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Dennis_van_eijk

Dennis_van_eijk

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Dennis_van_eijk
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  • I had a post about my ideas to rework key's

    @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

    About mori's.

    I think only being able to mori on dead hook would be better than it is now.

    Or the way Tru3ta1ent told it.

    No mori offerings but just as a base.

    But only being able to mori the last survivor when you get a 4k.

    That way it's kind of an reward for getting a 4k.

    But personally i say get rid of the key's, mori's and the hatch.

    All 3 are broken game mechanics.


    Personally i only bring a mori if i see someone bringing a key.

    Other than that i don't bring it, except on a very rare occasion.

    And even than i only do it either on dead hook at 1 survivor (no matter if i bring a ebony mori or a green one), or i do it only on the last survivor.

  • I did a similar post a few days ago about keys and gave it some possibilities for it.

    @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

    About mori's.

    I think only being able to mori on dead hook would be better.

    Or the way Tru3ta1ent talked about.

    A mori not as an offering but just in the game.

    But only being able to mori the last survivor if you get a 4k.

    So it would be a kind of a reward fir getting a 4k.


    But if i could decide about what to happen with them?

    I'd say away with key's, mori's and the hatch.

    All 3 are just broken mechanics, nothing more.

  • If-only-saluting-would-end-this-game.jpg If-only-saluting-would-end-this-game.jpg

    No one can compete with this guy.

    Without a doubt the best there is and always will be ๐Ÿ˜‰

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/946789#Comment_946789

    The fact that the Bubba even bothered CHASING you for 7 minutes speaks volumes. You gotta choose your chases better. Monitor makes it less likely someone will just bolt to spots like ironwork's main window, letting me take on chases that I KNOW wont just be a giant waste of time. If someone wants to stick to the main building in Ironworks or Wretched shop all game...you can HAVE that gen, ill just make it hell for everyone else who CANT get to that building. Focusing on using the saw over the mallet denies the needed speed boost to travel from halfway across the map to the overly safe spot. If ya HAVE to M1, do it midvault so they lose a good portion of the speed due to the animation.

    Yeah i thought the same thing.

    Was a oretty while back tho and guess he was pretty new to bubba (or i hope so).

    He was trying to make me drop pallets by revving his saw.

    If you play both sides you know he becomes slower and thus keep running.

    He appearantly didn't as he kept trying it not even thinking about M1 me.

    He even kept standing still and looking at me like "dude ######### won't you trow the pallet down?"


    But yeah i also pick my target depanding on where they are.

    Best way to keep the pressure on

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/946801#Comment_946801

    My point is, claiming something doesn't exist just because it's the objective, doesn't mean it's not a thing.

    Gen rushing exists, just like tunneling and face camping. The difference is that gen rushing is mostly the fault of the game design. Most killers aren't mobile. A good chunk of the maps are massive. Both combined make really quick games, because gens pop in just a few minutes.

    You have survivors, and even some devs, say 'just apply effective map pressure.' You really can't against even a decent team, with a low mobility killer, such as Wraith and Clown, while on a large map. That's game design, not on the part of the players.

    Now, that can be exasperated by survivors, however, when they bring their toolboxes, perks, and map offerings. You can't tell me that a four man with three toolboxes, a map, and a Coldwind/Autohaven offering, aren't attempting to gen rush. Yes, gens are the objective, and yes, survivors are meant to power them as quickly as possible in order to escape, but to force a match to end as quickly as possible at the expense of the killer is just stupid. Then to go and cry when the killer does the same by tunneling everybody to death is hypocritical.

    Hahaha i think you have got me the wrong way mate.

    I agree with you and knew what you were trying with that comment.

    I said almost the same thing you're saying now ๐Ÿ˜ฌ

    And yes i have talked with a dev once how broken trapper is and he needs a change.

    We were talking about ruin and that killers don't need it.

    His answer was "you need to apply more pressure and he can snowball the match with his traps"

    Yeah that is if you get time to place them/the survivors aren't disarming them and the actually walk into it.

    Let's say we couldn't agree on both of our opinions.

    Wraith with my build can actually apply good pressure on all maps actually.

    Don't always get a 4k, but most of the times i do tho, despite the map ๐Ÿ˜‰

  • @Rivyn said:

    Tunneling/facecamping doesn't exist either, because the killer is meant to kill the survivors. It's their job. It's an excuse survivors make when they lost.

    lol i see what you did there ๐Ÿ˜ฌ

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/946758#Comment_946758

    I always assume I DONT have the right teammates to avoid a 3 gen...so I'll be the one to go to the other side of Azaroth's resting place and make sure the killer DOESNT have the easiest endgame in the world, lol.

