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Dennis_van_eijk

Dennis_van_eijk

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Dennis_van_eijk
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  • And it's something I won't argue about and can only agree with.

    The last few patches started (might mistaken) from the nurse nerf were all towards survivors.

    Sure some perks from survivors were nerfed (balanced) too.

    But still they are very strong and can really change the outcome in their favour.

  • @Mister_Holdout said:

    The devs won't admit that optimal survivors are a problem. That's the real issue here.

    And when people play more and more survivors the more optimal survivors they get.

    It's a problem they shut their eyes to unfortunately.

  • @WalkenMurray said:

    Now I want to start by saying that I play both survivor and killer. I do not favor one over the other and just want to have fun but for those who main killer most of the time have you ever asked yourself or thought about why is this killer or his/her perks are getting nerfed? The only survivor perks that I can recall that got nerfed or changed was DS, Balanced landing and Kindred. With the ruin nerf I feel like this game will not be the same. It will be fun but not the fun that me or the "80%" of people used to have. I want to be challenged by finding the totem the ruin is under (I'm talking about ruin before not now). The devs saying that low ranks can't hit a great skill check is one of the problems. I personally feel like they need to practice in order to be good. It's like they're holding survivor hands more than the killer and hear their favor. As of yesterday (1/21), I've decided to take a break from this game and play other titles. I will be back but when is the question.

    I've stopped 1 week before they decided to ruin ruin.

    Was allready annoyed by their reasonings and leaning towards survivors.

    When i saw they were gonna destroy ruin i was happy i took a break just in time.

    They didn't try to understand why 80% of the killers in red ranks were using it.

    They just decided it because i apparently is to hard for new players.

    Like for real?

    I hust takes a little practice and they will boulder trough the skill checks.

    I played both sides as rank 1 and never search for ruin and just hit about 98% of the hex skill checks.

    I'd rather had it up cause otherwise the game would be over so fast and now it was just a challenge to hit as much as possible.


    And they didn't change doc because the survivors didn't lime playing against him.

    They literally said "who are we gonna change now?

    Who do I hate to play against?"

    So if they suck playing against certain killers then they also will change them?

    In red ranks i would see doc about once ever 100 matches or something, maybe even less then that.

    But I never hated to olay against him because I know how weak he was.

    Gonna watch how everything plays out and maybe in a few months i will return.

    But for now I will keep this break going.

    Been playing since launch on ps4 and have around 3000hr on it so time for something else now

  • @Peanits said:

    It's Q&A time again. Next week, we'll be holding a live Q&A on Twitch and YouTube for the 3.5.0 update. Now's your chance to ask any questions you may have! We'll select some of the best questions and answer them live on stream.

    We will be talking about the Hex: Ruin change at the start of the show. Your question may be included in this section.

    Rules

    • Limit of one question per person.
    • Please keep your questions respectful and constructive. Rude questions will not be taken.
    • Please keep your questions on topic (related to the 3.5.0 update). Any off topic questions will be deleted.
    • This thread is only for questions. Any posts that are not questions will be removed.

    What is the real reason for the ruin nerf?

    You say 80% of red ranks are using it.

    The real question is why are they using it that much?

    It is to keep the game goin longer than 5 minutes, which is gonna be created by the ruin nerf.

    Especially killers that are slow or need set up time (hag and trapper for example).

    The gen speeds are way to fast in red ranks (i play both sides as rank 1), that is the main reason so many killers use it in red ranks.

    And according to 1 of your explanation you talk about newer players helping vetran players.

    So basically it is done to help swf groups to so they can be more optimal than they are allready most of the time.

    So my question i want to ask remains the same as i started with.

    What is the real reason behind the ruin nerf?

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/995714#Comment_995714

    So I have to use one of my two remaining slots (the others are locked into Ruin and BBQ) to counter an item that takes no perks to use and can let multiple survivors escape early. Do you not you see the problem with this?

    Btw toolboxes are 100% not gonna be touched. And even if they were, survivors don't even need them.

    That is the reason i never take any item or use any item from chests.

    Playing survivor is allready easy af, you can easily get to rank 1 without any perks or with a no mither build.

    Try something like that with let's say trapper and the game is over before you even started.

    Never liked keys and will never like themif they stay like this.

  • @TheDiz said:

    I've killed so many survivors that had a key and also the times I brought a key only saved me 1/10 times because you still have to find the hatch. The only time they are really good is with SWF teams which is the single reason this game can't be balanced. Also I find it hilarious when they actually work. I went an entire game not getting hit once and when the exits powered the killer left the only other survivor, bee lined towards me to the last gen I finished and instadowned and mori'd me, lol. So I got one hit and mori'd when I played really well, finished most of the gens, looped and avoided getting hit even once during the match, and mori'd as soon as I finished the last gen. But keys punish killers? Lol, it's a game! kill the player with the key first next time because odds are they brought the add ons so they don't lose it.

    That's most likely the perk rancor and not a mori.

    You have to be hooked to get moried except for the yellow mori, there you have to be the last remaining survivor.

    And as you said you didn't got hit once.

    Rancor let's the killer insta down the obsession and kill them instantly when all gens are done.

    So basically not really the mori people talking about.

