DexyIV
DexyIV
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- DexyIV
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I was gonna say Wlood Warden, but that got said already.
I've recently fallen in love with Wake Up. That perk plus Resilience makes you open those gates in like 15 seconds. Bonus points if you get yourself off the hook with Deliverance and open it before the killer can get back lol
Also Empathy should be run by like everyone so potatoes don't run the killer straight to me when I'm injured
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1: I will always hate facing Hillbilly more than Nurse
2: If you intentionally break chase with someone just to go back after the survivor who got unhooked, you're an ######### and deserve the tbags you'll get at the exit gate
3: I literally hate going against Neas
4: Doctor is really strong and would be high-mid tier if he just got any buff that helps him in chases even slightly
5: NOED is a perfectly balanced perk
6: Hex: Ruin is crap and I don't bother running it anymore -
DS nerf, close the gap between SWF and solo survivor so I can play with my friends without getting shamed for it, changes to how endgame works to remove hatch standoffs, bring low tier killers up more than they have so it isn't just Hillbilly and Nurse in every rank 1 game. A lot of stuff really. Most of it probably won't get done within the next couple years sadly lol
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Got Coldwind Barn 4 times in a row once. This would be a welcome change, especially since every major update comes out with a new map.
so much corn...
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I'd like to see any mention at all from them. Most of the complaints and a lot of the survivor's power is siphoned into this dumb fundamentally flawed perk. If they nerf DS, there are so many things they could compensate survivors for (cough cough buff solo survivor by buffing aura perks). But it is a perk from a paid DLC...so maybe that's where their lack of satisfaction is coming from haha
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I always thought a firearm killer could be cool. Only problem with this is that it'd get super frustrating to waste two seconds holding still only for you gun to jam 3 times in a row. I'm not a fan of RNG since I usually get the ######### end of the stick, no matter if the odds are in my favor. And I'm not a fan of requiring addons to make a killer's power fully functional either. But that's just me.
Would have liked to see more ideas for perks since that's typically my favorite part of new releases (usually determining whether or not they would be good on my favorite killer). Still a great idea though. Just maybe some numbers adjustments and such
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I hate it as survivor too. Just a badly designed map in general lol
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@Vietfox said:
DexyIV said:Love how Dstrike still isn't nerfed. Survivors act like it isn't a big deal to have a crazy perk like this until they play killer and work your ass off to kill three annoying SWF survivors, and then you have to deal with the fourth that has a free reset. Dunno how that could be seen as entitlement when the perk is blatantly overpowered with absolutely no downsides and no action taken by the developers.
- 40% of my playtime i spend it on playing as a killer.
- 4DS is rare as hell
Last but not least, if DS was truly op i would use it all the time, believe me.
But why run a 1 time use perk, which can be used at the beginning and get stuck with 3 perks for the rest of the match?
My unpopular opinion is that resilience is a better perk than DS, yeah, you heard that right.
I'm not saying it in the case of the "oh god i run into 4 man swf every game with ds" like half the killer mains on here, I'm saying it as it just simply isn't a balanced perk. Getting off of the killer's shoulder for free is something that really shouldn't happen. I'd be fine with it if it at least came with some sort of downside.
And the thing is, if the survivor is playing optimally, they SHOULDN'T use their DS at the beginning of the game like you said. Instead they should wait for a good time to use it. If you were forced to use it on your first time, that's one step closer to it being balanced.
To put it into perspective, it would be like killer having the ability to choose one survivor to instantly go into stage 2 on the hook with no counterplay. No Hex, nothing. Now that would be infuriating to go against as a survivor lol
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Top tier killers need to be brought down, low tier killers need to be brought up
And by that I mean I hate Hillbilly and I want to play against any other killer but him lol
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Love how Dstrike still isn't nerfed. Survivors act like it isn't a big deal to have a crazy perk like this until they play killer and work your ass off to kill three annoying SWF survivors, and then you have to deal with the fourth that has a free reset. Dunno how that could be seen as entitlement when the perk is blatantly overpowered with absolutely no downsides and no action taken by the developers.