    That screenshot I posted for the toolboxes also shows off my old Bubba build btw, thats pretty nice for getting close to ppl before they know they need to bolt to the nearest overly safe loop. Got in the habit of zoning people with the saw around basic pallet loops and forcing them into dead zones. I know how to play around lockers and trees too, lol. Infectious fright btw...another reason grouping up is bad for your health.

    I also always assume that, but sometimes it's just out of your control.

    For example i had a game on the map you talke about where you can get easily 3 genned.

    I was on the other side trying to do a gen, but the killer was trying to gen us 3 genned and kept pressurimg me.

    There was no way in hell i could finish 1 gen on 1 side.

    There other 3 were just easily doing 4 gens on the opposite side thinking they have an easy game, while i was kept in a chase, when i wasn't i waited a bit and then went back on the gen.

    But yeah what are you gonna do alone on 1 side? ๐Ÿ˜‚


    I wish/hoped to to see you when cross play is available between ps4 and pc ๐Ÿ˜ฌ

    I only encountered 1 bubba who was actually strong but all others i could loop forever.

    A long time ago even looped 1 for 7 minutes till i finally messed up ๐Ÿ˜‚

    Made sure they couldn't unhook me, but yeah bad teammates.

    They did only 3 gens and tried to rescue me and giving him an undeserved 4 man ๐Ÿ˜‚

  • The problem with some survivors is when you chases them, say for 30 sec, they allready call it tunneling.

    Even if you go after all the survivors all around the map they say that.

    If you hook someone en you turn around and the unhook them, you hit them or whatever, you are allready camping.

    I had a game as spirit where i hooked someone, went to the gen he was working on and damaged it.

    Saw scratchmarks and followed them while phasing.

    The went for the unhook while i didn't even get a chance to go look anywhere else.

    And because the person who did the unhook didn't want to take the hit (fully healthy), as soon as i came out of phasing i hit the unhooked guy.

    They blamed me because of their idiotic play and ######### ups.


    Unfortunately that will never change, so i would just ignore them if it bothers you.

    Or like me, going into a discussion with them and showing how and where they messed up.

    Mostly they calm down and realised what went wrong, others just don't and there i don't keep wasting time on

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/946713#Comment_946713

    The last 4 man slug I had with Bubba due to that was on Blood lodge, so yeah...they screwed up. Got way too close to them due to monitor and abuse and caught them behind the cabin away from a pallet or decent jungle gym (2 of them ran to a 4 walls jungle gym and got to taste my saw). I've had the same situation pop up when survivor teams try to pump out a gen thats in a bottle neck area. Had a game where 2 secret offerings went up, which I assumed was to spawn together and as far from me as possible. They found themselves in a bottle neck dead end with the only protection being a TL wall, lol.

    Grouping up is just a bad idea in general since you're not spreading pressure around the map. While it's true that SOME killer powers benifit greatly from a team being lumped together (Plague, Legion, Bubba), any killer can use it to pressure multiple survivors at once. Instead of the killer showing up to a gen and 1 person running away while 3 others get to keep pumping out gens...you have 4 people having to run away. If I spawn with my team... I'm spreading out. Might even cross the map so I can make sure we dont 3 gen ourselves later on.

    lol pallet heaven and they fail? ๐Ÿ˜‚

    That should not happen to them.

    I don't know how they were watch as i rarely get caught off guard, unless it's a stealth killer.

    Also if there was a locker or a tree close and the got hit by your chainsaw than they apparently don't know how to counter ๐Ÿ˜ฌ


    The thing is, a lot of killers think when I'm on 1 gen with another and he hits me first, is that i run away.

    Sure i do act like i do that but I'm staying close and when he chases the other 1 i get back on the gen.

    3 genning is also a thing i try to avoid, unfortunately you don't have always the right teammates for that.

    And they beat you to it were they 3 gen the team.

  • @Kagari_Leha said:

    https://forum.deadbydaylight.com/en/discussion/115465/gen-rushing

    I personally think gen-rushing is doing gens and not caring at all for altruism/chases, like, i had games where the survivors were doing gens only and two guys died on first hook because they didnt care at all about saving them (not a good strategy tho).

    But clearly, 99% of the time, killers are crying about an issue that doesnt exist.

    "But clearly, 99% of the time, killers are crying about an issue that doesnt exist"

    That's an issue that goes for both sides not only killers.

    I omay both sides (you can check yt for evidence) and i personally think gen speeds are still on a bit of a high side.

    I even had games where i keot pressuring the survivors and still 3 gens poped really fast.

    Yeah they had toolboxes and at least 1 had prove thyself.

    And i had franklins demise and ruin still up and still the 3 gens popped in about 2 minutes or less.

    Sure i got them all 4 eventually with them not getting another gen.

    But still, you can pressure them a lot and still the gens can go very fast.

  • @BadMrFrosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/946687#Comment_946687

    I'm aware that they're separate departments. Thing is, one of those departments seems to be heavily prioritized over the other, even though bugs/gameplay issues from 2+ years ago are still here. Starting to feel PRETTY BAD..

