtu.be/JGgyIXmW1VU

    Some examples of the stupid stuff you can get with both those perks, add a flashlight and it’s even worse. More of this to come with the new pallet reset perk I’d wager.

    They talk about not adding things that would ‘break immersion’ while teams of little girls stun lock a giant demon by jumping in and out of lockers.

  • @DWolfAlpha said:

    I'm sure everyone has experienced this by now. At least if you play survivor more than just for Dailies. You get caught and hooked quite early in the match, and the the killer just stands there. Doing nothing. Until the Entity just takes you away. At this point, there is literally nothing you can do to counter this. Sure, there are perks that make it much easier to get off the hook without help, but if the killer is just standing there, you aren't making it very far. Tunneling and Slugging at least have a perk that can allow you to punish the killer for focussing on you and ignoring everyone else.

    I know what many people are thinking, as I've heard the arguments before, "But if the killer is camping, the other survivors can just gen rush to punish them." You know what? When I'm a survivor, and I only make 1000 bp cuz the killer just stands there, and through perks that encourage that particular tactic grant the killer over 20k without doing anything else, I really don't feel like playing a survivor any more. This makes it very difficult for new players to gain an interest in playing the game. And killers that do this have the gall to complain about DC's, too. Like, if I can't do anything, why would I stay for a lousy 200 bp so you can get 20k? That makes the game not worth my time.

    In case anyone is wondering, I'm a killer main. I really only play survivor cuz Ash was added to the game.

    No, for my suggested solution. And no, I'm not proposing a punishment for people who camp. There are too many perks that encourage it to suddenly punish people for doing so. No, I suggest a distraction blood point event for anyone that has been camped, by a factor affected by how long the killer stood close enough or just close enough to watch the hooked survivor. Or, as tunneling has been countered by Borrowed Time, or slugging has been countered by Unbreakable, add a perk to the game that gives hooked survivors something if they're being camped. Either increased BP, as that is this game's currency, or slow the timer while they're being camped, or increase the chances of them escaping if they're being camped. Something that helps the person being camped. So far, all I can think of is the upcoming perk from the Stranger Things DLC that pauses the timer if someone is close to you.

    Killers do actually already lose points if they stay close to the hook when no other survivor is near, though it doesn’t do a very good job of letting them know; just like it doesn’t do a good job of telling survivors they lose more points than they gain if they unhook and they go down before getting the ‘safe unhook’ score event.

    I would totally support a score event being added for the survivor on the hook being a ‘distraction’.

    I would also love to see a ‘mercy’ score event added for killers to encourage them to leave an unhooked survivor unless they feel it’s necessary.

  • UK PS4 and having the same ‘can’t create party’ message and good old ‘unknown error’

  • It wasn’t long ago certain content creators were trying to set up a ‘debate’ to argue that Billy was second best killer and Spirit was weaker.

    Fast forward to now after friends of those people went into Behaviour as ‘advisors’ and now they are making videos about how the Spirit needs nerfs.

    It honestly stinks of a popularity contest and I would always suggest looking past the surface.

    Creators with lower viewer/sub counts have a lot to gain by trying to use more popular/successful creators platform and viewers.

    There is also history between creators, cliques of friends and also rivalries due to disagreements; don’t take things at face value.

  • @Dolphin9192 said:

    https://forum.deadbydaylight.com/en/discussion/comment/860605#Comment_860605

    In September 2018 they said that console would be optimized that December.

    This is the sad thing, that we have been patiently waiting such a long time for the promises to be fulfilled; but still no better and actually worse in lots of ways - meanwhile lots of less significant changes were made and even a Switch release before they get the current console releases running reasonably well.

    No way I would touch the Switch version with the more powerful consoles struggling as much as they are.

    The PS4 fan sounding like a jet engine has been a known problem since console launch and reported regularly on the Tech Issues forum. The title screen frame rate is uncapped and frequently causes problems when even more technically demanding games are being played.

    Seems like an easy fix would be to cap the frame rate for that issue but still nothing has changed.

    Console killers in particular I feel are the lowest priority out of everything and have always felt rough as hell.

