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DelsKibara

DelsKibara

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DelsKibara
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  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/775695#Comment_775695

    And here’s the trick, which seems to be working on you no offense.

    90% or whatever of the challenges are likely things you’ll accomplish just by playing.

    5% are specific perks/killers like use NOED or trap all the players once.

    5% are hard, and almost insanely hard to the point they will prevent almost anyone from completing them. The basement hook is an example of this, mama going 4 kills is doable for sure, making sure all 4 are in the basement is tough, doing it when survivors know you get a reward for doing so will be near impossible without one of them screwing you by a DC

    Really hope when they implement the servers proper DCing will be severely punished.

  • Spirit and Ghostface!

    Well, Spirit because she's fun and satisfying to play as (though I can understand why some survivors might have a problem with her) and Ghostface because it makes me feel like a sneaky bugger ^^

  • @DeadByMemelight said:

    https://forum.deadbydaylight.com/en/discussion/97399/if-everyone-would-just-sweat-less

    Have you considered that being "sweaty" is part of the fun for these people you're complaining about? Why should they sacrifice their fun for yours if you don't even recognize their fun in the first place?

    Same reason why we should sacrifice our fun so you can be "sweaty".

    I don't personally find it fun to go against the same kind of survivors in all my games. I prefer seeing survivors run unique but useful and worthwhile builds.

    It's getting to the point where I see people use the same perks and builds despite not being in an SWF group.

  • I'm betting it will cause this community to split even more than it already is.

  • Spirit isn't as easy as people say she is, she still requires some practice and good game sense to play correctly. She's only easy when you're already a decent or good killer with other killers. But before that you'll most likely struggle with using her power.

    I don't recommend playing as Nurse until, again, you've become a good enough killer to get satisfying results (for you) in most of your games.

    I suggest watching Pain_Reliever, his videos helped me a lot when playing as both sides.

  • @Dr_Loomis said:

    Unfortunately it's the nature of modern gaming to be overly competitive.

    With kids winning millions of dollars playing Fortnite, the incentive couldn't be higher.

    I agree though. I would love for people to just to take a step back and play for the fun of it.

    Except you don't win any cash prizes in Dead by Daylight, there is no reward or incentive to rank higher and higher in this game.

    If anything, staying in the middle is where you'll find the most fun as a player. And that's where the game feels the most rewarding. You beat the other side with your skil.

    I refuse to believe this game is as competitive as some people make it out to be, because a competitive game wouldn't have addons that can completely change the tide of the game on both sides.

  • When I have fun as either side.

  • @alienschmalien said:

    Lol. People who think their rank matters are the worst. Your rank isn't your skill. Your rank is your time played that season. Nothing more. Nothing less. Sure, if you play the game a lot you're probably going to have a slight edge.

    But is there really any skill if your perks gave you information as to where the killer/survivor was, made the chase easier, etc. There is no skill to current DbD. It's all a bunch of meta perks that do the hard work for you.

    So as someone said rank is just nothing more than a matchmaking tool. It's a hollow ass number that means nothing and if you're playing to make sure you're the highest...why?

    Preach.

  • @madds said:

    Everything you do except for custom games are ranked. What do you expect? Until a proper casual mode is added to the game, it's going to attract a very aggressive, competitive and toxic audience with only a handful of people choosing to ignore progression entirely to just have a good time.

    I feel like that's why DBD's community is so toxic. Because there is only ranked matches.

    And you know how people feel if they lose progression over a game.

  • @PlagueMain_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/773907#Comment_773907

    Yup. More unique pallets and windows so each map would feel differently. Like Lary, Like Gideon, like Hawkings, like Family residence.

    Funny thing that happened today to me, I was playing Killer the whole day asking and begging to try out the new Hawkins map because I have yet to play Killer in that map yet.

    I heard it's a fun map for killers, but not so much for Survivors. But I never got it.

    The moment I got it however was when I got tired of playing Killer and played Survivor instead. Literally the first map I got for that map was when I wanted to relax a bit.

    Although, that map is not as hard as most people say it is. Sure it can get confusing, but when you realize that the map has a more unique layout compared to other maps, it makes running through it and losing the killer easier. Heck, there are times the killer chased after someone else because I managed to lose him inside one of the rooms.

    Hawkins is probably one of my favourite maps as Survivor just from that one experience alone.