    I agree, it can look very bad that they are still in it or back in it (like no footsteps).

    But having to search in the code for the faulty code is harder and more time consuming than designing cosmetics

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/946679#Comment_946679

    I do gens solo VERY often actually. Grouping up on a gen causes each person to suffer from a slowdown, causes each person to be affected by each other's failed ruin skillchecks and gives the killer the ability to pressure MULTIPLE people at the same time. Ive actually had several games end very quickly as Bubba due to survivors all working on the first gen together... They get downed and slugged while I chase after their teammates.

    BTW, my habit of capitalizing a single word isnt meant for yelling,but rather emphasizing. I see the confusion about that now, lol.

    Hahaha no worries.


    Then they probably don't know how to counter bubba well ๐Ÿ˜ฌ

    He can be strong but can be countered very easily.

    Well i rarely have people missing the hex skill checks when i work with them on a gen tbh.

    Even if i work alone on a gen, there is always someone joining my repairing.

    And when i start with someone else or with everyone together next to a gen, I'm not gonna search for a different gen.

    The first 1 i will do together but then i always try to look for 1 solo but most of the time they join me then.

  • @Victor_hensley said:

    I think instead of trying to fix gen speeds, they should just get rid of gens and put in more involved and more fair objective(s).

    Last Year isn't perfect, but at least they know to put in objectives that isn't just "press m1 for 60 seconds than leave".

    But whatever, white knights will say anything deny any problems with the game.

    They don't have to take away the gens but ad some more objectives.

    Depanding on the white knight you talk about, if they have a shiny armour than their findings and comments should be taken with a grain of salt.

    A shiny armour is never been fully tested aka only play 1 side or are probably a gen rush team.

    You need knight in damaged armour as they seen wwhat it really is ๐Ÿ˜ฌ๐Ÿ˜‰

  • @BadMrFrosty said:

    I rarely experience true gen rushing (defined as survivors kitted specifically to do generators in the most optimal time possible using a combination of perks/toolboxes). I feel like I'm resurrecting a dead horse just to beat it to death like everyone else on this forum, BUT.. other objectives outside of generators could help remedy this problem. Of course, if you're BVHR, why put effort into good solutions when you can release more skins people will buy because sunk cost fallacy is OP?

    I agree, the devs should put in some secondary objectives.

    The problem is, ( or i think it is) is that the devs aren't that great with survivors to see the flaws.

    About the skins, that is an other department.

    On all games there is a team who works on cosmetics only, others work on qol and so on.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/946647#Comment_946647

    Im not being heated here, although its hard to judge tone based off text. My point was simply that its not really Gen-rushing when were just looking at the base numbers. 3 people doing gens at normal speeds currently is fine and really shouldnt be touched. If your problem is the INCREASE in speeds, the solution should be centered on that. Your solution of nerfing base speeds would affect EVERYONE, not just the people stacking gen speed perks/items.

    That is true, but because you used caps it looked like you got a bit angry or something.

    But I do think it is still pretty fast as it is now.

    How many times are you working on yourself on a gen?

    I personally work most of the times with at least 2 on 1 gen, and i play solo.

    So even as a solo survivor i think the gen speed is pretty high.

    Even when i try to make the games longer than 8 minutes i fail at it as survivor.

    I let myself getting chased, do totems, walk from gen to gen etc and still the games last about 8 minutes

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/946630#Comment_946630

    Like I said though, that would punish those people NOT using toolboxes. to reuse your same scenerio here with a small change...

    You're chasing 1 person with 3 other people working on separate gens without ANYTHING speeding them up...so just 80 seconds each.

    Do you have a problem with THIS? If not...theres no reason to change the base speeds.

    lol relax mate, I'm not here to fight you.

    I'm only giving my thoughts here about this subject and yours nothing more.


    It is allready 80 sec no when 1 person is working on it, 2 people on it is a bit over 40 sec i believe.

    Im talking here about teams that go for a gen rush and not solo playing (and I see them a lot in the red ranks, don't know about the lower ranks tho).

    So if they know the devs change it to your idea, then the 3 split up.

    Doing nothing about the gen speed and they look for eachother and rush on the same gen with the perks and boxes.

    Again I'm nit here to fight you, just giving my ideas and findings

  • Not always, but it does sometimes shut them up.

    Unless you have the sore losers who are heavily salty and even go to your yt and talking ######### about you there.

    You always keep having thos kind of Aholes

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/946582#Comment_946582

    I figured with a limit...it would work to offset what the other player has without going into crazy extremes. If we set the limit for a 25% boost to gen speed for example, you could STILL bring in stuff to give you more than 25%...you just wouldnt see an increase beyond 25% right away. Any excess beyond 25% could then be applied once things are being applied to slow you down. Bring a toolbox that gives an extra 40%...you get 25% of that. The killer is using slowdown stuff that slows you down by 15%, now you get the full value of the +40% box to put your speeds back to a +25%.