    I wonder if with the next gen consoles being announced they have given up on us :(

  • If you are slugged and the other survivor is doing nothing, crawl towards them and force them to do something, at the very least it will end the game quicker :)

    As mentioned though there’s is another long post from last night covering this exact topic with some great comments in, that maybe interesting to those wanting to discuss the same thing. <3

  • @Thasard said:

    Before we get to the fact that we will soon be to the near impossible chapters, I think my current frustration with The Tome is it's lack of flexibility. Here's what I mean, tonight I had more Trappers than I've had in any given week. Clearly there's more out there trying to get the trapper tasks done, but it does get monotonous after your third repeat killer in a row. I'd prefer more perk, add-on, or offering based requirements over play this character only requirements.

    The tasks do seem to be tough, taking multiple rounds to complete. Players will have trouble getting through this chapter especially if they don't devote all their free time to just this game. I'm looking forward to Holiday time off to get caught up or push ahead. Unfortunately that won't always be an option though...

    The most frustrating for me was ‘Unhook 15 survivors’ - sure you will get this over regular play eventually, but almost every game for the last few days has had 2 or 3 people ready to unhook the second someone is hooked, while the killer is still there, because everyone is desperate to finish the challenge at the cost of normal effective gameplay.

    I would prefer challenges that could be completed through normal gameplay, but not challenges that encourage poor gameplay and behaviour.

    If you could have more than 1 active challenge at a time it wouldn’t be so bad I don’t think; maybe 1 master challenge and 2 regular challenges? That way you could have for example ‘repair 15 gens’ and ‘unhook 15 survivors’ and you wouldn’t feel obliged to make bad plays just to work towards one or the other as you have a fall back if a challenge is ‘too crowded’ as in everyone seems to be trying for the same one at the same time.

  • If you are being slugged and the other survivor is hiding waiting for you to die and you don’t want to wait to bleed out; crawl towards them, they will have to do something and the game will end quickly :)

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/857230#Comment_857230

    Bluntly, either you run the perk or deal with the windows. Survivors are forced to bring multiple perks to deal with niche situations as well (DS for tunneling, BT for camping, IW for spirit).

    A HUGE amount of these windows are getting nerfed next patch, not every strong loop in the game needs to be removed. Otherwise we end up with Hawkins.

    We aren’t talking about ‘removing strong loops’ like the really long unmindgameable ones you can clearly see the killer over.

    We are talking about using 1 window to loop the killer 3 times around a giant building, with the killer being unable to catch up even with Bloodlust until the Entity Blocker kicks in on the 3rd vault.

    Its no use arguing in such extremes; no one wants every pallet to feel useless like Hawkins but also not to be a 1 window, no pallet loop where you are completely safe or the killer loses the game if they chase and don’t leave you alone to do whatever you like.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/857230#Comment_857230

    Or just don't run them in the insane loop and wait to find them in a less favorable position later. Gotta know when to just abandon chase.

    This is all you can do for now yes but there’s nearly always a gen at these buildings it is impossible to defend so you just have to give it up because of map RNG.

    You can’t ignore people who run to these places all the time, otherwise they are perfectly safe there as long as you are close enough; even if you have to take a hit to get there.

    Lots of these have multiple gens within a close distance to them and what are you supposed to do I if everyone is at the loop?

    Whoever you decide to chase they will run to the safe building loop, whoever you’re not chasing will leave to a gen, and anyone you chase off a gen will try and run to the building safety; it’s a lose lose situation and nothing the killer can do unless the survivors mess up badly.

    There shouldn’t be places where you are so safe as a survivor, or you never feel in danger.

    Lots of band aid fixes being mentioned which are all well and good for now, but the problem still needs to be addressed sooner rather than later. These loops have been a problem forever and are the last remaining relics of the early games life. They are the reason we have Bloodlust and the Entity Blocker and while they’ve made things more bearable, they still waste far to much time in a game where matches can be over in less than 5 minutes.

  • @Apple2o said:

    After the BL changes, like 2/3rds of the infinite windows will be gone. Bamboozle covers almost all the rest until the maps get reworked.

    So killers are expected to bring Ruin because gens are completed faster than most killers can walk between them, and Bamboozle to counter building loops that otherwise would have to be chased through until the entity blocker comes into play after 3 laps?

    That leaves 2 perk slots for a build rather than addressing the glaring problem.

    It was only a few days ago the forum was littered with posts about Spirit and how unfair it was to expect survivors to bring Iron Will in case they came across her.