  • @PlagueMain_ said:

    You are thinking in the wrong direction. There must be more maps like Hawkings with DIFFERENT loops than usual Junge-Gyms and etc, which are boring, so the game will be more fresh and fun.

    Really though, when there are guides for how to run a jungle gym effectively as both sides, it kinda makes the maps feel less unique and just set pieces for these preset locations.

  • @DrVeloxcity said:

    https://forum.deadbydaylight.com/en/discussion/comment/773883#Comment_773883

    That's true. Some people think they're so good that when they face a full team of good players, they get upset. It just requires practice.

    It doesn't help that certain killers is really powerful against inexperienced players, but really weak against a player who knows what they are doing. That disconnect makes things a lot more worse.

  • @Cetren said:

    I don't understand why people do this. Isn't it just easier to not say anything and move on, swallow some salt and get into another game?

    It just so happens that DBD Players has fragile pride and ego.

    It's hard to not act like you're better than everyone else in this game.

  • No, if following their rules means I'm the one that is not having fun, then screw those rules.

  • I actually don't mind her voice, makes sense given her backstory.

    Although I wouldn't mind hearing her without the aggressive filter on top of it from time to time.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/773711#Comment_773711

    It's 4 seconds each time plus what ever time it took them to reach the locker or get closer, then get back to what they're doing. 3x for each unhooked survivor. And it gives that ON TOP of the other many benefits BBQ gives. And it even gives that when you don't use BBQ!

    Survivors will still give you those seconds even if you're not using BBQ because they expect it.

    Face it. It's a loaded perk.

    Every time you are hit with Sloppy Butcher you are mangled, last I checked if you self-care with the Mangled effect it will take around 30 seconds. I may be wrong with this. But I am certain it's still longer than 4 seconds.

    Ruin if not broken can make a team lose precious minutes because the skillchecks no longer give you bonuses for Great Skillchecks and punishes you for getting Good Skillchecks, causing you to lose more time.

    Thanatophobia reduces every action speed for each survivor that is injured, and Dying Light makes gen speed go even slower the more hooks a killer has of everyone except the obsession, meaning more than just 4 seconds each time the killer hooks someone.

    And you're saying 4 seconds is loaded? Seriously? I know you also said the time it took for them to go find a locker or go near the killer too. But that can't be more than just be more than 10 seconds at a time. 10 Seconds to not allow the killer to know where you are, effectively denying the killer to use the detection part of BBQ and Chili.

  • @Carpemortum said:

    Lol "it wouldnt fit dbd" as an option as we have Ashley J and Demogorgon. 😆😆😂

    Given some people also want Pennywise in the game. "It wouldn't fit DBD" is already thrown straight out of the window.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/773635#Comment_773635

    People who weren't expecting Nurse to get base kit changes were kidding themselves.

    I think those same people expected her addons to be nerfed (which is understandable) but not her basekit.

  • I think that just guarantees the killer to just have a guaranteed 2 minute cooldown on gens, and the fact that good skill checks still regress the progress of the generator is something I can't really get behind.

    This isn't really fixing Ruin as it's just buffing it to give the killer a good headstart in the game without really doing or risking anything.

    Ruin has always been a risk to run, as I have been getting myself with the totem always spawning next to generators, making it a static effect will just make people use it more often without the risk of losing the perk.

    I can't agree with this.

  • As a massive fan of the Cornetto trilogy, playing as Shaun would be awesome! Although I doubt they can get Simon Pegg to voice him.

  • It's a coinflip, I either find the hatch spawn a couple of meters away from me or the hatch immediately closes the moment it opens.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/773548#Comment_773548

    And who do you think exactly gets seconds when a survivors loses seconds?

    That's right... They go to the killer.

    This is the kind of double standard thinking that we need to get rid of. If seconds are precious to killers, then obviously they are also precious to survivors because every second the survivor loses is a second the killer gains.

    Come on.

    4 Seconds for a killer is not nearly enough to be considered overpowered.

    There are perks that gives a killer more than just 4 seconds of time. Perks like Sloppy Butcher, Ruin, Thanatophobia, Dying Light. All these perks gives arguably more time for the killer than BBQ and Chili.

    4 Seconds is not a good hill to die on.

  • @anarchy753 said:

    BBQ should not be changed.