    It sounds good but what you then would see (just guessing) is 3 survivors working on 3 seperarte gens with the best toolboxes because it will take just 60 sec instead of 80 sec because of the 25% repair boost.

    So while 1 is getting chased within 1 minutes 3 gens are done.

    And the best toolboxes aren't depleted after 1 gen so they can all 3 rush 3 separate other gens to spread the chances.

    Imo just slowing the general gen speed down a bit will allready help a lot

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/946562#Comment_946562

    That would just make gen speeds incredibly slow for anyone NOT using a toolbox. IMO, they need to just set a limit on extremes. They already noticed extreme slowdowns when looking at "Forever Freddy". They need to set a ceiling for how slow actions can get as well as how fast they can get.

    True, or make it so that when not using toolboxes it becomes just slightly slower (a term bhvr loves instead of giving it actual numbers), and when they use toolboxes it becomes the speed it is now without toolboxes.

    So not incredibly slow just a tiny bit slower.

    But i also like the one from you where there's a limit of what you can take.

    They do that with offerings as well, where there are 2 of the same offerings, 1 person gets the offering back

  • @LordGlint said:

    While I'm one to say "just apply more pressure" against survivors that take 80 seconds each to complete a gen, its abit different when survivors are stacking toolboxes/addons/perks to pump them out significantly faster than 80 seconds each. I just use this screenshot here as an example.

    https://us.v-cdn.net/6030815/uploads/622/PZQX243XKC70.jpg

    And they sent me to Haddonfield too, lol

    Exactly as i described a few minutes ago.

    Imo they should reduce the general gen speed and leave the toolboxes and add ons as they are.

    So when they use toolboxes it gets as fast as they are now without toolboxes.

    That way toolboxes have a normal purpose instead of using to rush the gens (most of the time), and nit using it makes it as it suggests slower off course.

  • @ohheyitsbobcat said:

    Considering your screenshots, I'd say the only thing you've proved is you have bad internet and tend to camp people?

    Not sure what the flexing is about here? No one likes to play in awful ping, it's even worse if the killer plays like an ######### knowing they have awful ping.

    Soo idk, tell them you work in McDonalds and you beat their ass's while frying up a Big Mac.

    Not necessarily, some people just say that when they're salty because they died.

    @disconnectbybuglite said:

    Let me just start this off by saying that, no im not the best player in the game, no, im not entitled, i just tend to get agitated easily, I just play well, and effective.

    I play mostly killer, but am good at both sides, wich leads me to understand how both sides think, and how i can be better than my opponent. Lately though, I have been reviving quite

    a bit of salty messages, from entitled survivors. Here are some examples.

    https://us.v-cdn.net/6030815/uploads/737/M8IX3S166XUI.png

    https://us.v-cdn.net/6030815/uploads/767/BV8SO4NJL8MH.png

    https://us.v-cdn.net/6030815/uploads/637/92RD9R8COJKC.png

    https://us.v-cdn.net/6030815/uploads/939/KU6QUVKB3K3D.png

    https://us.v-cdn.net/6030815/uploads/662/GIBW83P0I2EA.png

    https://us.v-cdn.net/6030815/uploads/793/NF7WYGDTRYTH.png

    https://us.v-cdn.net/6030815/uploads/787/IZ0B27SSQ060.png

    https://us.v-cdn.net/6030815/uploads/594/NG9I7QVEJBC6.png

    https://us.v-cdn.net/6030815/uploads/687/E06Q7EYRQODP.png

    Can you my fellow killers help me with responding to these and such?

    I play both sides and wouldn't let this get to you.

    I've been accused and reported for cheating (because I play wraith with all seeing - blood -), because they couldn't hide and was all over them.

    Or sent this

  • Ok i'll say it immediately, I didn't read all the comments so it might allready been said.

    I agree with what i read from the person who post this as well as some comments did.

    There are some big maps that can really hurt the killer no matter how well you play (think of trapper on blood lodge for example), the gen speed in general is imo pretty fast (3 survivors can do 5 gens in about 3:30 min), then there are (and maybe some will disagree with it) who really play for a gen rush.

    On that last one, I've faced several teams with prove thyself, green or purple toolboxes with either brand new parts or other high add ons, and 1 survivor with a rainbow map.

    And as you might guess, the perk ruin doesn't stay up long and the others will all 3 work together on the same gens.

    So yeah sometimes it is a thing but that's only when survivors actually play for it.

    Otherwise it's mostly the gen speed in general that is just to fast.

    And like the person who posted this, i play both sides at rank 1 and i am making it myself harder like running with my nea all purple (so hiding gets harder), no items, sometimes no perks or no mither, just so i have more to do and the game takes a bit longer.