  • @Johnble said:

    https://forum.deadbydaylight.com/en/discussion/comment/996085#Comment_996085

    Team is relative in this game. Just because I'm in a match with 3 other people, that doesn't mean we are a team. When we play like a team, we can die like a team. When we play like 4 ppl that don't care about one another such as someone on a hook with Kindred and you have 2 or 3 people doing nothing but crouching in corners and let someone get sacrificed, we aren't a team and I'm not willing to die with you. When no gens are done by the 2nd hook... There's no team. In matches like that I will locate the hatch just in case. I still heal and attempt rescues, do gens, get in chases etc but I'm not going to risk anything for folks that don't have my back.

    True, I've had games like that too.

    What i do is the best i can, and see how far it will bring us.

    If not than better luck next time.

    I've had games where i did all 5 gens, and by no means do i play immersive.

    Even had a 7 minute chase ( yeah it's true, the bubba didn't want to lose me for some reason) only 2 gens done, eventually no one survived.

    Sure i hirts when you know you are doing so much for the team and it's all for nothing.

    But even than i say better luck next time.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/996058#Comment_996058

    As a solo surv, I would welcome the total removal of the hatch. At least then my mates would know that their only chance at survival is getting the gens done and they would stop camping the hatch.

    Amen ๐Ÿ™๐Ÿ‘๐Ÿค˜

  • @PrincessPoop said:

    Agreed. Keys are the most broken items in the game. If you are playing solo queue, they are extremely selfish as you pretty much give yourself a free escape while simultaneously screwing your teammates over. Weโ€™ve all had that useless Claudette teammate who did nothing all game but still gets a free escape because she brought an item.

    If you are playing swf on the other hand, they are just plain OP because if your team starts losing, you and your friend/s can just go immersed, group up find hatch and escape while killer is still patrolling gens. There is pretty much no counter play because even if killer brings franklins, you can always just pick it back up, and even if the killer tunnels the person with the key, your teammates can still grab it off hook.

    I personally think the devs need to find a way to balance keys between solo q and swf without completely destroying their purpose. They also need to add more counterplay for the killer so itโ€™s not just an insta lose if a survivor brings key.

    Exactly.

    I started bringing mori's every time a saw a key in the lobby.

    Also franklins can be a fun counter cause they will always come back and search for it.

    And especially with wraith that can be so fun.

    Just hit, cloack, pretend to go somewhere else.

    And 5sec later they come back for it, easy down ๐Ÿ˜‚๐Ÿ˜ฌ

  • @Johnble said:

    https://forum.deadbydaylight.com/en/discussion/comment/996042#Comment_996042

    Lmao! As a solo survivor, I have to say that you're idea about getting rid of the hatch sucks. I can't communicate with my team, nor do I know their skill level. If I get stuck with taters, and I'm doing well, usually that hatch is my ONLY chance at an escape and my reward for playing well. Maybe take it out of SWF matches but solo players shouldn't be punished for having teammates that don't know how to play.

    Well tbh, i also only play solo survivor.

    And i escape 80% of the time (playing both sides at rank 1), i never search for the hatch directly, but if i find sure i will take it.

    But lets be fair.

    As survivor you have only 5 gens to repair, even with ruin that can be done in 5 minutes.

    And than open the gates and escape.

    Now 99% of the time survivors start next or very close to a gen so the repairing starts almost immediately.

    The changes a killer finds a survivor that fast is close to none ( on very tare occasions you start close to a survivor)

    So by the time the killer gets his first hook, the changes are big 2 gens at least pop during that (unless that survivor sucks at looping)

    Now the killer needs to hook a survivor 11 more times ๐Ÿค”

    So personally, if you can still screw up then as a team (even as a solo survivor), you don't deserve the escape.

    If i'am the last survivor and not all gens are done, then i would care if i die.

    I know i did well, cause the game lets me pip and i know all the things I've done to help my team.

  • @[Deleted User] said:

    So do mori's and toolboxes. Or rework them to not be a literal gameplay advantage and faster gens, thus making the game unfair.

    Agree, the gen speeds are pretty fast imo.

    To be fair, when i play killer i can get games last for about 15 minutes, even with scratch mirror myers i managed to get a 4k on the clown map ๐Ÿคทโ€โ™‚๏ธ

    But when i play survivor and am just screwing around i get mostly 8 minute games and escape ๐Ÿคทโ€โ™‚๏ธ

  • @PB182 said:

    Damn you guys want the hatch and keys gone? #########

    Not necessarily gone.

    But at least thry have to rework the keys and mori's.

    I always thought of them as broken items/offerings and it still nothing has changed my mind about it.

    And personally, yeah get rid of the hatch too imo.

    As a survivor it is your job to repair 5 gens and open the exit gates.

    If you and your team are unable to do so then you shouldn't escape trough the coward hatch.

    Sure you might be the better survivor in that match and the other 3 might be weak af.

    But that still shouldn't still be an excuse to get an easy escape though.

    When i play survivor, i never care if i escape or not.

    Only if i pip, that for me is a win.

    If the game only awards a pip when escaping than yeah, i would make sure to get all gens done.

    But even playing as if i won't escape, still gets me out 80% of the time, trough the gates an not the hatch.

  • @JakeMainForLife said:

    Im tired of this broken item. Honestly, it's just a slap in the face after all the killer's hard work. Can they just change or remove the purple key and make the red key be able to allow ONLY the user to escape instead of everyone else following behind? Rework moris too, that's fine with me but seeing a key almost every match is just getting ridiculous with the power it holds.