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@Delfador said:
@KingSavageGaming said:
BottledWater said:@KingSavageGaming said:
How about this
Dying Light
Every time your obsession is hooked every survivor gets a speed penalty to all actions
of 10% 15% 25%
Sounds kinda cool but does it stack and for how long will the survivors have the effect and what will the downside be?
Considering that DS has no downside that benefits the killer and sole survivor has nothing that benefits the killer i would say my version would have no downside .
P.S. yes they would stack
So survivors would get 75% action speed penalty if the obsession gets hooked 3 times
meaning that it would take like 320 seconds to repair a single generator all by yourself
understandable
I think he means 10% for the first, 15% for the second, and 25% for the third, not accounting for the ranks of the perk below 3.
Still forces you to hook your obsession, who 90% of the time is running Dstrike, 3 times. Good luck hooking them 3 times before their teammates do all the generators, which is kinda what the perk is designed to prevent later in the game after Ruin is destroyed.
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I've been having a lot of trouble tracking recently. People have been saying scratch marks are harder to follow with the engine update, and it seems like that's kinda the case. But it could be me with my inability to focus and read the scratch marks properly. It just takes practice really
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@Vietfox said:
DexyIV said:I don't think Kindred should be baseline. I think a better approach to it would be to buff the third effect on it to make it so survivors have a better idea on where the killer is headed. Right now you only see the killer within 8 meters of the hook. Buff that to 16 meters. More information without being completely unreasonable.
The effect you described should also probably not be baseline, but it is a good idea. Adding it as an extra effect on something like Empathy would make more sense both balance-wise and logically.
Other notes would be general buffs to solo-oriented perks. For Aftercare, make it so the effect persists after you get hooked. The fact that gets removed by just being hooked hinders what could be an incredible solo perk and could by itself close the gap between solo and swf survivors. Also make it clear that you're under the effects of a certain perk. Making Deliverance auras have different colors compared to the normal red, Resilience users having some sort of visual effect to show why they are resisting being healed. The list goes on. They could fix so much by adding clarity changes to the solo-oriented perks, but they don't seem too keen on the idea and would rather just nerf or buff the entire class for some reason.
@DexyIV
Have you ever paired kindred with open handed? Good stuff
Sadly I don't have Open Handed yet, but that sounds pretty awesome. I'll have to try it when it pops up in the shrine
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So we go from a "kill the obsession as fast as possible" to "hook the survivor but not kill them"?
Kinda seems...weird. Dying Light is probably my favorite perk, and while I agree it needs a rework, this is probably not the best idea. Save the Best For Last already discourages direct encounters with the obsession. Play With Your Food is kinda in the middle. Dying Light is a very aggressive all-in on the obsession that reaps great benefits once they're dead. I think at least it should be semi-aggressive without requiring yourself to eat unnecessary D-strikes to make use of it, but should be accessible to more killers than tombstone Myers.
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@Vietfox said:
kimukipi said:Nice and yeah, bridging the gap between solo and swf would be the best thing to happen balance wise. That way, developers can balance the game without worrying about how it would affect solo survivors or killer. This needs to happen.
Lol i might be the only survivor main who doesnt like the built in kindred idea
Nah I'm there with you. I think a buff to Kindred is a way better approach.
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I don't think Kindred should be baseline. I think a better approach to it would be to buff the third effect on it to make it so survivors have a better idea on where the killer is headed. Right now you only see the killer within 8 meters of the hook. Buff that to 16 meters. More information without being completely unreasonable.
The effect you described should also probably not be baseline, but it is a good idea. Adding it as an extra effect on something like Empathy would make more sense both balance-wise and logically.
Other notes would be general buffs to solo-oriented perks. For Aftercare, make it so the effect persists after you get hooked. The fact that gets removed by just being hooked hinders what could be an incredible solo perk and could by itself close the gap between solo and swf survivors. Also make it clear that you're under the effects of a certain perk. Making Deliverance auras have different colors compared to the normal red, Resilience users having some sort of visual effect to show why they are resisting being healed. The list goes on. They could fix so much by adding clarity changes to the solo-oriented perks, but they don't seem too keen on the idea and would rather just nerf or buff the entire class for some reason.