    1. It is entirely counterable. As others have said you have NUMEROUS ways to avoid the aura reading every single time.
    2. It rewards not camping by giving information on where to go that's far away from the hook.
    3. It rewards not tunneling by giving bonuses for going for each separate survivor.

    Ruin SHOULD be changed, it's a far too RNG-reliant bandaid to the poor time dynamic that exists in the game. There is nothing else in the game that even comes close to its ability to stall in the crucial early moments of the game. Ruin should be changed, but it should happen alongside a change to the early game or secondary objectives.

    Maybe instead of making it lose progression for good skill checks and no progression for great skill checks, it should act more like The Third Seal.

    Survivors who get hit by the killer gets affected by Ruin for a certain amount of time, which increases per tier. And it shouldn't be reduced progression, it should be like autodidact's skill checks where it's only good skill checks without any means to lose progression. That way Ruin can still have the benefits of stalling generators without it being too RNG reliant or being too powerful if no one finds the hex totem.

    I may just be spitballing though, I don't know the first thing that comes into game balance as I am not a game designer. I just think that maybe this is a good idea to replace Ruin with something else that sounds decent. But maybe it just sounds decent on paper. On practice this might be a horrible idea and I welcome anyone to prove me wrong with this idea.

  • @Mochan Correct me if I'm wrong, but why does it need to be nerfed?

    It only gives the killer information on where the survivors are if they are far away from them, and most of the time those survivors are near generators where the killer will most likely patrol anyways. BBQ and Chili only gives the killers a 4 second aura read and then it's gone until you hook someone else.

    After those 4 seconds, the killer is presumably still far away from the survivor and the survivor can still run away from the killer if they see them, hear their heartbeat or had Spine Chill/Premonition light up to alert them they are coming. I see it no different to a killer patrolling generators and finding scratch marks right after.

    Yes this can be a problem for killers that has high mobility that allows them to reach their halfway to their destination before the 4 second timer runs out, but that's like 3 killers out of the 17 in total (4 if you count Spirit).

    But again, the point is to bait killers to go after survivors that are FAR AWAY from the hook and encourage them to chase different survivors to get the BP Tokens. If they see no survivors around, then they will try to bait survivors to go for the save by proxy camping. Or they will just patrol the nearby generators to see if any of them are being worked on.

    Sorry if this is becoming a text wall, I just want to make sure I got my thoughts out nice and clear ^^;

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/773461#Comment_773461

    Actually BBQ promotes camping. Because it gives killers vital information on whether they should camp or not. Just like you said.

    Removing the aura detection means killers have no idea if it's a good idea to camp or not, so they end up leaving the hook.

    It promotes camping when the killer sees no auras of survivors, whilst most will likely just assume it's the survivors going into a locker to hide their aura, it also could mean that the survivors are nearby and that no one is working on a faraway generator, rather nearby ones.

    You can easily mislead the killer by showing your aura, going one way, and then going the other way. Giving the killer misinformation on where to go next. Works best if the killer sees only one survivor and they're faraway, making a safe unhook and heal easy.

  • I'm not going to lie, I don't get mad at this game often. But this ^ particular thing that happens from time to time usually makes me think that I probably shouldn't play the game at that moment in time.

  • Yeah, was surprised to read about it too when I saw it in my feed. I thought it was some random publicity stunt saying she plays Dead by Daylight since it's close to Halloween.

    But no, she genuinely goes into why she loves horror movies. That was an interesting read.

  • I think they're fine personally. Though whether or not you blind the killer is based on how fast their reflexes are with moving their mouse upwards after the animation ends.

  • Honestly? I would agree. Sure it's a great anti-tunneling perk now, but when they die right in front of the hook again (Thanks to unsafe unhooks being stupidly common nowadays) and they have the entity claws around their name, most killers will probably just wait those 60 seconds out either camping them or making sure no one else is around to heal them up.

    I personally just take the hit, but that's because I prefer to be confident that they no longer have that perk active and ready to use the next time I find them.

  • I can understand salt, but this is beyond it. 😶

  • Is it really going to be the death of DBD when there are so many more maps with safe pallets to use?

    There is like what, 4 maps that gives the killer an inherent advantage due to it's size and design? And the rest either being balanced or survivor sided.

    I'm not saying I don't get your complaint, I'm just saying that saying this is the "Death of DBD" is extreme.

