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DepressedClownMain

DepressedClownMain

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  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/925461#Comment_925461

    I apologize but you appear to not be a native English speaker and I'm having trouble understanding your last paragraph. Are you saying I wasn't aware the flick was a bug? Because it wasnt for me. I never combined keyboard and mouse movements to have a bigger flick. Also I never said he was OP, just that his PTB version was uncounterable in a chase.

    Your life in the forums seems sad man, you work hard to build valid arguments and people distort them

  • @HellDescent said:

    Styptic is pretty powerful, syringe is useless

    It makes you mend so it isnt great

  • @dweetmain said:

    I started playing around when ghostface was gonna get in.and after playing I thought insta heals were crazy they were crazy to save someone from dying but I think it was because I sucked so I needex insta heals. Now I feel the super rare is pretty good if you decrease the 16 secs with a addon but the purple kinda sucks I feel it's better to hide from the killer then use your whole med kit to give someone endurance. I don't know what do you think?

    They are absolutely garbage, but i am fine with that both as a killer as a survivor

  • @BugReporte said:

    In the end your miserable life doesn't matter to anyone but yourself, fueled by rage you make one last comeback. Struggling till the last seconds makes you struggle out of the grasp of the entity and off the hook. Afterwards reveals your aura to the killer for 10 seconds and disables all your perks for the remainder of the trial.

    Wait, the perk frees you 2nd stage? Like this is extremely OP

  • @Zixology said:

    At least he lived on PC at all. On console, he was straight up aborted.

    Yeah RIP Oni

  • It requires so much effort but it is a little op I guess

  • @B_Random said:

    Sprint Burst is broken as ######### in it's current state. I don't have visual evidence because I don't record my games nor-do I have a recording system but I'm more than certain a number of people have been going through the same bullshit I have gone through. I won't call exploit usage (although it could have a possibility in this case) or cheating because I've been versing countless people in my killer gameplay and I've even see the perk used in my survivor gameplay. I know how sprint burst works, you run and it activates so there's not a lot to discuss there; except the fact that I've seen 10 or more people all single individuals from different games using that perk, running from a hooked survivor (again RUNNING), and when I get to them and they're walking all of a sudden they start using sprint burst as if the perk was NEVER active. The perk might have been accidently "buffed" to an annoying level in the patches as of recently where that crap will happen, and again I'm saying it was an accident so this wouldn't have been intentional. I'd just like to know why the hell the survivors can run away after saving a hooked survivor, just run in general without using the perk, and when the killer shows up all of a sudden that damn thing ends up working. I don't understand this for the slightest and why it's broken is an answer I won't know. But I sure as hell and getting tired of seeing sprint burst used so terribly.

    Dev's, please look at sprint burst and see if there might be a problem because this occurrence hasn't been a one time thing in a match against cheaters or exploiters as far as I know. But please can the perk be looked at to know if it might have a chance of being broken.

    If anyone else has experienced this awful amount of bullshit, please comment to back me up on this.

    Ok so you want the 99 to be removed?

  • @wait4him2leave said:

    What is considered tryhard, sweaty, and boosted?

    Boosted=bad

    Tryhard= really needs to win

    Sweaty=same as tryhard

  • @Bigbootiejudy666 said:

    So I read two posts regarding Hag and how she might get nerf. All I have to say if The devs nerf her, I´m packing up my cds and leaving DBD. The only reason I stayed loyal to DBD after these 3 years was solely due to Hag. I know I might some like some crazy ######### overreacting over nothing but nowadays you can´t be so sure. But if they do nerf Hag and I do leave DBD, Behavior you just lost yourselves a Loyal Fan.

    Ok that was good feedback i guess

  • @joshuashep22 said:

    Currently some of the more well known second chance perks in the game are decisive strike and mettle of man both of which give the player a second chance and waste a lot of the killers time. Decisive strike counters tunneling either forcing the killer to slug for 60 seconds or endure the stun either way it wastes a lot of time and can be used aggressively to pull off saves that would otherwise be impossible. Mettle of man allows the user to endure an extra hit and gives a speed boost and can be used more than once but is quite difficult to earn. So what do you think about these two perks?