    I've put on a post a while back with rework ideas for keys.


    @Dennis_van_eijk said:

    @Peanits @PatBrutal @not_Queef @not_Queen

    So i was thinking about this a while now.

    Cause keys (and some other killer and survivor items/add ons) are pretty broken.

    They give an easy way out without any skills.

    No matter how bad you and/or your team played ir messed up, with a key you always get out easily.

    So why not make it so that when you try to open the hatch you get some randim skill checks, say like 3 at minimum (maybey more)

    Like those you get with ds or overcharge, but failing one or abandon the escape attempt will result in your key being a broken key.

    This way you have to think, am I going for an hatch escape with the possibility to lose my key or the killer finding me, or do i go for the exit gates?

    Same goes for the killer as well.

    He has to decide to go for the hatch or gates.

    Say you camp the hatch in the hopes the survivor comes there, but also the survivor could go for the exit.

    This ofcourse with the hatch spawn away from the exit ofcourse, cause I've seen it plenty of times where it was in front of the gates ๐Ÿคฆโ€โ™‚๏ธ

    I'd love to hear your thoughts and reason of it about balancing this broken item.

    From killers, survivors and the devs. ๐Ÿ˜Š


    Personally i think a mori should either only be able on death hook or only on the last survivor.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/992699#Comment_992699

    Well too bad. You dont bring your friends who play ASG or paintball to a real warzone and expect them not to get slaughtered.

    https://us.v-cdn.net/6030815/uploads/502/SU8C09JP8OWG.png

    And matchmaking doesnt work like you say anyway:

    What i have read is that they are gonna hide the ranks on the scoring board, so my guess is that they are getting rid of ranks.

    And reading the part of the ruin chance where they say, when Newbies trying to help vetran players, makes me think more they gonna do that.

    Makes more sense about the ruin chance

  • @CrowFoxy said:

    https://forum.deadbydaylight.com/en/discussion/comment/987945#Comment_987945

    How do you not realize that without killers, this game is dead?

    For every killer gone that is a game less for 4 people.

    Now i don't know about other platforms, but on ps4 in red ranks the waiting times as survivor are about +/- 10 minutes whike as rank 1 kier you get a game in about 1 minutes maybe 2.

    And the reason is very simple, at least in the reds that is.

    Is that killer games tend to be way more stressful than what survivor games are.

    I am way more relaxed when i play survivor than when playing killer

  • @TheBean said:

    https://forum.deadbydaylight.com/en/discussion/comment/988058#Comment_988058

    Yeah but changes take time. The Devs have shown they take their time. Small changes here and there doesn't break the game, while big changes break it.

    Hatch... They listened to hatch... That is why the EGC is in place now.

    Gen Speeds... They listened... Why did Demo come out with Surge... Changes to Dying Light... Thana... They made the game painful if a killer was using a Forever Freddy. It is still painful. You can already see the result of just adding a few seconds to gens.... Makes the game boring and survivor will just DC out.

    Moris... They got nerf'ed a long time ago....

    Keys.... What is wrong with those?... In fact they added in a broken and dull key. This is a baby killer main issue.

    Noed... Noed has been nerf'ed into the ground.

    MOM... Look what happened right after it was released.... Dang players were kicking up a storm on that perk even before it was released.

    Man... What people forget.

    Is it they don't listen to YOUR ideas?... Or the ideas YOU liked?

    You gotta remember... This game is over 3 years old... Many of the brilliant ideas people come up with on these forums... Have already been thought about at BHVR. This game is their job.

    lol i love how you keep coming back but the assumption that i am a killer main when i definitely said i play both side as rank 1.

    So stop with the assumption that you know who, what and how i play.

    True the egc makes it better, but why should you get the option to escape trough a hatch when not all gens are completed?

    As survivor it is your task to complete them, failing it shouldn't give you the option to escaped cause you clearly didn't deserve it, no matter how well you played.

    Surge is a joke of a perk.

    Any good/decent survivor stays away from gens that are worked on.

    And evsn if the don't, you can still continue to work on and if not than the regression is laughable.

    Dying light could be good but it definitely isn't.

    They give a survivor a 33% speed boost on working (don't know exactly anymore could be more could be less), without doing anything for it.

    While the killer has to find, down and hook a survivor for it getting effect.

    They should have had to apply that on both sides.

    Every hook gives the killer and his obsession a token.

    The only decent oerk is thanatophobia on that i agree but only on tier 3.

    And even then you need to keep as many injured, but not impossible.

    I like going against forever freddy.

    You know how much more fun that is, instead of the 8 minutes games with almost a guaranteed escape? ๐Ÿ˜‚

    Moris not sure what nerf there was on that but again it's an easy kill with little effort like keys are to survivors.

    When and how was noed nerfed, cause i don't oay to much attention about it as it is a perk i hate to use.

    As far as i know is that it is still a perk that gives and a speed boost and an insta down.

    The most killers (not all) who usses this perk go either after 1 survivor or the camp the survivor till all gens are done.

    MoM I'm even glad that that one is nerfed cause it was a broken perk just like ds was.

    Sure i know this game is their job.

    But don't forget, and you might even see that on your job as well, is if you do something for a long time you get blinded by things that are and aren't.

    Meaning you are getting focused on a thing and fail to see what is happening around you.

    I don't say i can do it better or anything.

    But there are definitely ideas from the community that can actually work very easily.