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No way for survivors to know they're dooming themselves by getting each other off the hook, and the way to counter it would be to just leave people on the hook, and by then it's too late anyway.
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I don't think it should be buffed. They said they're actively looking for alternative ways for survivors to heal. It's just right now, they're doing a pretty crappy job XD
Aftercare could have been the final downfall of SC being used, if it you know, didn't reset upon getting hooked. Hoping they'll live up to their idea of finding alternative solutions to healing instead of just nerfing survivor over and over like this
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Calm Spirit needs a buff yeah. In this way? Eh...logically it doesn't really make sense for it to slow down the timer, not to mention DW is in a controversially weak state rn. I think a more reasonable buff would be to make you immune to Whispers, or lower your breathing entirely to pair with Iron Will for more stealth play. It's a stealth perk, not a survival one
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While he's sitting there stalking you, he's not hitting you or hooking you, or doing anything that killers would normally do. Not to mention he moves slower, so it forces him to use pwyf, and may not even get any stacks until later. Genrush him. If he gets to that point, jump in lockers. Looping is still an option since he'll likely be slower than usual.
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@xmenfanatic said:
I think as a survivor that would be awesome, but in fairness of balance it would be preferable for survivors to not have that much knowledge and control in the situation, the fact being this game is a survival horror and needs to keep some level of pressure in one of the most dire points in the gameIt wouldn't cause any imbalance. It would allow the perk to work how it was intended to work. Plus solo survivor needs a buff, and this would allow solo survivors to use the perk.
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@powerbats said:
@GodDamn_Angela said:
I doubt Hook Vultures would care if they know you have it up.Yeah I've found that letting people know sometimes make them get greedy for their WGLF tokens so they'll run in before you can kobe.
Could come with a different requirement for wglf. But it still would discourage reckless unhooks.
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@thesuicidefox said:
Yea this too. There will be people that save you regardless. All the change would do is make the other people not save in situations where they should save, which is infinitely worse than situations where they save but shouldn't save.
No, it wouldn't. There is no situation where it is required to get someone with Deliverance off the hook. The Broken effect is a great trade off for preventing the killer from intercepting an altruistic survivor. If they see the aura and still go anyway, at least they had their warning not to go for it. So...no, I don't believe that is true at all.
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The third is a bit obscene, since T1 Myers is (usually) T1 for only the first part of the game. He needs that for a reason, to be able to pop T2. Another buff would probably be more favorable. The rest is fine though.
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I like the idea, especially the Broken/Haste component. However, i don't think the Broken effect should be on basement hooks. It gives way too much of an advantage in a situation where survivors are already vulnerable. Other than that it looks fine.
Would like to see more BP farming perks for survivors like this and BBQ as well.
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I don't mind not being able to use it, it's just when people have no idea how to hook save and it ends up killing me on top of me having it up. Plus, as I mentioned, this perk has so much potential to remove pressure from hooks, and that is what the perk is to me. Not a last resort.
Solo survivor needs to be buffed anyway. This is one of the many ways they can do it. Lack of communication is fine, but people need to know when I have this perk activated so they don't screw me over going for a forced save.
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Killers:
1: Michael Myers
2: The Wraith
3: The DoctorSurvivors:
1: Jake
2: Adam Francis
3: Dwight -
This is a change several people have had. I think it's a good idea personally. It does pose some problems though. If the survivors see you placing it down, they can just run over and cleanse it with ease. It also adds more time to the killer's early game. And would the Hex totems not take affect until they are placed? Finally, how would NOED be used? This case combines the previous three issues I just mentioned.
I'm not saying it's a bad idea, but these problems are important to consider when it comes to this idea being implemented in a practical sense.