  • @GentleThing said:

    The only thing I will ever complain about when it comes to DBD is it's frequency of not punishing risky play. I've personally enjoyed most Spirit games I've played against. I'm technically a survivor main I guess, so take that as you will.

    But back to the topic at hand.

    The only issue she has in my opinion, is risk of play. And that is solely due to her ability cooldown. A Spirit who uses their perk in a chase is taking a risk. Loss of sight is a small factor for an experienced Spirit, so if she uses her ability, it should completely reset it's charge. Being able to briefly phase and miss and then phase two seconds later is much too safe. Punish her for her mistake as equally as survivors are punished for theirs. I think nerfing the function of her ability would take away her uniqueness, and I believe her strength is moreso in pressure over chasing.

    That's just my two cents. I would hate to see the Spirit get nerfed into the ground, but I do feel she is MUCH too safe with the handicap she currently has.

    I can agree with that, it would allow survivors to make distance between her and them when she comes out of a phase walk. It isn't a huge nerf, but I would say it's a needed one.

  • @Lucama said:

    I think making Prayer Beads an ultra-rare with something like slower recharge on the power would be fine. I honestly don't find Spirit that impossible to face, it's just about recognising she isn't a killer you can just beat by looping 1v1 for 3 gens or more. If she finds you she will take you down sooner or later, your best option is to not get found and survs have plenty stealth options.

    I feel like that is something everyone is agreeing on is that Prayer Beads are a little too broken.

  • @UncannyLuck said:

    https://forum.deadbydaylight.com/en/discussion/comment/772347#Comment_772347

    Don't you end up de-pipping anyway because you 'win' too fast? Like, if everyone suicides on hook how many emblem points do you get?

    I said points, not Emblem Score. I've had games where I don't pip despite getting a 4k because everyone suicided in front of me. I still got the bloodpoints though.

  • @UncannyLuck said:

    Punishing DCs would just result in people suiciding on the hook, so it doesn't really solve anything.

    It would at least give the killer their well earned points for doing their objective.

    Still sucks for survivors though.

  • I've been seeing Survivors DC more often as Killer. Though I think that is mainly because I am playing as Spirit. Like half of the survivors in my games tend to disconnect when they find out they're facing against the Spirit.

  • @UnicornToots said:

    What's this steep learning curve you speak of? I found her to be the easiest killer to learn and play at any rank. A lot easier then nurse and pretty much just as efficient at winning chases quickly. She's not inaccessible to most players considering how common she is at every rank. Iron will is easy to counter with stridor, spine chill is pretty good against a newer spirit, decent killers just use their ears.

    To answer your final question, she's simply unfun to play against. Nurse you at least can joke because you can tell how the player plays, she gives you information. Spirit is just flat out guess work as survivor.

    I've personally had a lot of trouble playing as her when I first got her to the point where I just gave up trying. Only recently when I started giving her another chance that I began being good at playing her. And it didn't come without obstacles. Though I guess that is just my personal experience.

    And like I said in my post, she heavily relies on survivors making noise and sound for her power to be effective. Without it she will just randomly guess where you're at and most likely waste her Phase Walk. And correct me if I'm wrong, but doesn't Iron Will remove any noise and grunts a survivor makes when exhausted or injured? Also Spine Chill is good for any killer in general, it works even when she is phase walking with beads, so you'll have an indication for when she's coming/looking straight at your direction.

    Although, I agree she can be unfun to play against if the Spirit player is really really good. Though that doesn't mean she needs to be nerfed outright, that just means the player is doing a good work maximizing her potential as a killer.

    And one more thing, she isn't completely guesswork for the survivor either. She also gives information. When she is phasing without beads, you hear her phase walk rushing through the fields. She also moves around corn and grass, though I am not confident about this and I may be wrong. She also has a glint from what I've read in the forums that gives away that she is phase walking. Though I haven't played Survivor and met a Spirit in a while so I can't test it out and prove it myself.

  • Feng Min because she just so happens to be the one Survivor that I have the best chance at at actually winning matches. I know survivors are all skins and all, but she is the one survivor who I can consistently get great matches with.

    And Freddy, because Freddy is great. I had negative feelings about his rework previously, but now I'm feeling better about it. Dream Pallets are fun and I love baiting a survivor to one.

  • @Nickenzie said:
    DelsKibara said:

    @Delfador said:

    There are many very useful and beneficial threads but they get lost in this mess unfortunately.