    Players shouldn’t have to use perks to compensate for errors in design.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/856578#Comment_856578

    Jokes aside, you are absolutely right:

    I'm the killer and I'm slugging because I want to search for the hatch / the last survivor. The last survivor is hiding instead of going to heal the slugged - well, you can say Killer, just take the 3K!, but why not Survivor, just take the loss and show yourself! - especially if there are still a few generators to go?

    Because one survivor can still survive? Yeah, and the killer can still 4K.

    It's not the killers fault if your team mates are cowards :P.

    This to be honest; it’s a stand off between 2 players who don’t want to back down, unfortunately at the detriment of the downed player.

    At least with the bleed out timer it’s just a stale mate and not a hostage situation.

    As survivor I mostly rank up even if I die so I won’t drag the game out and try to get another chase instead; it’s more fun and escaping through the hatch means very little in the grand scheme of things.

  • I play on PS4 UK so it’s hit or miss depending on factors like FPS on the map I’m on or ping to the killer.

  • @Rizzo said:

    I believe the new DC handling system will be implemented once the dedicated servers are live on the consoles, but we don't have a confirmed date when this will happen.

    Thanks so much for replying!

    Sad to hear we will have to wait a bit longer but it was kind of expected as I know they were planned to be part of the dedicated servers.

    Thanks for clarifying one way or the other, I’m just happy they’re coming and are closer than ever <3

  • @JiggleWiggle said:

    https://forum.deadbydaylight.com/en/discussion/comment/853157#Comment_853157

    I played a few games of swf and theres this dc bug going on rn. You get kicked out of the game. I rarely see people dc on console and if its almost every time when they enter the struggle phase

    I’m playing UK PS4 and see it every other game.

    Killers DC when they see a map offering or load into a map they don’t like, DC if Ruin goes down early etc.

    Survivors will DC when they hear a chainsaw, when they get caught early, when they get hit and drop a pallet, when they get downed or found in a locker, when they get hit vaulting a window etc.

    Im willing to take an occasional timeout for a rare unintended DC, to stop punish people leaving the game on a whim and ruining it for the remaining players.

    We are definitely getting DC punishments thankfully, I just hope we don’t have to wait longer for them due to dedicated servers; which unfortunately is a likely scenario.

    Im happy we are getting them either way but I really really hope it’s sooner rather than later due to how big of a problem it is.

  • Unless I’m mistaken 16 charges is one complete health state providing you at least hit good skill checks.

    If you hit a great skill check you have a little left and can heal and keep the medkit, hit good skill checks and it will fully heal but you also lose the medkit, and if you miss one skill check then you can’t fully heal even using the full medkit.

    Please correct me if I’m wrong.

  • Any chance a dev could shed some light on this for us please?

    Sorry for tagging people:

    @Rizzo90 @Peanits @MandyTalk

  • @SolidSnake said:

    Remember how it was when game just released? Darkness, tight, claustrophobic places with lots of corners to turn, or fields to be lost in, games that lasted really long because killer could not find the last remaining survivors... It was a great hide and seek expirience, where only infinites ruined the fun in games, but majority of survivors said that infinites should not be fixed, because "it's the only way to lose killer". Of course they were just bad at this game, bad at hiding and staying hidden, but they still wanted to win... Eventually majority of infinites were patched, but those bad survivors found another way.

    And here we step into the new age of DbD, that does not deserve another way except "clown fiesta". When you see a survivor and a killer running circles around every single box, bench or other object in the world - it does not reminds you of a horror game, in fact only thing that's missing - is Benny Hill theme for things that happen in the screen to make perfect sense.

    Survivors are not trying to hide anymore. They aren't scared. They know for sure that it's literally impossible to kill them all if they do not make mistakes, so instead they taunt the killer like a bullies, inviting them into the chase so they could show them their "mad skills" of running around the objects in circles.