    Again i love this game but i don't like the direction they are heading in with it.

    Sure i might see ghosts here, but i might even see truly what is happening too.

  • @TheBean said:

    https://forum.deadbydaylight.com/en/discussion/comment/988028#Comment_988028

    You are indirectly referencing the Ruin change using the concept that BHVR isn't listening to their community, when you know full well they do.

    Which means this whole post was a waste of everyone's time.

    Also, nobody was forcing you to read this post.

    So if you feel your time is wasted, than that is a fault of your own.

    And even coming back to the post you find a waste of time, makes me nit knowing what to think of you ๐Ÿ˜‰๐Ÿค”

  • @TheBean said:

    https://forum.deadbydaylight.com/en/discussion/comment/988028#Comment_988028

    You are indirectly referencing the Ruin change using the concept that BHVR isn't listening to their community, when you know full well they do.

    Which means this whole post was a waste of everyone's time.

    Gen speeds

    Keys

    Noed

    Hatch

    Moris

    Just to name a few.

    Nerfing killers because people refuse to adjust their playstyle.

    Nerfing some survivor perks as well (tho survivors can easily escape without perks).

    So, no i don't talk about ruin.

    Yes, when i was reading the notes they just blew my mind on the way they brought it

  • @Todgeweiht said:

    They constantly listen to the community, its just hard to keep everyone happy.

    I know that it is hard to keeo everyone happy.

    But be fair, as someone who plays both sides i say the gen speeds are way to fast.

    Even with the old ruin.

    Keys and mori's are another issue most of the people hate.

    With a key i could hide all game and wait till everyone is dead or the gens are done and get a easy escape.

    With a mori you can camp/proxi camp a hook.

    A survivor is unhooked, down and mori.

    A bit more effort that a key but still an easy kill.

    NOED also a perk about everyone hates.

    I refuse to use it even for the tome challenge.

    Just to name a few things most people hate because of the unbalance.

    It's been called out for a long time now.

  • @Well_Placed_HexTotem said:

    SOCOM went to **** because David Sears left, not because of money or Zipper ignoring the community.

    SOCOM 4 was what it was because of Sony meddling in the development and demanding Zipper make the game more casual and make it more like Call of Duty. Back when GAF was good, multiple Zipper devs confirmed this.

    BHVR doesnโ€™t have a publisher to answer to anymore but theyโ€™re clearly still focusing on moves to maximize revenue at the expense of balanced gameplay. They want more survivors playing, they want more survivors in SWF escaping and ranking up and having fun because thatโ€™s more rift passes and cosmetics being sold. Weโ€™ll see how it fares for the game. Personally I already find survivor to be brain dead easy and queues are already super long on Xbox.

    You have some fair points there, but it was also very clear they didn't listen.

    And from what i heard is david sears didn't leave on his free will.

    About the survivors escaping, i personally don't know what type of survivors they look at but definitely not high ranks tho.

    As rank 1 survivor i escape about 60 to 70% of the time, and the games last about 8 minutes.

    And that's where I'am screwing around and not even playing to survive or anything and yet i do.

    Tho when i play killer, most of my games are double as long and rarely anyone escapes.

    But again there are some long time issues that needs a closer look tho.


    @TheBean said:

    Oh my... All that cause RUIN got changed... LUL

    https://us.v-cdn.net/6030815/uploads/467/8PDSFUTP2X09.jpg

    Again i don't talk only about ruin.

    Statted that multiple times now.

    Hell i rarely relied on ruin because it goes down within a few sec at the start of a match.

    So sorry to break your dreams.

    So good luck trolling somwhere else ๐Ÿ˜‰

  • @Johnny_XMan said:

    The game is not going to die because of a perk change or because a handful of people came to the conclusion because what they wanted they didnโ€™t get and that somehow that makes the devs one sided or biased.

    Coming to the conclusion that they are not listening simply because they donโ€™t respond to every little thread (which most just sound very whinny) doesnโ€™t mean they arenโ€™t listening.

    I don't mind if they don't respond to treads tho.

    I'd rather have that they listened to the community tho.

    I love this game and hate to see it go.

    There are some issues that really needs to be addressed tho.

    Sounds on both sides, gen speeds, keys, moris.

    To name a few, yet they don't care or don't listen eventhough there is a complaining about these for a very long time now from a big part of the people.


    @Aven_Fallen said:

    The game will not die just because a Perk so many relied on will get changed. The game will also not die because there were 3 Killer Nerfs in recent Patches (two of them well justified).

    Only because YOU (and other certain people) dont like the changes does not mean that the whole game will die.

    (And to be honest, I think the Devs have more knowledge of their game than 99% of the Playerbase (Fog Whisperers and of course myself included))

    Who said i was only talking about ruin?

    I'm talking about a few more than that for over a couple of patches.

    Yes there sure were perks and still are perks, on both side that needs a closer look.

    And don't know if you mean killer mains with certain people.

    If you do than don't get me wrong, cause i allready said in a reply to someone else that i play both sides.

    So there is no main from my side, the only one i main was nea as survivor and as killer i play them all, and both sides about equally.

    But again there are some serious issues (perks, items, add ons, gameplay) that needs some closer look at

  • @NeaKarlsson123 said:

    https://forum.deadbydaylight.com/en/discussion/119436/bhvr-the-new-zipper-interactive

    That is what I am afraid of, But the thing is it's not that hard to see that almost all people in the forum hates the change they are doing so should they not consider taking it slow and then try to find the biggest problems so they can fix them! The player base will most likely help out if they ask something we can do!