    Wait Mettle? That perk is so damn bad now

  • @theArashi said:

    Like the Trap tech which got restored because of that OP killer called the trapper?

    You mean one person disarming while the other goes through?

  • @NullSp3c said:

    So a friend of mine that is a survivor main asked me to go to a custom game to try window tech.

    Even tho it didnt work (because he was practising) many people can use this "juke" really well to make the killer lose all the advantage he had on you, even tho it is easily counterable.

    And this kept me thinking...

    Isn't this a "juke" based on a flaw of the game? This is dependant on the fact that the killer becomes immaterial in the middle of the vault animation. It seems to me, abusing a flawed game mechanic and nothing more than that. Just to clarify: feel free to use it as it is a devs fault for making it like it is and not youra for using it, im not saying "screw people who use it".

    I know it takes practice, but it shouldnt exist, like the poor FoV that killers have.

    Another thing that bothers me is the hook tech.

    Why the hell can a survivor put himself behind a hooked person and the killer not?

    And why did they remove the "wall smacking" when smacking someone on the hook? Auto aim also sucks so it doesnt help on the matter.

    EDIT: TLDR; Window tech shouldn't exist even tho it is easily counterable by hearing the survivor. It's a game flaw. Hook tech shouldn't exist.

    Share your thoughts.

    Why is an extremely clever aproach to killer's FOV while vaulting and a strategy that can turn the tables on the killer if done by a good survivor in game valid?

  • @SoulSever said:

    https://forum.deadbydaylight.com/en/discussion/comment/923436#Comment_923436

    https://forum.deadbydaylight.com/en/discussion/comment/923486#Comment_923486

    I said 40-60 seconds, and a good survivor can very well maintain chase for that long, the problem is not overcommitting, it is that when faced with a team composed entirely of good survivors, every chase will be that long, and then you are at situation where you waste your time if you drop the chase and waste your time if you do not as all the time spent gaining the first hit will have been for nothing.

    And yes, the Spirit could have played better, but do you honestly believe it would have mattered? The generators are completed too quickly, that game would have ended with a slight chance of 1 kill at best.

    As to the toolboxes, I said myself matches like this do not happen very often, but they do happen and they should not, even without the toolboxes, if the survivor puts up a decent chase and the other 3 sit on separate generators, that is three generators done as soon as you finish the chase, and two if you drop the chase to pressure one of them with the third following soon after as one of the other survivors will be back onto it.

    As to your last point about analysis, the perks do not help much, all of the slowdown perks would not counter the toolboxes aside from Franklin's Demise which has to be applied one by one, and they can still pick it back up, the rest of the perks only partly mitigate the toolboxes but they will not remove the massive detriment that they are, the fact that killers have to always equip slowdown perks to have so much as a small fighting chance against a decent team is just ludicrous, really, the only thing that matches this level of unbalance is the Ebony Memento Mori.

    And I forgot to mention, since you dont have a killer's FOV we can assume the spirit found the first person about 20 seconds into the match, but if she was running discordance she could have left the claudette and gone for the gen. Also, since spirit is the killer is question, you can look Tru3's spirit gameplay (or Scott Jund's) and see that it is possible to end chases in less than 20 seconds

  • @BasedMorlis said:

    https://forum.deadbydaylight.com/en/discussion/comment/923834#Comment_923834

    ..........with the Plague? The killer they designed to counter pallet loops???

    That is quite a wrong thing to say. Plague has no chase ability going for her, so she is a killer that excels in detection and maintains people one hit. If they cleanse however, it is quite clear she can ignore anything right?

  • @SoulSever said:

    https://forum.deadbydaylight.com/en/discussion/comment/923436#Comment_923436

    https://forum.deadbydaylight.com/en/discussion/comment/923486#Comment_923486

    I said 40-60 seconds, and a good survivor can very well maintain chase for that long, the problem is not overcommitting, it is that when faced with a team composed entirely of good survivors, every chase will be that long, and then you are at situation where you waste your time if you drop the chase and waste your time if you do not as all the time spent gaining the first hit will have been for nothing.