    Now a typical rank 1 game looks like this: killer finds survivor, they loop around the obstacle for 3-4 times, drop a pallet, break a pallet, proceed to another looping spot. When there is no more pallets left on the map - generators are usually done because it takes a way lot more time to "disarm" all the loop places than to repair all the gens. And even if killer will hook someone - survivors will instantly swarm that hook, and unhook the victim as soon as another of them will get hit, and then run away with borrowed time, or just instaheal and run away. If for some reasons the victim won't run far enough to make it to the gates (never happens, but still) - there is decicive strike, goodbye, have a great time! So let's say killer downed the same person again, thrid time - for that he need to tunnel really hard and ignore all the survivors who will bodyblock you, try to blind with flashlight or run around to make more red scratches... but let's say that for some miraculous reasons he did it, and did it faster than the gates are opened. Survivors instantly swarm the hook, surrounding the killers, asking him to hit them! And as soon as he does - they just unhook and run away with borrowed time, t-bagging at the escape gates. Turns out, the killer now plays the role of the victim, and the survivors are bullies who are not afraid at all and can do whatever they want.

    And the developers encouraging this type of gameplay, making new, very open maps where it's hard to break line of sight a lose the killer, making game brigther and survivors having coloured suits that are easy to spot, so Claudette remains one of the few really viable characters for stealth gameplay. New perks do not discourage looping and encourage stealth, there is no changes to mehchanical side of the game, and the last nail of the coffin - are existance of the SWF mode.

    Ability to play with comms makes game several times more easy for survivors and allows them to bypass lots of in-game mechanics. Actually, it's a legal way to cheat in this game. But people who run exploits or cheats do get punished, when swf premades who run comms - do not... Developers could easily either remove swf, or add voice chat to the game by default and then re-ballance it according to that change, but they perfer to close they eyes and pretent that problem do not exist. And survivors are happy. Remember how they protected the infinites? Well, just the same kind of people are cheating with swf now. They enjoy abusing this exploit, enjoy being way more powerful and gaining wins without putting any effort into that. And developers fully support them, giving a giant spit in the face to the all non-swf community of survivors and killers as well. Before de-piping was a good way to not have to deal with toxic swf premades, but now rank 18 killer can be constantly matched against full rank 8- swf premade for unknown reasons, so there is no way to escape them even after long and tedious (even game takes 15+ minutes to find) process of de-piping.

    The game is a mess that screams for massive rework and drastic changes, but i quess as long as money coming from people who set up a giant hype about new killers who will be nerfed to trash tier soon after the release - nothing will ever change, amirite? I quess there is no hope of good old hide and seek gameplay to ever return to this game?

    The horror tone seems to be more like Scooby Doo than anything now “chase me killer, chase me!”

    It feels like a disservice to the iconic horror legends they have licensed in game in my opinion.

    The new killer looks great though and really surprised me with how scary and threatening he looks to play against.

    I personally don’t feel very scared as survivor as long as I’m within reach of a building/structure or a pallet the killer has to break to get to me; there are little islands of safety in most maps where you can see over the loop and it’s so long once the pallet is dropped that I never feel in much danger.

  • @yobuddd said:

    Survivor queues for me take FOREVER on PS4 after 5:00 pm central time. Killer, on the other hand, is between instant and 30 seconds.

    What this tells me is that there are a LOT more people lining up to play survivor, so they hafta essentially wait in line as new killer lobbies open up. Killers, on the other hand, have so many survivors waiting to get in that their lobby has 4 ready to go almost instantly!

    (I always think of it like a roller coaster. The killer lobby is the car, and the survivors are the line of riders. Each time a new car is available, it quickly fills with 4 new riders. Meanwhile, most of the riders are waiting in what feels like an endless queue.)

    An easy fix would be find some way to make more people want to play killer instead of survivor! Admittedly, these queue times are having exactly that effect on me!

    Im UK PS4 and this is my experience and thoughts also.

    Instant killer games no matter the time of day or night I queue; Survivor takes 5-10 minutes at least as solo, duo or trio.

    Killer is stressful and rarely rewards the effort compared to survivor.

    Ive had all 4 escape and get Brutal Killer while I’ve killed 3 or 4 after a really close match and also got Brutal Killer.

    Survivor I can chill and even if I die I get to rank up usually.

  • @OswinOsgood said:

    Why is it that when a killer camps no one just does gens and have at least 2 people escape ? I know getting the person unhooked would be good but if they camp they usually tunnel as well so unless you have borrowed theres no point. I do gens when i see someone is being camped unless i have borrowed but whenever i solo queue i always see all 3 other survivors bum rush the hook and die. I dont understand.