    I do know stuff like @Nickenzie 's threads gets washed up in a sea of complaints, when the stuff he has proposed would be amazing for the general QOL of the game.

    I can't take all the credit, some of my ideas have been inspired by @weirdkid5 because I REAL feel like his suggestion will work to be honest!

    SWF Changes:

    Basically, we need two party queues for the solos and SWF. SWF cannot join solos queues and vice versa to keep things simple. Solos will have an easier time reaching their pip zone while SWF will have to do a little more to reach theirs because they are expected to do better with voice communication. The killer will be rewarded with more BP whenever they are going against a SWF to compensate for the potentially increased difficulty.

    Done and queues will remain the same as normal because we aren't directly splitting the player base in half.

    I can live with that. +1

  • Wait, are you saying you want Survivors to start the game in a DYING STATE?
    What holy hell did you come from to come up with that idea? NO ONE would agree to that.

  • The only time it is ever noticeable (I put that in italics because it's so miniscule it's barely noticeable to some people) is when every gen is done.
    By then, you've already lost if you havent killed anyone yet.

  • Holy crap! That would make Terror Radius perks much more useful!
    I can already see myself playing against a Doctor with Unnerving Presense and Ruin.
    Just when I thought I was safe.
    Ding
    Boom

  • If a survivor I particularly like is still living, I am gonna give them the hatch. That's when they "deserve" the hatch in my opinion. When they made the game more fun for me.

  • @Delfador said:
    There are many very useful and beneficial threads but they get lost in this mess unfortunately.

    I do know stuff like @Nickenzie 's threads gets washed up in a sea of complaints, when the stuff he has proposed would be amazing for the general QOL of the game.

  • @Dreamnomad said:
    If you cut out all the threads about SWF, camping, tunneling, overpowered perks, how every killer is both overpowered and underpowered, event whining, how toxic and/or salty the player base is, and BVHR sucks posts then you wouldn't even have forums.

    You should see the Steam Forums, it's literally only just that.

  • @SenzuDuck said:
    Don't worry about it - all the decent killers who don't care are playing the game.

    It's only the bad ones on the forum complaining about it honestly.

    That is something I noticed as well in the Steam forums actually.
    People who often cry about SWF being a problem often don't have the Rank 10 Killer or Survivor Achievements.
    Like, we get that you are frustrated, but why are you complaining about a feature in the game when you haven't even played enough to get the Rank 10 achievements on both sides?

  • @Peanits said:
    Yes, these forums are checked on a regular basis and feedback is collected. Keep in mind that the event only started ~two days before the weekend, at which point nobody is in the office. There is still time for changes. The Hallowed Blight event saw some significant changes part way through as well.

    Glad to see a response from a Community Manager.
    Yeah, Hopefully this event will be fixed partway like Hallowed Blight was. Because playing Survivor during this event is just not fun at the moment.

  • Killer

    'I'm tilted and I want easy games':
    Nurse
    Perks: Nurse's Calling, Sloppy Butcher, BBQ and Chili, Make Your Choice
    Addons: Ataxic Respiration and Boy's Treasure (Omegablink)
    Offering: Bloody Party Steamers

    Jumpscare Myers:
    Myers
    Perks: Monitor and Abuse, BBQ and Chili, Overcharge, Play With Your Food
    Addons: Scratched Mirror, Boyfriend's Memo
    Offering: Shattered Glasses

    Survivor

    Genhugger:
    Perks: Lithe, Alert, Prove Thyself, Self-Care (Solo), We'll Make It (SWF)

    'Chase me for 5 gens':
    Perks: Balanced Landing, Sprint Burst, Self-Care, Bond
    Offering: Strode Realty Key

  • Hello, killer main here.
    (I feel I need to say this or otherwise I will be marked as an entitled survivor main)

    I play SWF because during my experience grinding for Rank 1 Solo, I realized one thing.
    Everyone in Solo is a ######### moron. So I apologize if you think I am cheating when I play with my mates, because I know they are more competent than your average DBD Player.
    We don't even use Voice Comms that often, we just play the game to have fun and not be sandbagged by players who obviously shouldn't be in High Ranks.

  • @pemberley said:
    Another idea could be that it triggers when in a certain radius of the heartbeat/hunt music but not necessarily in a chase. I notice the chase requirement can be really finnicky. 

    This too ^
    I'd actually like to run away from the killer before he can even chase me.

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