    And yes, the Spirit could have played better, but do you honestly believe it would have mattered? The generators are completed too quickly, that game would have ended with a slight chance of 1 kill at best.

    As to the toolboxes, I said myself matches like this do not happen very often, but they do happen and they should not, even without the toolboxes, if the survivor puts up a decent chase and the other 3 sit on separate generators, that is three generators done as soon as you finish the chase, and two if you drop the chase to pressure one of them with the third following soon after as one of the other survivors will be back onto it.

    As to your last point about analysis, the perks do not help much, all of the slowdown perks would not counter the toolboxes aside from Franklin's Demise which has to be applied one by one, and they can still pick it back up, the rest of the perks only partly mitigate the toolboxes but they will not remove the massive detriment that they are, the fact that killers have to always equip slowdown perks to have so much as a small fighting chance against a decent team is just ludicrous, really, the only thing that matches this level of unbalance is the Ebony Memento Mori.

    "The Spirit could have played better, but do you honestly think that would have mattered?"

    Literally the only thing I believe in this game is that skill can be rewarded. If she played right, 3 gens would not have been popped. And you can make a point that gen times are no longer enough, but take this into consideration

    Do you remember when AyrunPlays made a Swf to escape in a row? They were literally an call swf, with 4 players who have 2k+ hours ingame, all with matching perks, 2 keys and 2 commodious with bnp. They still lost to a Ghostface that exploited their mistakes, which would be imposdible if survivors were that great on loops

  • @SoulSever said:

    https://forum.deadbydaylight.com/en/discussion/comment/923376#Comment_923376

    You said that my view was incorrect, when inquired as to why, your response was that my idea was not wrong and "you are bad", what a wonderfully constructive criticism! which also happens to contradict your previous statement, from what I gather it seems you think this game is perfect, all I see is ignorance.

    And if you would like to know, I do 4K most of my games because survivors are absolute potatoes, I am not complaining about the game being hard, I am complaining about an inherent flaw that although not very common, still happens and when it does it is unavoidable.

    Now, enter exhibit A: https://www.twitch.tv/videos/507235009?filter=all&sort=time

    Pray tell, if you know so much about this game, especially the killer side it seems, how do you stop this?

    I finished watching the video, and from the survivors perspective I noticed two mistakes the spirit made. The first one was about 1:30 into the video, she went close enough to the gen to hear someone was working on it and did nothing to prevent it, but instead kept the chase. If she chose to interrupt, which was the most optimal play to make, she would have one player injured that thinks she is after him (the claudette she was chasing) and very likely would have downed the no mither guy, or got a hit on the person working with him. In any case, that would be 20 seconds each player wastes healing. The second was when the 4rd gen was being worked on. The survivor has almost 50 seconds of uninterrupted gen work even though there are only 2 gens left, which means the spirit was overcommiting to other survivors far away. Also, right at the beggining, the killer chooses to do quite the risky play of not patrolling all gens because he found the first survivor, and even though he was a spirit, one of the highest lethality killers in game, she spent almost 55 seconds in one chase at the beggining of the match, what is optimal suicide to do. All of the gens completions could have been avoided if the killer had put more thought on his actions, and this clip is also a pretty stupid example. You have 3 survivors with toolboxes, one whose entire build revolves around doing gens with a 10 percent boost and easier skill checks, not to mention 3 players had toolboxes. While that is a game situation, how often does that happen? And while the killer was in the lobby and saw 3 items that could ruin his match, he could have selected discordance, corrupt, franklins and tons of other perks to counter every action of the survivor. So this killer not only made mistakes in game, he failed to analise the match he was entering in

  • @SoulSever said:

    https://forum.deadbydaylight.com/en/discussion/comment/923376#Comment_923376

    You said that my view was incorrect, when inquired as to why, your response was that my idea was not wrong and "you are bad", what a wonderfully constructive criticism! which also happens to contradict your previous statement, from what I gather it seems you think this game is perfect, all I see is ignorance.

    And if you would like to know, I do 4K most of my games because survivors are absolute potatoes, I am not complaining about the game being hard, I am complaining about an inherent flaw that although not very common, still happens and when it does it is unavoidable.