    Also side note. Came across a facecamping hag last game that was interesting to me since well... she can teleport to her traps you dont really need to camp you essentially are just by having a trap there. I was very confused about this hags decisions.

    There is a challenge for unhooking survivors in the Archive so people are playing in weird ways to complete that stuff.

  • I really hope the DC penalties come to console at the same time as the situation is really grim.

  • @LetsPlayTogether said:

    @Peanits If EGC isnt a thing, then when will the exitgate spawns revisited? I already had games with Exits being literally next to each other. Hows that not supposed to make people rage quit? never mind if its right or not in any case)

    You’ll rank up even if you die, you are not guaranteed to escape; the game is called DEAD by Daylight - you are meant to escape sometimes but often die to a scary killer.

    A killer doesn’t rank up if they don’t kill.

    A survivor can rank up even if they die and don’t escape.

  • There were lots of survivor sided questions about team work etc, but not anything about playing killer really.

  • This is my experience too, instant killer lobbies and 5-10 minute wait for a survivor game, solo or SWF. UK PS4.

    I play less killer now as survivor is less stressful and more rewarding; I can die and still rank up.

  • It’s quite funny reading they balance around 2 die 2 escape when’s killers can barely pip with all 4 kills.

  • @Adriang14 said:

    Now I know there’s been countless threads on pigs RNG but c’mon now, you’re really gonna have 2 survivors get their RBT off on their first box at the same box?? I know pigs traps aren’t meant to be lethal, but they are meant to stall the game, how is she supposed to do that when her power doesn’t even work for her? If you guys were gonna make her RBTs useless you can at least let her reuse them.

    I haven’t seen anyone else mention this in the thread, but Skorpionz who is a Pig main Twitch streamer, has visited/is visiting Montreal to be ‘an advisor for Behaviour, and can’t say more than that’...

    Might be that we find out more in the future ;P

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/812334#Comment_812334

    Teenagers play this game too, I’ve had to dc a few times because I had to go at that moment and didn’t know before hand that I had to go.

    DbD is rated 18+ so we are still talking about adults not 13-17 year olds (who make up 33% of the official Discord server ‘interestingly’)

    Kind of explains the emotional reaction and mindset in my opinion but that’s a whole big thing of its own imo.

  • @CantDrownIfASiren said:

    Well everyone plays spirit so they can 4k every game. Survivors got sick of it. Play something else. Spirit is overpowered period. *cringes at ruin on spirit* I mained spirit. Stop excusing her easy, broken gameplay. At least tone down the meta perks on her ffs. Doesnt anyone like a challenge?

    ‘Doesn’t anyone like a challenge’ while also asking for something challenging to be made less challenging :’P

  • I can’t find that perfect post anywhere to upvote but it really is spot on and reflects my own personal thoughts better than I’ve been able to articulate myself <3

  • @Rizzo said:

    You can't expect someone to get banned for dcing in a Custom Game and for sure we can't ban for something that happened 3 years ago.

    Who says we are underestimating it?

    We punish people for it, we punish people who suggest and encourage it on our platforms, a new system can be implemented on the dedicated servers in the future, so I don't think anyone is underestimating anything.

    Who says you are underestimating it?

    Literally everyone who isn’t a culprit! :’)

  • @Nyaren_Chan said:

    This will sound pretty naive:

    Why disconnecting against a killer ? I don't get how that helps. Isn't that better to learn how to counter the said-killer and try your best ?

    Ah sweet summer child, this is DbD where’s you don't have to think about improving yourself and getting better at playing, instead you can weaponise DCing or forum/review bombing to get anything you’re a struggling with made weaker.

    Its always been this way and complained about but while we are still waiting for dedicated servers so they can punish DCers and not the small percent of ‘accidental DCs’, we have to keep suffering the effects while we watch them gut things instead.

    I would happily take the occasional unwarranted punishment for a DC that wasn’t my fault if it meant it slowed the scourge of DCing that’s so commonplace it’s become memeable, featured in animated skits, used up to to the warning limit by Fog Whisperers (warned before hitting the limit) and featured in tournament/competition streams.