    Indeed that is so true.

    People are complaining about fair and good points, yet they won't listen.

    They know they have issues and they should take a few steps back and look at the problems better.

    If they don't they will get a few more steps back than they would like.

    Tbh with the last few changes including the doc and ruin changes, i think more people will either stop or start playing (only) survivor.

    Like in previous posts, i'am glad i decided to take a break from this game.

    Have been playing survivor with no perks or no items or both, no mither, etc to rank 1.

    It's truly easy while when i play as killer it can be so stressful at times that it's no fun more.

    Sure i get 3/4k in the end but the difference between the roles is to big now.

    Like many others, i'am willing to help to find a more balanced gameplay for both sides.

    But only if they'd listened

  • @Actually_Jesus said:

    https://forum.deadbydaylight.com/en/discussion/119436/bhvr-the-new-zipper-interactive

    I mean, the writing is on the wall. Of course they have time to rectify it, but as of now there's no signs of life in that department. They ignore, alienate and ignore some more.

    Thing is too, they have a failing track record with other games (Deathgarden). They could come out with DBD 2, and nobody would buy it. They have lost their trust with the community based on lies, bandaid fixes and just...shady things in general. Those that do buy it would review bomb the crap out of it because of all the money they have spent on DLC over the years being wasted.

    Correctly, that came to mind before i wrote this post.

    I heard about deathgarden and knew i have read somewhere that it is (practically?) dead.

    And all those bugs and bandages they apply as if they "fix" it with that.

    And yes they have a hard time to listen to the whole community.

    Last week i decided to take a break from this game because of all the issues and unbalanced gameplay.

    Reading the doc and ruin changes, i think I couldn't have chosen a better time for it.

  • lol relax mate.

    Sometimes it isn't that obvious anymore.

    Sometimes you think they're joking and they appear to be serious af and visa versa.

  • I allready did last week tbh.

    I needed a little break from this game and seeing this nerf incoming, i couldn't have chosen a better time ๐Ÿ˜ฌ๐Ÿ˜‚

  • @Xerge said:

    More bloodpoints means that they get to spend them on more moris and really strong add ons like Iri heads and black incense, which are also frustrating to go against.

    More bloodpoints for survivors means more to spend for key, flashlights, toolboxes, with powerful add ons like brand new parts, insta flaslight or white wards etc.

    Which are so annoying to go against.


    See the irony of your post there? ๐Ÿ˜‰


    Survivors also have 2 perks (maybe more but i have to look at it again), which gives you extra bloodpoints without an offering.

    Don't forget, a killer have to go against 4 people while survivors have to go against 1.

    So it is in place that a killer is awarded more bp than survivors.

    And any decent survivor in red ranks get about 25k most of the times, which is about the same as a killer gets when 2 escape.

    Hell i have had several games as survivor where i got 31k alsmost 32k without any offerings or perks that award extra.

    So imo i think killers should get more than they get niw tbh as base.

  • @LetsPlayTogether said:

    Killer biased thread. WOW.

    Rank 1 as killer and/or survivor?

  • Tbh i think the devs should get their heads out of their asses and start looking more at both sides.

    They look to much at 1 pov while the game has multiple pov.

    Vut maybe this is a change to be needed to open up their eyes.

    Cause i predict there are going to be even more survivors than killers after this and thus way longer waiting times as survivor.

    Killers that are still there will have more options to skipp lobbies they don't like cause they have games in no time compared to survivors

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/969517#Comment_969517

    Bbq is run more then ruin so we need bbq nerfed clearly.

    I agree they should make it so that survivor who are atleast 1km away from the hook to be highlighted by bbq ๐Ÿ˜ฌ๐Ÿ˜œ

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/969440#Comment_969440

    Im just saying how i think they think it's strong.

    I know.

    I didn't or tried to attack you or anything.

    I just gave an example of how easy that is to counter.

    I know the devs think of it the same way as you described.

    They just didn't think it trough tbh, they hardly ever do actually.

    They don't look at numbers that matter, they only look at what THEY suck at or don't like.

  • @Milo said:

    Now again I dont like to call it early but how would Hex ruin be stronger in the late game?

    Probably because you have less gens to patrol and force survivors off so it gets more value (from technical view point, but from practical it may be less)

    Easy counter to that.

    3 gens maybe 4 poo within a few minutes, if you're lucky as killer it takes longer than 5 minutes.

    So that's about 1 gen left.

    Now as killer you simply won't hace any survivors dead in 5 minutes.

    Cause search them, hit them 2 times (3 if they use the new insta heals), pick them up, walk to a hook and then hook them.

    And than do that a couple of more times.

    So there are 4 survivors left and 1 gen and say the new ruin is still up.

    1 survivor will keep the kier busy and the other 3 rush the last gen.

    Even if the killer go for the gen with the 3 survivors on it, he has to kick it to regress it and waisting his time doing that.

    So the 3 are far away by then and working on a new gen.

    He say guess the right gen they went to, you still have the solo one who tried to keep the killer busy.

    He now just go and finish the gen the killer just kicked.

    And by that i would say gg and game over for killer.

    Now i played both sides at rank one for so long.