  • Or just in general make the gen repair speed a bit slower.

    Almost every killer takes ruin, and because the devs can find decent hiding spots, it's mostly gone within 60 seconds from the start of the match.

    If it stays on longer than the killer is lucky and it either stands in a decent spot or the survivors aren't looking for it.

  • @GoddamnBananas said:

    https://forum.deadbydaylight.com/en/discussion/comment/938464#Comment_938464

    Only 40% average survival rate. At least, it was a few months ago. I imagine it's a little lower now.

    If I'm not mistaken, that's a general number with all ranks combined right?

    Im more interested to see them showing the actual numbers per rank colour instead of a combined number.

    That way we will get to see a difference on what ranks it's easy as killer and where as survivor (eventhough the purple and reds will allready know it).

    But. I'm pretty sure the devs won't do that for whatever reason (maybe afraid to show the actual numbers?).

  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/939679#Comment_939679

    Wait times and ######### games. Just unistalled. See ya!

    Don't know if someone allready answered this?

    But yeah the waiting times on console for survivor are long, the reason why that is, is because there are more survivors than killers.

    Playing survivor is a walk in the park when you get the hang of it (yeah got to rank 1 several times running no mither, no items or even not running any perks).

    When you play it a bit more you get so many perks that can waste so much time of a killer.

    At the beginning of the game, the killers look like they are very strong.

    Yet, if you get to purple and reds, the most are so easy to counter and a few needs better reads and/or different way of thinking and taking loops.

    Trust me i play both sides on ps4 since the day it released on console, and it was pretty overwhelming as survivor, till i knew how to use loops and when and when not to use pallets.

    You'll get better at it when you play it a bit more ๐Ÿ˜‰

  • @MarsAttacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/941297#Comment_941297

    I play solo about 80% of the time as survivor but when my team and I are on we rarely lose more than 1 person and that's usually our rando( we're three man group) if we do lose more than one it's usually because we made an egc play that we really didn't need to make

    Exactly.

    It's just to easy for survivors in general, like you said with friemds it becomes a even easier game.

    That's why i never understand how some people can be so blind to actual facts.


    @tak47888 said:

    I don't even understand why they will buff solo survivor. I play solo survivor all the time in red ranks and I never really feel, like it is too challenging. Most of the time, it feels like a walk in the park on a sunday morning.

    I too don't understand that.

    I wish the devs were a little bit less survivor biased and actually look at the killers side.

    As example, for me spirit didn't need a nerf imo.

    She was strong yes, had more counters than a lot of people think.

    The problem is that the majority of the survivors want easy games and not having to think differently depanding on the killer.

    Thinking outside of the box seems to be a very hard thing these days and the devs are going along with it.

  • @MarsAttacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/941273#Comment_941273

    The fact that people even try to argue that playing survivor is not easier than killer shows a fundamental lack of knowledge about how this game is played.

    Yup and that is why i wish more people would look at it more in depth.

    @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/941181#Comment_941181

    Well according to survivors, most survivors and especially swfs play to "relax" or "have fun with their buds" instead of actually trying to win.

    It doesnt even matter that killers apparantly have a ~60-65% killrate if most of those are either bad rank 20's or not even trying to win.

    Not even trying to win and still staying at a perceived "only" 40% escape rate. Its AMAZING IT IS THAT HIGH despite apparantly most swf not playing to win.

    Now imagine what'd happen if they did.

    Yeah you just said it yourself, they're relaxing yet when they're on comms they still loop and waste time of the killer.

    And still most of them escape with ease.

    Why?

    Because playing survivor is the easiest part about dbd.

    A survivor only have to worry about 1 person, trying to get into the mind of 1.

    A killer plays against 4 minds and have to keep track of 4 people at all time.

    Trying to keep 4 people busy as much as possible.

    Now imagine when they use comms.

    1 runs to a strong loop and the is like "nah F it, I'm not chasing you there. That takes to much time".

    Now the survivors tells his/her friends "he left me and is comming to you"

    So 3 others are ready for him and have a head start, while the 1 that was chased gets back on the gen with 2 others.

    Now repeat that and think about how that match looks like on both sides.

    Pretty relaxed for the 4 survivors and pretty difficult to play against as killer right?

    That's why swf is so op even if they are relaxing.

    Like i said, i play always solo and rarely break a sweat.

  • @GoddamnBananas said:

    https://forum.deadbydaylight.com/en/discussion/comment/933378#Comment_933378

    Imagine actually believing Survivor is that much easier to play. Especially when they've released the stats, and the average survival rate is only about 40%. And that was months ago, it might be even lower now.

    The reason why the survival rate is so low is because they make 1 crucial mistake.

    They count the amount of survivals of all ranks.

    How easy was it when you first started playing dbd?

    I think you died more than you escaped.