  • @Desolate_Sands said:

    https://forum.deadbydaylight.com/en/discussion/comment/807945#Comment_807945

    High ranking killers have 0 problems buying rare add-ons for almost every single game. With BBQ you can clear out a level 50 bloodweb almost every single game, netting you like 3-4 rares and an ultra rare consistently.

    Spirit moving slower is not as big of a downside as you think because she already gets a lower terror radius to close the gap before the chase begins, and inside her power she is the fastest killer in the game.

    The dev's already said she is going to get nerfed so this discussion is pointless anyways.

    There’s no guarantee those addons will be the ones you’re the talking about as it’s its RNG.

    Outside her terror radius you do get a tell that she’s using her power which is what you are all asking for.

    Demogorgon is actually the fastest killer during power use moving at over 425% speed using portals and 460% during Shred. Spirit using her power moves at 176%.

    In response to the person above your comment, if you actually play Spirit then it’s really easy to predict what she might do and where she might go based on knowledge, even if you can’t hear her - if she hooks someone and knows the gen you are on is nearly complete then she will most likely come there’s and you can preemptively react appropriately by moving or hiding etc.

    If they do give her a tell then maybe they could change one of the passive phasing addons to remove it and that would at least force some build diversity where you would have to choose between having a tell, a fast power use/recharge/duration, the prayer beads or amulet - surely this would be reasonable for both sides while addressing the problems mentioned?

  • I wish the devs would make people link their DbD account with their forum account so we didn’t have to listen to BS like ‘I’m rank 1 with everything P3 but this is OP and anyone who disagrees is a fanboy!’.

    If you had played him at higher than rank 10 you wouldn’t be spouting such nonsense.

    The stalk takes 5 seconds and lasts 45 seconds iirc and if you can’t loop for less than a minute then you’re the problem, not the killer.

    I love playing against him since they reduced how loud he was and apart from 1 match over the weekend, the others have DC’d after being run around.

    Inb4 the usual ‘survivor wins it’s a bad killer, survivor loses it’s an OP killer’ fml

  • The opposite is true for me in the UK on PS4, instant killer games but 5-10 minute waits to even get in a survivor lobby; increased even more if I’m queuing with friends.

  • Smurfing is a scourge on PS4 for both sides as someone can buy 1 copy of the game and make an infinite amount of accounts which will not only share the 1 copy of the game but the PSPlus subscription to play online too.

  • @Financial_Stability said:

    It's no secret that we're heading down a series of nerfs for some of the most powerful killers. Nurse, while not complete garbage, has received a drastic basekit nerf making her less effective in multiple areas such as map pressure and chase. Depending on the map, you straight up aren't going to have a chance (looking at you Hawkins). Now with the developers stating that the Spirit is "overperforming" we are bound to be seeing some kind of "slight change" to her as well.

    My main issue is where they derive their statistics from.

    Firstly, rank by no means is correlated with skill beyond a certain point. Good and great players are not distinguished by the ranking system. Some examples are rushing generators as survivor so fast and escaping can lead to a black pip even if your entire team or 3/4 of your team escapes. You completed your objective as efficiently as possible and escaped, you should be rewarded accordingly. Another strong example is with Plague players.

    It is a fact that the ultimate goal of playing killer is to sacrifice as many survivors as possible. Since the ranking system wants you to have plentiful chases and many hooks. Plague fails to gain chaser at a good rate due to her power removing half of her chances to achieve score events in chaser (aka hitting a survivor who's healthy then hitting them again). Instead of grading the results of the player, they grade what they do in the match.

    Given sacrificing as many players as possible is the main goal as killer (which actually was made to be the killer's goal in a previous ranking system called the victory cube, where you were awarded by how many survivors you sacrificed.) who is the better killer? (Given variables such as map generation, killer played, and survivor's skill is the same.}

    A: A killer who 4k's with comparatively more hooks than killer B.

    B: A killer who 4k's with comparatively less hooks than killer A.

    Killer B of course! He did his job more efficiently than killer A. This should be rewarded! Not only did he do his job by sacrificing all survivors, he did it efficiently! That could be an idea for what constitutes a double pip.