    Decided last week to take a break from dbd and I'm glad i did tho when i saw this today

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/952080#Comment_952080

    Ok. So it is snake. The image of big boss in my head didn't come at random. I assume that scene was a reference to the big boss one.

    But even in just metal gear, snake isn't my favorite. The boss > big boss and snake. I don't know where I would put cyborg raiden and jetstream Sam...probably close...

    Yeah it's at the ending of mgs 4.

    1 of the best part of them all imo.

    Have had so much time on that game and also the highest rank.

    Only mgs game i tried it on.

    Think i might go olay it again soon tho ๐Ÿ˜ฌ

  • I think an easy solution is giving him the same ability as huntress.

    Let him get a trap from a locker.

    That way he can walk to a place where he wants to place a trap and look for a locker to get one, instead of a sightseeing trip across the map.

  • Yeah big boss is good too.

    But nothing beats solid snake, not even when he's old snake ๐Ÿ˜‰

  • Well unless you mean the ds, overcharge, etc difficult skill checks, than there is no point.

    They are easy as hell.

    BUT, if you mean the skill check is like half or less than the great skill check than that is possible.

    Tho i would make the lowest cooldown longer and not a 45% repair bonus.

    Cause if you do than gens will pop all over the place within a few minutes.

    Without any speed perks and items, a gen takes about 80 sec to repair solo.

    So with you example, a survivor hits the skill checks and only have to repair for about 40/50 ish sec.

    Now imagine a swf all 4 running that perk and say 1 is getting chased.

    That are 3 gens within a minute.

    Now don't be surprised that they will most likely run prove thyself and run toolboxes.

    In other words game over in 2 minutes.

    Cause by the time you down the first survivor and hook him 3 gens are allready done and they are allready working on the last 2 before going for the rescue.

    Or maybe 1 goes for the rescue with bt and the other 2 just rush the last 2 gens solo.


    There are allready way to much perks and items to favour the survivors doing gens fast.

    Last thing we need are more of those perks.

    Hell I'd rather see they make the gen speeds longer.

    And yes i play killer and survivor at rank 1 solo.

    And even if i mess around as survivor, the games rarely last longer than 8 minutes.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/948713#Comment_948713

    well, yes.

    but then you also gotta see, that the mori actually requires the killer to get some work done. and survivors have ways around it aswell - steath being the main one here, but good loops can work just as good.

    the key on the other hand can literally be me sitting in a locker doing nothing just to get a free hatch escape in the end, since the killer cant stop me. that is, of course, not happening 99.9536% of the times a key is used, though it can happen and therefore shows how little work is needed to get a key to work compared to a mori.

    on top of that, mories are announced to everyone at the start of the trial, while keys quite literally were designed to be hidden from the killer - or they can just be found in chests.

    mories also come with a BP and emblem penality when used, though keys give bonus blood points and allow for great emblems aswell.

    now, i am not saying that keys would be in need of massive nerfs, however i feel like they would be fine if the dull key was reworked / fully removed (it is just way too strong for an very rare item) and the skeleton key wouldd only allow the key holder to escape through the hatch.

    it just feels super cheap when they SWF group up, rush some gens, let the random(s) die and then teabag on the hatch, fully knowing you wont get them and then depip.

    and on top of that it puts solo survivors in even more of an disadvantage over SWF, since they cant have a friend bringing a rainbowmap tracking the hatch for them and they cant coordinate a multiple player hatch escape.

    now, thats just my opinion and you are free to disagree with that, however i kinda feel like keys are more broken than mories are at this point in time.

    but yeah, both of these need to be looked at in the near future.

    preferably they should be reworked at the same time, so the community wont riot on the forums though.

    If you look at it like that than yeah it kinda is.

    But let's hope bhvr will look at it sooner than later

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/948559#Comment_948559

    My idea solves all of these while keeping their core power intact.


    Nah not with the key's tho.

    They can still mess up and escape.

    The thing you will get with the hatch closing behind you is that there is a big chance that all 4 will take a key at the start.

    Meaning they can still 3 gen themselves and escape without any effort.

    Yeah waiting 5 sec to open the hatch is nothing.

    The killer can hit you once and you still escape,and so does the other 2.

    If you want to keep key's in the game than i personally think my idea about the key rework would be better imo

    @Dennis_van_eijk said:

    So i was thinking about this a while now.

    Cause keys (and some other killer and survivor items/add ons) are pretty broken.

    They give an easy way out without any skills.

    No matter how bad you and/or your team played ir messed up, with a key you always get out easily.

    So why not make it so that when you try to open the hatch you get some randim skill checks, say like 3 at minimum (maybey more)

    Like those you get with ds or overcharge, but failing one or abandon the escape attempt will result in your key being a broken key.

    This way you have to think, am I going for an hatch escape with the possibility to lose my key or the killer finding me, or do i go for the exit gates?

    Same goes for the killer as well.

    He has to decide to go for the hatch or gates.

    Say you camp the hatch in the hopes the survivor comes there, but also the survivor could go for the exit.

    This ofcourse with the hatch spawn away from the exit ofcourse, cause I've seen it plenty of times where it was in front of the gates ๐Ÿคฆโ€โ™‚๏ธ

    I'd love to hear your thoughts and reason of it about balancing this broken item.

    From killers, survivors and the devs. ๐Ÿ˜Š


  • @Mister_xD said:

    both are op.

    its just that mories, imo, are MORE balanced than keys are.