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I like they're adding more clarity and depth to the game mechanics (i.e. the Broken and Deep Wound effects). Otherwise, the killer being able to see the Broken effect is kind of a mixed thing for me. On one hand, it makes it easier for the killer to either go after you or just ignore you and go do other things. Takes away the surprise/tactical side of the effect imo. But on the other hand, it makes the killer know that you had Deliverance instead of just hitting the 4%.
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@Poweas said:
One buff to make it viable is to let it affect urself. The skillchecks are hard enough to get.I think that would make it too good really. With the increased healing time and the prominence of Sloppy Butcher, it has become a bit better. Not to mention they want to phase out SC from being used.
I would like to see some way to increase the number of skillchecks though, whether having it tagged on the perk or making it an effect on some other one. Healing someone for 20 seconds and getting no skillchecks is beyond frustrating when using it.
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As a lot of people have mentioned, it's good, but there are so many problems it has. Plus the things it was built to counter can be negated by playing around it (being within 40m for BBQ, not healing when within the killer's terror radius for Nurse's calling, etc). Not to mention that it doesn't prevent the use of other prominent tracking perks (Whispers and Rancor).
That being said I'll still use it for stealth builds. It's just not nearly as powerful as people thought.
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I kinda think points should be given depending on how long you stay out of a chase instead of how close you are to the killer. As it stands right now, that portion of evader doesn't do much for you if you're actually evading the killer. I think if they took that part away and replaced it with like a 0.2 point gain per second you spend unseen from the killer would be a better choice, instead of dedicating this emblem entirely to running around a pallet with the killer. I still think chases should be factored in, but not what it should be entirely about.
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They could, yeah. It would certainly make me more motivated to reach rank 1 and keep playing instead of "oh cool, I reached rank 1...now what?"
Plus adding difficulty to the grind would really filter out the good killers/survivors from bad ones. It would give rank 1 more meaning for sure. The only problem is that it would motivate derankers to do what they do even more, because it seems like they can't live without winning every game. Plus in all fairness, I find that I have a lot more fun playing survivor in green ranks so I can do fun builds. That's the only problem I see with increasing the gap.
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@Wolf74 said:
@DexyIV said:
@Wolf74 said:
@G4rr3tt said:
Maybe> @Wolf74 said:@G4rr3tt said:
Man welcome to the new dead by daylight, where solo survivors are actually called the slaughtered and killers complain they are still way too op, even tho there are like what, 5 or 6 pallets per maps, window vaults are slow, and the only viable tactic to actually escape is doing gen rush, which is the most unfun garbage i ever had to do as survivor. YikesMaybe you should count the pallets again. 5 or 6 pallets per map…?? Serious?
Maybe you should start playing some killer.
As a survivor you only notice the 5 or 6 pallets YOU used, but the killer notices all the 5 or 6 pellets EACH survivor used.Maybe i should start playing as killer? i got to rank 6 as killer without using ruin or noed, as a crappy pig, if u dont face swf, playing against solo players who are not organized and start panicking over 1 hooked dude is easy, it's a simple fact, and 5 or 6 pallets per survivor? lmao i bet you are one of those killer mains who still cries the game is hard, stop playing as freddy my boi.
EDIT: I forgot to say, survivor hitbox is bigger than russia, clap clap

Sorry, but again, your "facts" are "fake news".
Just go play Doc and use an Order add on.
Near the end of the match you can take a look around and count all the illusionary pallets.
For people who can actually COUNT, any killer will do... just use BS+End and break every dropped pallet asap and just COUNT!
5-6 pallets per survivor are not really an exaggerated guess.
Anybody can count it for themself and see who is true about this.5-6 pallets per survivor? You mean to suggest that there are 20-24 pallets per map? I can guarantee if you were to actually go in and count, that would not be the case.
Feel free to do it and post your count… maybe you can prove me wrong by taping your games and show us the footage.
I would highly doubt that you can find any map with "5 or 6 pallets".I never claimed to be able to find a map with 5-6 pallets, YOU are the one that suggested that you have experienced 20-24 pallets (5-6 pallets/survivor) as it is "not really an exaggerated guess". I said there is no way there are that many pallets in any map, not that there are that few pallets. I suggest you read a bit more into what people say before trying to poke holes in their statements.