    You see, when you have a ranking system that doesn't award you for doing your objective in the best and most efficient way possible, you end up with people with little skill mixed in with the people with great skill. This is why a killer like Wraith without addons can secure a 4k at R1. It's because the players were bad. Ordinarily, a Wraith would stand no chance of getting more than 1 sacrifice on a regular map (Macmillan, Autohaven, Coldwind) due to survivor's being able to delay being downed for so long that he simply doesn't have enough time to deal with all four of them. This is why statistics even at red ranks just don't represent actual real-world results. You get people who gain the highest rank in the game believe they are on the top of the food chain, when in fact their gap in skill between others in their rank is vast. Some believe that since they achieved the top rank, they don't have to change anything about their playstyle because it's what brought them to the highest rank in the game. This leads to obvious problems where people refuse to adapt to new mechanics or alternate strategies they were not actively trying to counter and just simply stay stagnant.

    Until a ranking system that gives a clear objective for both sides arises (Sacrificing survivors for killers, making as many people escape as possible for the survivors because you are a team, and the team either wins or loses) then these statistics should be looked at with a grain of salt.

    P.S. This is not a discussion about balance, this is a discussion about the ranking system. If the ranking system was changed, of course balancing for that system would have to be put in place. Let's try to keep the topic on why the ranking system is bad , as well as why statistics don't make a difference even at R1.

    TLDR: Ranking does not indicate skill beyond bad to mediocre. Statistics derived from red ranks shouldn't be held as evidence for balance changes.

    The statistics are also skewed by people DCing or killing themselves on hook, it’s no wonder some seem to be ‘overperforming’ when players aren’t even trying to survive.

  • @krowzar said:

    1. teammates that won't save you until you are on in struggle phase.
    2. Only going against 2 killers the rest of your life at high ranks (Spirit and Billy)
    3. More about winning than it is about having fun like all games are supposed to be.

    People are crying for Spirit nerfs now after Nurse so prepare to only face Billy.

    Going by the trend he will be next on the chopping block after Spirit gets ‘looked at’.

    Maybe they should change the game name to Survive Until Daylight lol ;P

    Give it a few months and Billy will have to wait for his chainsaw to refuel after each use and they’ll add the power recharge meter they’re so keen on slapping over everything.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/808024#Comment_808024

    Really? Please show me where you see people demanding that.

    Most suggestions I've seen have been small things like her being able to move grass and corn (which she doesn't), her not having collision when she's phasing, and giving her a proper vault animation, which all seem like fairly reasonable things to me.

    Then I had my own suggestion that she leaves behind "ectoplasm marks" that the survivor can see but only AFTER she reappears from phasing, which wouldn't hurt her power at all but would merely serve as feedback for the survivor to know what path she took and why they may have either gotten hit by her, or why they avoided her.

    I'm sorry but playing "spot the difference" with VERY subtle signs that probably aren't even intentional in the first place and can be even harder to spot based on the cosmetics she's wearing, let alone if she begins phasing just behind a rock or something, is not valid counterplay. It's woefully skewed in the Spirit's favor and expecting people to just be able to know this, especially newer players, is simply being unreasonable.

    I hope the don’t change the phasing through windows as I find it one of the most fun and interesting parts of her kit to play against, and makes total sense with her being a ghost.

    I can get behind some of those other suggestions though!

    It felt weird to me when playing her that as a ghost she can’t move through survivors; I would either keep the collision but make her affect things like grass, or preferably remove collision but she doesn’t move grass; I would much prefer the latter personally.

    I don't see much value in the ectoplasm idea personally but if it helps some people out that’s fine; it totally fits as a ghost and I can’t see it affecting her much if it doesn’t show up until after she reappears.

  • @AhoyWolf said:

    Tell me what counters do you have against her, don't mention perks, because having a perk isn't a good counter.

    Tell me what counters do you have against Keys, don’t mention perks, because having a perk isn’t a good counter.

    They can be found in matches, they don’t have to be brought in.

    How about Spirits having to run Stridor to counter Iron Will?

    Double standards and there’s 4 of you vs 1.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/807491#Comment_807491

    Translation: I'm the only one that's allowed to have fun.

    People didn't dc as much against nurse and she was more powerful than her. Because nurse is actually somewhat enjoyable to go against.

    If something isn't fun ,then it needs changing, period. She doesn't have to be nerfed to the ground to become enjoyable to go against . She doesn't really need nerfs at all except some of her addons. She just needs some changes to make her enjoyable to go against.

    Survivors definition of fun is killers they’re can 1v1 and stomp on.