    Now, enter exhibit A: https://www.twitch.tv/videos/507235009?filter=all&sort=time

    Pray tell, if you know so much about this game, especially the killer side it seems, how do you stop this?

    Look, you said an average killer chases survivors for 60 seconds. I only said that was a mistake and it is incorrect to commit that long to a survivor, mainly in the early game where you have zero pressure. As a killer, if you really struggle to end chases, just hit the survivor and then injure other. That is Tru3Talent's way of playing the Wraith, a killer that is pretty much terrible at chases and he has done it with sucess. Now you can use whatever video you want, make whatever example you want, it IS a mistake to chase a single survivor for that long, you might be pathing chases wrong, you might be mindgaming the wrong loops and whatever. All I really know of your gameplay is that you struggle to end chases quickly, but that however is not a global issue and should not be treated as an unbalance issue

  • @savevatznick said:

    If the Killer is to ideally rank up by hooking survivors 3 times each, that is 12 chases they need to complete. Generators take 80 seconds to complete and multiple can tick down at the same time.

    Assuming high rank survivors, 2 gens generally pop before a killer can begin their momentumn with the first hook. That leaves 3 gens left to do, and in that span a killer needs to complete 11 chases. Assuming only 1 gen is being worked on from then onwards, the killer now has 4 minutes to complete 11 chases before adrenaline risks all the momentumn going out of the game. That means you ideally need to find, chase, down, and get a hook without slugging every 21 seconds - quite a tough feat for most killers, espevially if the survivor is not injured.

    Realistically, a killer uses their power and other tactics (punishing unhooks etc) to end chases quickly, but survivors' looping or stealth can drastically extend the time it takes to end a chase. There are numerous loops on every map that are unmitigatable,which means a killer needs to either waste time chasing at them or leave them to find another survivor - to make it more dire, at some point the killer is going to need to eat said loops and kick pallets to ensure later chases don't use the loop. It is certainly not out of the realm of possibility for a killer to be strung between safe loops for over a minute -which eats into the time he has to hook other survivors.

    To add a cherry on top,survivors can make things harder for the killer by bringing Toolboxes and perks, which cut gen time down significantly, Exhaustion perks which can critically extend chases, as well as get things like lucky pallet or flashlight saves, DS, BT, other perks that make it much more difficult for a killer to punish a survivor misplay. Taking into account the normal flow of things 12 downs within 500 seconds or less seems mythical without numerous egregious survivor misplays or mispositions.

    Unfortunately, the game's semi-casual nature ensures no real balance arguments can be made...

    That really doesn't happen. 2 gens popping before you get a single hook? You might be wasting to much time at the beggining, use whispers and other detection perks to help you

  • @humanbeing1704 said:

    Solidarity should work with medkits and be 70 or 80%

    That would still be 2 heals to finish so the perk would be bad in the same way

  • @SoulSever said:

    https://forum.deadbydaylight.com/en/discussion/comment/923055#Comment_923055

    So you cannot provide any feedback of actual value, thank you sir.

    Honestly, yeah I can't. It is almost like you want me to find an issue in a game you are bad

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/922652#Comment_922652

    Did you even bother to read the entire thread? I mean seriously a couple of posts above yours someone quoted a post explaining why these stats are basicly meaningless.

    You can keep talking out of ignorance or whatever it is, i actually do not care. Why is the time required to find a match as survivor increasing with each week? As killer instantly... probably something with the MM 😅

    The arguments for the stats to be invalid are nothing but a clear show that they weren't what you guys wanted to hear

  • @FJSJ_Lunar said:

    Not every perk is gonna be S tier. Some perks are better than others. Some metas change.

    Yeah but how do you justify Solidarity existing? Monstruous Shrine? No One Left Behind?

  • @BoneFish said:

    https://forum.deadbydaylight.com/en/discussion/comment/923066#Comment_923066

    It is on subject. My point is that the value of perks needs to be less homogenized and in your face and more up to the person running the perks to find use for them. (Which I think there are some.)

    I mean, you're saying surveillance is garbage above. Like uh, what? How is it garbage? It's great on some killers like Freddy or even Demo to an extent. It gives you free information on something to know what to use Pop goes the weasel on or what gen to pressure.