    Now i don't know what rank you are nor do i care, but you escape more than before right?

    Now imagine red ranks with all meta perks, flashlights, toolboxes, fireworks/crackers, med kits and all their best add ons.

    They get so many easy escapes that a lot of time the killer has to play try hard.

    Believe me, I play both sides at rank 1 and i escape about 70% of the time (I think it would be even more tho) as a solo survivor.

    Hardly breaking a sweat because of all the jungle gyms and god loops.

    And i don't even use meta perks or any items whatsoever.

    I even played without perks and items at rank 1 with survivor and still escaped most of the time.

    Now try that as a killer and try to get all 4, or at least to pip (not black pip), your chances of succeeding that is less than 50%.

    So if the devs want to show real numbers than they should do so by rank colour and not an overall score.


    @MarsAttacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/941181#Comment_941181

    Imagine that I play both and I can objectively says they are much easier not even just from a strategy perspective but from a objectives to complete perspective.

    In order for killer to get a kill without a Mori he needs THREE hooks that's 12 hooks total just from a NUMBERS perspective that's harder to achieve than repairing 5 generators. But WAIT THERES MORE. It takes MINIMUM 2 hits to down a target from full health without a ohd ability. So now you're looking at POTENTIALLY 24 hits you have to get. BUT WAIT there's STILLLLL more. You also have to account for steptic which can add a third hit on BT, MoM, DS which basically gives 1 full minute of immunity, yeah you can down them and slug but that's a fullinute of baby sitting them or running around looking for the next survivor and if they have unbreakable they don't even need a second survivor to get up.

    But wait there's STILL more, your objective can run away from you, hide from you, doesn't have predetermined spawns, doesn't give you random skill checks that can make it easier to down them.

    This isn't even opinion, this is just a straight up FACT that playing survivor is easier on every level.

    Survivors have ONE goal repair five generators which give you skill checks allowing for faster completeion, they have predetermined spawns, they don't move from you, everything else is optional

    Here is one who understands they real facts and numbers of both sides.

    Wish there were more who looked at it like this ๐Ÿ‘

  • @Saitamfed said:

    Well, I use his range add-ons and he is... for me, an easy win.

    He doesn't need to know where a survivor is, only be sure that they stay in his TR long enough.

    You win madness passively in his TR wich means if you're in his TR you need a) have madness tier II so you can last a bit without screaming or b) hide in a locker to avoid getting madness points.

    So if you have a perk lke distressing wich increases your TR then yes, it gets pretty annoying.

    Distressing, unnerving, overcharge and ruin/huntress with calm and order ๐Ÿคช

    Silent doc is also fun tho ๐Ÿ˜ฌ

  • @Brucecastro81 said:

    https://forum.deadbydaylight.com/en/discussion/comment/940804#Comment_940804

    Is more annoying than game changing, I renember playing with no mither against an Plague and is pretty unnecessary, but I wouldn't change it

    My guess with the screen flickering from doc is just trying to trow you off a bit.

    But for me i never saw the annoying part of it, never bothered me what so ever.

    Yeah playing no mither is a bit harder but still easy.

    Been to rank 1 with no mither several times, even now i play as a dwelf with no healing perks or using any items.

    Still to easy

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/940017#Comment_940017

    Well, if you can't have a serious conversation, I won't bother with you.

    https://forum.deadbydaylight.com/en/discussion/comment/940164#Comment_940164

    Games aren't supposed to "bother" you. At all.

    lol i see no reason why you can't have a serious conversation with me?

    You say the lightning on the side of the screen serves no point.

    If you think that's the case than i don't see the point with plague, legion and the mending state if i would look it from that perspective.

    With plague you keep vomiting and your screen vision gets reduced, for what?

    You allready vomiting so why the screen vision reduced?

    After a frenzy attack and the mending state in general also reduce your vision.

    You allready have mend and heal to be fully healthy.

    Don't get me wrong but that's all the same as with doc.

    It's only to give them a slight advantage as none of the 3 are actually very strong or viable killers.

    I'm not trying to be mean against you or anything, I'm just curious why 1 thing which doesn't cover your screen is more unnecessary and annoying than the others.

    Btw i have no problem with any of them.

    They can all stay as it is imo.

  • @ZoneDymo said:

    at this point I think everyone just hates every killer

    I like to play as and against every killer.

    Even spirit, she was fine as she was tbh

  • So is the reduced vision from legion, plague and mending.

    That also doesn't really serve any real purpose if you ask me. ๐Ÿ˜‰

  • Than why does the doc screen lighting bother you.

    It's just a few times tho.

    With the other things it just taking away a bit of your vision, so looks pretty more annoying than just a little flickering once in a while

  • @Brucecastro81 said:

    https://forum.deadbydaylight.com/en/discussion/comment/939403#Comment_939403

    The chances of screaming and stopping your fault is very random

    Yeah so randomly screaming isn't that annoying, at least not to me.