    Killers don’t have fun playing the weak killers against all the strong perks and items survivors can bring, to have games end in 5 minutes because it’s not physically possible to move between generators fast enough to pressure them; only to be BM’d at the exit.

    The killers I find fun to play against are the scary ones that can actually make me feel threatened like Hillbilly and Spirit.

    Its boring just doing gens without feeling threatened at all and it’s boring feeling like the killer can’t catch me if I can reach any of the ridiculously strong and safe loops, pallets and buildings.

    And no, not every time survivors win was it a bad killer player which is always the excuse.

    Survivors win, the killer was bad.

    Survivors lose (or DC because they think they will) the killer was OP.

  • @Desolate_Sands said:

    https://forum.deadbydaylight.com/en/discussion/comment/807062#Comment_807062

    The add-ons make her go into phase within like .3 seconds so standing still is irrelevant. From there you can instantly come out of the power and get a massive speed boost that gives you more range than a demo lunge, is controllable, you can see the survivors, and only uses like 1/10th of her power bar so she can instantly do it again.

    Pretty nuts in the hands of good players, considering she retains all her regular strength on top of it. And that's just one of her many insane add-on combos.

    I see what you mean but Demo still moves 5% faster than Spirit and can break pallets with Shred as base kit.

    Plus Demo also has portals, plus the killer instinct detection.

    And you’re comparing Spirit with high rarity addons to other killers base powers without addons.

    I just don’t see that it’s much worse than other killers and to say that she has no downsides when the example you mentioned she moves slower and has to use high rarity addons to achieve it.

    If the addons are the problem then maybe look at those I suppose but compared to some other killers rare addons those effects seem fine personally.

    <3 <3 <3

  • @Xcheesemongrolx said:

    https://forum.deadbydaylight.com/en/discussion/comment/711961#Comment_711961

    What rank are you peanits and what killer do you like playing the most sorry if this is off topic

    He streams on Twitch sometimes, you can watch vods on there no doubt.

    Yesterday iirc he was playing SWF with another streamer and was a rank 14 survivor iirc.

    Sure there will be vods to check though.

  • @Desolate_Sands said:

    https://forum.deadbydaylight.com/en/discussion/comment/807032#Comment_807032

    And then you put on some add-ons like bloody hair brooch + wakizashi saya and you get a killer with a 2x range demogorgon lunge that you can still change direction while using, on like a 3 second cooldown.

    Demo doesn’t stand still or lose sight of survivors while charging/using Shred and Spirit doesn’t break pallets with her power even using every addon she has - I don’t see how you can compare the 2?

  • @twistedmonkey said:

    The hallowed blight was an event I actually enjoyed as it looked great and I enjoyed the sided objective but it seems the feedback on it wasn't so great.

    The main problem was it detracted from playing the normal game and some survivors ran around collecting pustuals and then killed themselves to move on and get more.

    It also hurt people who wanted to play the game normally as doing the gens became secondary and that lowered their chances of escape.

    It's not an easy one to balance to keep everyone happy and even this one will still be complained about due to some that will farm.

    Thing is they’ve added The Archive which basically does the same thing permanently.

    Encourages people to play in a way that’s not conducive to normal gameplay.

    Playing survivor has been horrible due to people hook farming trying to get the Archive completed for example, or running around looking for crows to disturb rather than doing gens.

    It encourages people to not play normally because they are trying to fulfil a secondary objective; and they are looking to be getting even more niche and difficult when the other Tomes come out.

  • @akbays35 said:

    https://forum.deadbydaylight.com/en/discussion/100994/how-about-the-devs-stop-nerfing-killer-and-rather-look-at-maps

    The biggest "issue" with the Spirit is that her power doesn't have a dual nature or true drawback. I speak for every immersed Claudette when I say that seeing a survivor is overrated, I've actually used the power to find immersed people by doing the power flick and the model flash when they disappear. So she actually needs a real drawback or a better tell for her power. I agree with the maps completely, but it's mostly objective/player spawn issues and some bad tile rng.

    Spirit literally has to stand still to charge her power unlike Billy/Leatherface; they get a small stun after using their power but they also down in one shot.

    She also can’t see while charging or using the power, and moves 5% slower than other killers; she has downsides to using her power already.

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