    I kinda have to disagree on that.

    The problem with mori is (unlike yellow mori), is that once you are hooked you know for certain you are gonna get killed.

    Unfortunately 99% of the killers that take a mori will kill you after you first hook.

    On rare occasions you will get killed on your dead hook.

    And very often is see a killer go after the unhoomed survivor just to kill him/her.

    So imo mori are nowhere near "more" balanced.


    But again I'd rather see all 3 things just veing removed from the game.

  • @AThiccOni said:

    https://forum.deadbydaylight.com/en/discussion/comment/948639#Comment_948639

    Hmmm not really mate, and I always bring my tar bottles so survivors can't see them. Also I don't place them next to a window or something like that I place them on strategic places within the loops, places where I can easily make a survivor run into them, smart survivors don't just accidentally run into them that's why with trapper you have to know how to apply pressure and push them towards your traps

    I never leave any loops untrapped, I place at least one trap in every loop while they're looking for the totem and if they loop me with pallets well good for them but after after I break two pallets spirit fury will kick in and I'm hooking your ass no matter what lol and at the same time I'll begin stacking up stbfl

    The thing is buddy, a good trapper won't set traps in obvious spots like pallets or windows and with a tar bottle they're really hard to spot, and yes they get disarmed sometimes but when that happens all you have to do is set the trap on another spot. And as I mentioned before, it doesn't matter if you disarm one or two traps near you, you're basically giving away your location and when I find you I'm gonna push you towards my other traps which most likely won't be disarmed unless you have an extremely good SWF team, in which case I can still get one or two kills, that's why I bring 3 perks to make chases a lot shorter bud

    I always play solo, I'm just very aware about my surroundings and what my team is doing.

    I never look for ruin and always do gens.

    If i see the ruin sure i will try to get it, but only if the trapper is in a chase.

    If not then i keep wasting our time by disarming them and making sure im gone when he comes for it.

    Just repeat that and the rest will do the gens, done that a lot (that's why i love lightweight as the scratchmarks are gone by the time he's there), and no i don't stay near then but close to see where he is and ia going.

    Again tar bottle never worked against me as i know where to look and making sure to disarm them.

    Giving my location away?

    I don't mind, i love chases.

    And sure spirit fury and enduring is strong, but only the first time ๐Ÿ˜‰

    If i know you have that combo by using it against me or seeing it at someone else?

    I make sure i don't hit you with pallets and force you to break it.

    And me being forced to a location with a trap doesn't gapoen often.

    I rather take a hit and take the sprint burst to a place where i know it is safe.

    Am i allready injured and i know where the trap is?

    Than i will use dead hard over it to make sure i will get away.


    Again I'm nit trying to show who is the best or anything, i just gave my opinion about trapper.

    And yeah i play trapler as well and do the same thing, making sure they aren't in front/behind a window or at a pallet or anything.

  • Yeah and that is why the hatch, the key's and the mori's should not exist.

    You allready have that where the 3rd survivor is slugged for the 4th.

    But as survivor you have strong perks against that.

    Run Unbreakable and tanacity for example and the killer will have a hard time.

    Use flip flop together with those 2 and it becomes even harder when he wants to hook you.

    I've even ran those 3 with boil over.

    I can assure you that he was not happy to chase me 3 times because i escaped his grasped 2 times.

    But what I'm trying to say is, sure you would still have some killers slugging for a 4k.

    But less than you have now if all 3 things are gone.

    (and of course when the fix the pip system of killer)

    Now most of the time the 3rd is being slugh is because of the hatch espace.

  • @AThiccOni said:

    https://forum.deadbydaylight.com/en/discussion/comment/948581#Comment_948581

    That's why ruin is a must have on trapper, so you can get everything set up around the map while survivors look for the totem.

    You would never see me place any traps dude lmao like I said I don't place traps if I'm aware someone is near me and once again, I don't set one trap and then chase someone, I set all the traps and then start looking for people. My trapper build is save the best for last, spirit fury, ruin and enduring most of the times I get a 3k if they're really tough survivors 2k or 1k worst case scenario

    Bro, I'm explaining to you that I don't place traps while I'm chasing it's a waste of time

    First thing you need to know I don't place traps at pallets because that's just too obvious(and that's why enduring and spirit fury come in handy), instead I place them around t walls or jungle gyms or places where survivors wouldn't expect them and then I just push them towards them

    What rank are you as survivor? Because I play on xbox, I'm a rank 2 survivor and I never face baby trappers that don't know how to place their traps. It's got to a point where I'm forced to bring small game every match honestly

    Trapper's not a low tier killer mate, people just don't know how to use him efficiently that's all

    I'm a rank 1 survivor and killer.

    Sometimes you are forced to place them during a chase.

    Say if you place some traps at a strong loop and you go search for survivor.

    Survivors know there are traps there if they are smart.

    So they disarm them.

    Then you get into a chase and they run at that loop, now that can take forever without a trap than.

    So either you have to stop the chase or pick the trap up and place it again to force them away from there.


    When i play as survivor and i know i face trapper i make sure that the loops close to where i am repairing the gen are clear, so if he comes i know i am safe.

    I always look at those places and even at pallets.

    Between them or close to them.

    Last time i ran smal game is when i first started playing the game, now i never run small game and very rarely get caught in a trap.


    Like i said, if you face a strong team.