    Like, what, do you want every perk to just be a passive perk that gives you some sort of benefit like BBQ? I think you're failing to see use here.

    I never really said that all perks should be passive or game breaking, and surveillance is bad by use rates and general reviews. Of course you can get use out of it, just like I get use out of Coulrophobia. Is it a good perk? That is a whole new debate and I prefer to use overall reviews from streamers and older player than sole opinions, which vary lot. Also, I meant the Legion comment

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/920545#Comment_920545

    The same should happen to survivors then when they escape with a key. Yet the opposite happens

    If survivors truly escaped like you guys say they would lose pips, but problem is the need to fix at least 3 gens, find a hatch, have a teamate die which means unhooks and altruism. When yoy estimate it all up, they did a lot more in the match then you did as a killer with a moris

  • Wait is stream sniping not bannable? Sad for Tru3 and other streamers

  • @Boss said:

    Once again: The day that Monstrous Shrine gets anything good at all, is a day worthy of being written down in history books.

    "But it already offers a luck based effect on people that are hooked only in the basement in their first stage"

  • @BoneFish said:

    https://forum.deadbydaylight.com/en/discussion/comment/923059#Comment_923059

    What they really need to do is stop punishing people for finding creative ways to use perks.

    Case and point is Legion. "Oh on hit stuff works really well with Legion! We can use Legion again!"

    BHVR: "Feral Frenzy no longer applies on hit tokens."

    Look I know we all have our frustrations but please keep it to the subject

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/922685#Comment_922685

    The same can be said about a good SWF destroying a good Nurse, spirit, Freddy, etc. especially when 3 of them were nerfed. Those killers you mention aren't guaranteed to win like you people mention as well.

    This video even mentions how a good team of SWF can utterly destroy a killer:

    https://www.youtube.com/watch?v=K9cqIdg3BSA

    Very few mistakes made, and yet a 3 man escaped. And this was Ghostface at his best, yet they destroyed him with the Killer making 2 to 3 mistakes, where as the survivors made many mistakes and they still escaped.

    There is evidence of SWF destroying good Nurses, spirits, Freddies, etc.

    I never said they are impossible to face against, but SWF are OP in the right hands, just as a Nurse can be OP in the right hands.

    Actually, that is very correct. I didn't catch that idea from the start, but doesn't that mean balance? If both can win it seems to be there is no need to change. Also, I will watch the video later and write my thoughts on another comment

  • @BoneFish said:

    People tend to get so caught up in meta that useful gems tend to go unnoticed.

    You can't change something simply because someone doesn't use it often and alot of under-used perks have been used to great and creative effects. I agree though there are some that are under-whelming, but I think most of the 'bad' perks so to say instead fall into a grey area of usefulness.

    BBQ, Ruin, etc. are all really easy to see their benefit without any thought going into them which is why they are good and used so often. I personally hate Ruin because alot of times it feels like a perk that you need to run or gens get done in 3 minutes. Ruin in alot of ways barely feels like a perk and more like a safety net for the already fast progress speed of gens vs good survivors. (And even then sometimes it lasts 3 seconds.) But that's neither here nor there.

    However some perks like Huntress Lullaby can be used for niche situations with hard skill checks. Iron Maiden for example is an awesome perk to run with BBQ as people like to hide in lockers. I think alot of these perks need to be used alot more with someone who thinks outside the box a bit before judgement can be cast.

    In my post I never said you can't get ANY use out of these perks, but the effort you need to do so is huge and the chance of sucess is small

  • @SoulSever said:

    https://forum.deadbydaylight.com/en/discussion/comment/922670#Comment_922670

    Would care to explain why it is wrong?

    And yes, I will lose if a chase lasts 60 seconds and survivors are actually doing what they are supposed to, because as I explained, the killer does not have enough time.

    It is not wrong, more like you are bad or something along those lines

  • Screenshot_20191215-194836_Chrome.jpg

    You just need to get into a discussion and write, there should be a big white box like this one.

  • @GodDamn_Angela said:

    Lmao people still using the "kill rate" charts provided as "evidence" that all Killers arefine.