    And yes i agree i find it annoying when i play as him and i shock someone before an vault and they still vault.

    But i don't believe that issue will be resolved when the introduce his new "changes"

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/939298#Comment_939298

    No the vault is blocked not from being shocked but from screaming as you are shocked, thus when you scream randomly it also blocks the vault if it happens at the same time. And due to latency, you teleport back to the other side. And this only seems to be a feature of Madness screams, because screams from Dream Snares, Afterpiece Tonic, or Infectious Fright don't do this.

    Just make it a slow vault. I can't see how people have such a hard time understanding this is a BS mechanic. It's entirely connection dependent and beyond your control as survivor. In one instance you get shocked and make the vault, in another you get shocked and teleport back, in yet another you get shocked and just can't vault. It's stupid no matter how you slice it.

    Yet people want to defend it as "this is the only thing Doc has to beat loops". No if you make it a slow vault he can still beat loops just fine. Example, Clown and Freddy can force slow vaults and they crush loops.

    Yup that is what i mean.

    When he shocks you, you scream and can't vault for 2.5 seconds.

    A random scream because you are in madness 3 or you just madness up doesn't block your vault whe he doesn't shock you with his shock therapy.

    About teleporting back i have had that on several other killers as well so it's not doc related.


    @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/939349#Comment_939349

    Also he is a walking frame drop on console. For both survivors and killer.


    I play on ps4 and my frames never drop when i play as or against him.

    Might be an xbox issue if you play on that console, if not that i have no idea where the problem lies.


    @The_Second_Coming said:

    I personally just find that full screen shock effect unnecessarily annoying and jarring. Other than that, easy to loop.

    Then you might find that with with legion, plague and mending also unnecessary?

  • @thesuicidefox said:

    https://www.youtube.com/watch?v=K9lpoImG_sg&ab_channel=4Gamers

    2:13

    Explain why this can't be a slow vault instead? Killer still gets a hit but now you'd be on the other side of the window. Fair to both players. This is the kind bull ######### I talk about anytime I say I hate Doc.

    Now that he moves at 115 all the time and doesn't need to switch stances, this really needs to be changed.

    I guess that's just a bug.

    I have never been blocked to vault by a random scream, and looking at his face neither did he.

    The only time he can block a vault is when he shocks you, not by random screams

  • @Brucecastro81 said:

    https://forum.deadbydaylight.com/en/discussion/comment/939247#Comment_939247

    They are not buffing, they are actually more buffing him than nefing, the only nerf is that they removed the static field. And please stop being those reddit killer mains that when BHVR does something always be like: "Freaking BHVR buffing survivors!"

    I play both sides at rank 1 and let's be honest, playing survivor is so damn easy.

    You can get to rank 1 without any perks/items and add ons.

    Tell me how is it not a nerf?

    His static field is gone and replaced by static blast.

    A static blast can only activated once every 60 seconds.

    Now let's say you're facing an optimal team and your ruin is gone within 30 sec (because bhvr can't seems to find better hiding spots and lets survivors spawn on it).

    That means you can use your static blast 3 times if your lucky.

    Yes, optimal survivors can end the game in 3,5 minutes.

    Even when you are the best killer in the world the survivors can end it that fast.


    @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/939252#Comment_939252

    People have already answered you. It's pretty obvious why he's annoying and if you can't see why some people find constant screaming and loud, obnoxious noises and visual interference and effortless tracking and 3 gen Doc annoying then you're willfully ignorant.

    Wow so you scream just a few times per game.

    That's about the only thing he does to you.

    And if he's lucky he blocks your vault if luck is on his side.

    And he's just as annoying as any other killer when you 3 gen yourself.

    That is just dumb play as survivor and totally on yourself and your team to let that happen.

    If you work well with your team you force it and split the gens up, and otherwise you force him into a chase.

    You and your team will all work on the same gen, and don't run away so easily.

    Even when you are hurt you try to finish it, he is forced to chase someone eventually.

    If not than only 1 go to a different gen, the furtherst away and the game is over for him.

    Other that that i don't see what is really that annoying.

    The rare time i play against him i rarely get to madness 3,and escape about 90% of the time.

    As solo, so i have to rely on my own info.

  • All i heard and made me a bit made was that guy saying "who are we gonna change next? Why do I not like to play against?"

    Like #########?

    Doc is an very very rare sight in red ranks on ps4 because he's broken and very unreliable because of the latency.

    And instead of giving him a bit of love they gonna nerf him because" they" suck ass as survivor?

    Typical bhvr

  • @DoomsdayDame said:

    Let me put this in a way you'll understand.

    I, as a killer, have 4 perks, 2 addons and one offering. I have to run against 16 perks, 4 items of varying power and or importance with 2 addons that increase those items power. Right? Okay so I'm already, technically, at a disadvantage.