    They know the spots and they will disarm them.

    No matter how well you place them, they will get disarmed a lot.

  • @AThiccOni said:

    https://forum.deadbydaylight.com/en/discussion/comment/948527#Comment_948527

    I mean yeah that's true, but they can still gen rush killers and even find keys in chests. Especially in high ranks where almost every survivor team is a SWF

    Yeah i know.

    I didn't touched that subject because that is also 1 of the things that should be looked at.

    And yeah i play both as rank 1 and know what it's like.

    Rarely i face a chill swf group.


    @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/948559#Comment_948559

    You cannot remove hatch. There are occasions when the gates spawn within feet of each other. Itโ€™s also a sole survivors last hope for escape. Moris and Keys counter each other because they are quick wins. Survivors still have to work for key escapes as do Killers for Mori wins

    That is one of the problems the should fix also.

    Make sure 1 gate always spawns at the opposite side of the other gate so they are never close.

    Cause that's what I hate when i play killer or survivor.

    Hell, even the hatch spawning in front of the gates is something that should never happen.

    Personally i couldn't care if i escape ir not.

    If i played well and i oip then I'm happy, if i escape than that is nice.

    And unfortunately i escape a lot and i only play solo.

    But if you can't get to do all 5 gens than there shouldn't be an option to escape in the first place.

    Survivors objective is to repair 5 gens and the killer needs to stop them.

    So failing to repair and still escaping is imo undeserved as you did not do the objective.

    It's basically saying if all 5 gens are done the killer can instantly kill the survivors as he failed his objectives.

    So instantly killing all survivors is his hatch escape to compare it with survivor.

    That's why i think all 3 things are just broken.

  • @AThiccOni said:

    https://forum.deadbydaylight.com/en/discussion/comment/948540#Comment_948540

    Buddy if you played against my trapper and you went to a strong loop you'd step in one of my traps in seconds. With trapper you're not supposed to start placing traps when you start chasing someone, you're supposed to set everything up before the chases actually happen and then push survivors towards your traps.

    If you think people can loop the trapper easily then they're just going up against bad trappers overall

    lol i know mate.

    I play all killers on ps4 and as survivor.

    The problem with trapper is, is that his traps are scattered all over the map and you need to go get them first.

    Say you're on blood lodge (1 of the biggest if not the biggest map and loads of pallets), i see you place traps at one end of the map and you chase me, i run during looping to the otherside of the map.

    Meaning you need to place new traps there, at which the others disarm the others on the other side.

    Yeah i take the biggest map just as an example tho.

    But sometimes you just don't get time to set much traps as you keep running into survivors everytime you turn.

    So not going for a hit but placing traps is a loss game tbh.

    They see you place it and as soon as you move they disarm it.

    Personally i find trapper more luck based as killer, facing any good survivor and they know the spots where they will be placed(or likely to be placed).

    When i face a trapper, on very rare occasions i run into a trap.

    And that's usually when he isn't even close to me and I'm just running for a gen or looking for 1.

    Btw I'm not saying you are bad with trapper or anything (don't even know if i have ever faced you or if you play on ps4), but just saying trapper is a pretty low tier killer that imo need a little buff with his traps.

  • That's why i vote for all 3 things (mori, key, hatch) to be removed.

    I have had a game where the survivors 3 gen themselves and they knew they messed up.

    But because the hatch was there they escaped.

    2 escaped, i close the hatch, 3rd comes running at it and also escapes.

    2 persons had a key.

    It's all broken and gives either easy escapes or easy kills without any decent effort put in it.

  • Indeed.

    The problem i always see (well 99% of the time), is that the killer goes for the unhooked person and mori that 1 after 1 hook.

    Which is really annoying and pretty sad to do so.

  • @AThiccOni said:

    https://forum.deadbydaylight.com/en/discussion/comment/948314#Comment_948314

    And that's exactly why you have killers like the huntress, the nurse, the trapper, Freddy etc. If you use any of those I can guarantee you're not gonna get looped for hours my guy but if you use Bubba what can you expect lmao

    Tbh any good or decent survivor will loop trapper as long as trapper go for it.

    I can go to a strong loop and loop him there as long as i want too.

    He has to place a trap to get me away from there, but by doing that he waste time and i go to a different loop.

    And that can go on a long time, especially if you have decent teammates who disarm the traps at loops where I'm not at atm. ๐Ÿ˜‰

  • The only balance is to get rid of hatch, key's and mori's.

    That's the only way to balance the game a bit better.

  • @AThiccOni said:

    https://forum.deadbydaylight.com/en/discussion/115666/about-moris-and-keys

    Nah, they shouldn't exist period... Like someone else already said both of them are toxic, and honestly their only use is to end the game in 10 minutes

    With killer yeah the game can end in 10 ir less minutes, but as survivor they first have to do an X amount of gens to escape trough the hatch.

    But yeah i absolutely agree, all 3 should just not exist.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/948504#Comment_948504

    I meant that idea is fine, if chests wouldn't ever spawn keys. xD

    Aaaaah.

    You said it like they didn't spawn in it tho. ๐Ÿ˜‚

  • @FriendlyGuy said:

    Keys can't spawn in chests and that's fine as it is.

    Key's can definitely spawn in chest mate.

    Have had it several times where i found 1, and even as killer where they found a key.

    So yeah it's rare but they sure do spawn in chests

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