    How about you actually PLAY both sides instead of just saying that you do? And, no, playing Killer to do dailies and challenges is not the same as actually being a Killer player.

    I'm a Survivor Main btw. Mainly because its stress free and I can do whatever I want.

    Then what the hell are you talking about

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/112091/whoa-is-the-poor-killer

    Because a lot of douchebags kill their selves on 1st hook. The stats means 💩

    That is the shittiest excuse Ive ever heard to dismiss stats

  • @PrettyFaceKate said:

    ITT I 've learned:

    1) Farming with BT is used to bully the killer (not to eff over other survivors. Bullied they say. I kid you not).

    2) Farming with BT is to waste killer's time and punish them (not to give free hits on the unhooker, remove an entire hook stage on the unhooked and giving one easy and possibly two downs, while neither survivor is repairing gens).

    3) Bad players using BT to farm = We must not look at situations where BT could be used as anti-camping as intended. Because.

    4) An unhook with BT right in front of the killer has no counterplays whatsoever (hook trades are disgusting apparently. You were on the hook and you're the one who must get your arse back on there).

    5) BT in general has no counterplays whatsoever (because if you get unhooked you have to go down and immediately, no 15-second nonsense).

    6) All those complaining are being chronically persecuted by hook farmers as soon as they turn around, when they so much would like to leave the hook, They absolutely 100% never camp.

    I'm genuinely at loss of words as of how anyone believing any of the above to be the reality in game would even be able to manage 1k on average. Actually, scratch that. I know perfectly well how they get exactly 1k.

    https://forum.deadbydaylight.com/en/discussion/comment/881239#Comment_881239

    Seems balanced to me as well. Let me crunch some numbers and look at an actual situation.

    If BT procs when a typical 115 (4.6 m/s) killer is exactly at the limit of the 32m range, it will take them about 7 secs to get back to the hook (actually 6.95). Assuming the unhooked doesn't run straight to them and that killer doesn't go all the way back to the hook, because they spot scratch marks or the survivor, let's round them down to 5 secs or about 9m from the hook. That's the point when the killer has at least a general idea of where the survivor is heading and tracks them down. There will be still 10 secs of endurance status left during which the killer has to catch up, which can easily run out if the survivor is not goofing around. 110 killers will take longer to get to the survivor, so less likely they will still be protected by BT. Faster killers will have to contend with longer time left on the clock, which means the survivor can at least run to some sort of cover or they can tank the hit, thus BT again working as intended.

    Seems fine and fair to me. People who don't camp don't get punished.

    Ok im saving this text in my google keep

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/922751#Comment_922751

    That STILL lets a killer know that survivors haven’t left the area.

    What makes no difference since you have 7 gens and knowing one gen is being worked still doesnt garantee anything about the other gens. Like, we could argue here forever but the use rates of the perks can make a point right?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/922751#Comment_922751

    Why would I use Surge? That perk sucks, unlike Surveillance.

    Also, what you are suggesting is a bigger waste of time. :P

    Because it is quite common people using both, but you are right I shouldn't have assumed that

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/922715#Comment_922715

    Yes, because gen tapping to play around it a good idea and not a waste of time. :P

    If you are using it with surge for example, they can just gen tap both gens and choose one to work on

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/922701#Comment_922701

    Surveillance went from total trash to ridiculously good.

    Except gen tap destroys it and it has no use when you dont hit gens every 20 seconds

  • @[Deleted User] said:

    Once in a while, more bad perks will be added to the game than old ones get fixed however.

    @TAG said:

    It's happened before. Surveillance used to essentially have no effect before it got changed to something decent.

    And it still is fing garbage

  • @Adriang14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/922045#Comment_922045

    But they didn’t make it up it’s an actual language though dead that is

    Wait is that sumerian?

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/922612#Comment_922612

    Good SWF can also destroy good nurses before and after the nerfs, so that also disproves your point of view.