    Now take a 4man SWF. You're all wearing Mics, informing one another of my every move, trap/totem locations, and who I'm chasing and where so you can manage a flashlight save and/or body block me so I cant get to a hook. Not only am I worried about the constant communication and ridiculously coordinated saves but a typical SWF often uses perks that partner with eachothers perks. So, now, I have the most to do on the map while the survivors just sit at a gen holding M1 until the lights kick on... but now I have to go against a whole team using 16 perks that are used to help one another out in situations that they've caused and controlled by coordinating so well. I'm a damn good killer and I'm a damn good survivor, so dont come at me; im telling you I play both sides equally, if not more survivor, and it's super broken. The balance is so off its its it's disgusting. You need one guy with kindred, one with OoO and the rest all run meta; that way they can always see me, see the other survivors and they can switch out looping as needed and I cant catch anyone- or I get DSed when I didn't even tunnel, or flashlighted every 6 seconds, or body blocked to the point that I lose every hook opportunity I had.

    So after all this Tom foolery of me getting spanked and/or bullied all game (not every SWF is compromised of toxic little shites, some are just genuinely good :) ) I'm gonna get messaged either with "YOU TUNNELING TRASH" or "GG EZ NOOB". The issue is BOTH the M A S S I V E unbalance of SWF and the community's toxicity. If people didnt abuse perks and the ability to communicate in a game where it was never intended to play with friends it wouldnt be that bad. The devs themselves have said the idea of the game was go rely on strangers to save you, and the scary part was not knowing what was going to happen. All of that was pretty much stripped away when SWF was introduced to the game.

    Exactly this

    I also play both sides and as survivor i allready try to make it even harder for myself, cause even solo is like walk in the park with all the meta perks.

    As killer it is damn hard to go against a good coordinated swf teams.

    I once had a game as freddy going up against a 4 man swf with and all 4 using OoO.

    There is nothing you can do against that, was only lucky that i managed to get 1 kill and 2 others being hooked 2 times.

    But facing 4 OoO is allready a game lost most likely.

    Even tho i play to pip and not going for a 4 man necessarily, i do hate seeimg these things.

  • @CyberianFaux said:

    https://forum.deadbydaylight.com/en/discussion/comment/934186#Comment_934186

    Exactly, they aren't "just quitting" but rather ruining the experience of not only the killer but their survivor teammates who waited a long queue time just to play with someone who quits when they are doing bad instead of learning the game.

    Yeah exactly.

    I play both sides and hate when that happens.

    If you don't feel like playing than why start in the first place right?

    It's just selfish in a team based game

  • What i mean is when they 3 gen themselves and can't get the last one done.

    If 1 of them has a key while 3 survivors are alive they can still get out easily.

    They mesed up by 3 gening themselves and still get an easy escape.

    What i noticed is the 1 who takes a key will do very little.

    Meaning they hide more often and let the rest of the team do the dirty work so to say.

    Then when that person is the last one they look for the hatch or just follow the killer to the hatch.

    So again an easy escape without doing much for the team.

    When you play as killer and you had a good but hard game and you see them escape so easily is very annoying.

    Especially if they made the mistake to 3 gen themselves.

    I don't mind if all 4 are alive and escape trough the hatch after the gens.

    Though a 1 button press escape is still silly as the gates require a certain amount of time to open.


    But that's why i try to get s debate on here about 1 of the broken things

  • The problem with this game is that the devs are looking too much with a survivor perspective.

    Lime the last q&a when they started about the doc changes (nerfs).

    This guy literally said "who do we change next? Who do I not lime to play against?"

    For real?

    Seeing doc is allready very rare because he's broken and his shocks get ignored a lot if you hit someone before vaulting.

    They should look more in both perspectives cause the power role is now in the hands of the survivors while it is a killer game ๐Ÿค”

  • @aazimuth said:

    https://forum.deadbydaylight.com/en/discussion/comment/933819#Comment_933819

    Why do I need to provide an argument lol. This game isn't competitive, there is NO ranked mode. Yes, some people will treat any game as competitive but as a whole this game is NOT competitive. Casual games are for fun, video games are for fun. Stop trying to force dc penalties because it won't work. You are punishing people who aren't having fun vs the people that dc every game.

    No ranked mode?

    How do you get you rank than i wonder? ๐Ÿค”

    If you want to dc/kill on hook because you can't play against or don't want to play against a certain killer than i don't think this is your type of game.

    It's all about adapting to a certain killer and playstyle, goes the other way around as well.

    I completely agree with the person who posted this topic.

    It's very annoying when you go for a rescue and they kill themselves on hook.

    Or the game only just started and 1 survivor F'ed up and goes down within a minute,kills himself on hook.

    Now it's a 3v1 with little chance to do something.

    Not impossible but no fun tho

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