    Currently SWF are literally the power role of this game

    When a good SWF and a good Nurse, Spirit, Freddy, Ghostface, Hag, Billy get matched, the Swf s not guaranteed to win like you people say, so no, SWF is not the main role in the game. You can say a swf would be survivors at their best state, but you cant say they are overpowered or impossible to play against, since there is evidence of good killers destroying SWF

  • @kid187em said:

    https://forum.deadbydaylight.com/en/discussion/comment/921824#Comment_921824

    You're low rank, people here are talking about people that are good. Of course at low rank you're going to be teamed up with potatoes. Get to the higher ranks and watch the killer get bullied or better yet play as killer into the high ranks then come back and talk to us...

    So as you said it, I play on red ranks with killer and dont feel like Im bullied or anything. I get Swf groups and still get 4ks, and while you will just say "they are bad" to dodge the fact you can win against SWF, killers like Freddy, Spirit, Billy, Nurse, Hag, Ghosty, Demo all can take a good swf and stats show that

  • @SoulSever said:

    This game has always favoured survivors and this is still the case, just search for Marth88's experiments.

    Whether the killer wins is not determined by how good the killer is, it is determined by how many mistakes survivors make.

    Just take into consideration that a chase will last 40-60 seconds if not more, and before the chase even begins it usually will take 10-30 seconds to find a survivor, that would be 50-90 seconds. A generator (without accounting for great skillchecks or toolboxes, Prove Thyself, etc) takes only 80 seconds to complete and they can be repaired simultaneously. This means that by the end of your first chase, if the survivors are efficient, you will be hearing 2-3 generators be completed, and even if they are not repaired by then you will probably hear their completion as you walk up to them, it is why every killer uses Ruin, Pop Goes the Weasel or Corrupt Intervention and slowdown perks.

    And then there are the things that make chases last even longer, pallets within 10 metres of each other, overpowered loops (Most of the main buildings, the entirety of Haddonfield, and connected tiles) , large maps in which generators are repaired faster than you walk in between them, exhaustion perks for free distance and probably something else I forgot to list.

    Conclusion: This game is not killer sided.

    This whole idea is pretty wrong. If a chase takes 60 seconds for you, you should lose

  • @dooces said:

    killers have a 75% win rate, way easier to farm bp, and "win". you want shorter wait times for killers? dont make the game super easy for them so everyone plays them.

    Actually I have been having 20 second queue times as killer these past weeks so idk wym

  • @BabyCameron10 said:

    I have been playing survivor to get my challenges done and I am at rank 4 on Xbox and matches take a while already. On top of that, I have challenges that require me to blind the killer 2 times. I have been dodged by the killer 4 times in a row and it is getting really annoying. I know they took off for survivors to be able to see other survivors ranks to avoid lobby dodging and to find games faster, should something be done about this too?

    I dont think anything should be hidden, moris, items, ranks or prestige levels. The only this accomplishes is either in game dcs, tunnels, an even bigger nerf to solo queuers or extremely boring matches

  • @darthbabymaker said:

    Ok I'm a rank 10 killer. Pretty new to killer actually. Can someone please explain why every match i'm in the survivors are red ranks. Alot of of times they are rank 5, exactly rank 5 no higher. This sucks! Im not a red rank killer. I thought the rank reset change was going to be good for us. This is trash. Its 10x's worse than before. At least before I knew at rank reset I would get people around my skill level. I dont care about 4K's everytime. But I dont want this either. At least untill I'm at their skilll level. I cant be the only one experiencing this right?😢

    It is bad matchmaking not rank related. The same happens tho, you as a red rank killer get matched with rank 10's and 15's

  • @aregularplayer said:

    Yes or not?

    No, the perk is terrible like 9/10 of the perks in game

  • @JC316 said:

    Pipping for one. It's stupid easy for survivors to rank up, yet high rank killer takes perfect play and people can't gen rush. Bug fixes is another. Oni was barely released and his "bugged" flick was removed, yet you have survivors spawning right in front of hex totems for a long time and not a peep out of the devs... Unless you count Peanits and his "You have my permission to not run it" line, which to me is as insulting as the "play something else" line.

    How I see it, at low ranks, killer wins a lot. Medium ranks is fairly balanced, and high rank survivors destroy killers. The question is how do you balance higher ranks without completely screwing over the lower ranks?

    But games stats show high rank games end up more on killer wins that anything

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