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@Wolf74 said:
@G4rr3tt said:
Maybe> @Wolf74 said:@G4rr3tt said:
Man welcome to the new dead by daylight, where solo survivors are actually called the slaughtered and killers complain they are still way too op, even tho there are like what, 5 or 6 pallets per maps, window vaults are slow, and the only viable tactic to actually escape is doing gen rush, which is the most unfun garbage i ever had to do as survivor. YikesMaybe you should count the pallets again. 5 or 6 pallets per map…?? Serious?
Maybe you should start playing some killer.
As a survivor you only notice the 5 or 6 pallets YOU used, but the killer notices all the 5 or 6 pellets EACH survivor used.Maybe i should start playing as killer? i got to rank 6 as killer without using ruin or noed, as a crappy pig, if u dont face swf, playing against solo players who are not organized and start panicking over 1 hooked dude is easy, it's a simple fact, and 5 or 6 pallets per survivor? lmao i bet you are one of those killer mains who still cries the game is hard, stop playing as freddy my boi.
EDIT: I forgot to say, survivor hitbox is bigger than russia, clap clap

Sorry, but again, your "facts" are "fake news".
Just go play Doc and use an Order add on.
Near the end of the match you can take a look around and count all the illusionary pallets.
For people who can actually COUNT, any killer will do... just use BS+End and break every dropped pallet asap and just COUNT!
5-6 pallets per survivor are not really an exaggerated guess.
Anybody can count it for themself and see who is true about this.5-6 pallets per survivor? You mean to suggest that there are 20-24 pallets per map? I can guarantee if you were to actually go in and count, that would not be the case.
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I think it would help a lot of the boosted player problems, but not entirely. It doesn't work like conventional ranked games (like League of Legends) where the amount of rank points lost is equal to the rank points gained for the losing and winning teams respectively. That and SWF is still a thing. It's very easy to get rank 1 survivor when you play with newer people and only play against rank 8 killers lol
Once again it would help quite a bit, but to prevent problems like this from happening, the pipping system would need a full overhaul, which is something I hope happens some day.
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@GrannyonAcid said:
Black Ops 4 comes out tomorrow. Can try that out. Might be fun!I just play it for zombies at this point
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Billy. It's very rare that anyone gets out alive when I play against one lol
And if they do, it's on the mistake of the player usually -
It's hard to play as a team without communication, and there is no way to communicate if it's randoms. Instances like this are common, even at the higher ranks, because of this. The opposite sometimes happens too. Some survivors just stay on generators under the impression that the other teammates will get the unhook, then let the person on hook get into the struggle phase.
The difficulty of ranking up is supposed to increase due to the increase of skill in your opponents. That's the way it works in traditional rank games like League of Legends and Overwatch. But the ranking system in DbD is not traditional. There is no true trade of ranking progress. Everyone in the game is capable of pipping or not losing a pip through performing certain actions. In League of Legends, the winning team of 5 gains say, 20 points, while the other losing team of 5 loses 20 points. So skill in League is truly displayed because this system punishes you for losing so many games in a row. In DbD this is not the case.
Increasing difficulty at certain thresholds would probably just make the deranking problem even worse. It would be so much easier to derank and stay at that rank to get easier games. I think the ranking system as a whole needs a full overhaul after core problems are addressed at the higher ranks instead of difficulty thresholds being placed on each rank.
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Me Jake main

You may see more in the next patch with the sabo changes. Then you can collect their faces! Just not mine pls lol
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@HellDescent said:
@DexyIV said:
@HellDescent said:
@DexyIV said:
@HellDescent said:
@DexyIV said:
@HellDescent said:
@DexyIV said:
@DeadByFlashlight said:
@DexyIV said:
It's a serious problem. I honestly hope they rework how the ranking system works so we don't have de-pipping experienced players wanting to bully newer players all the time. My experience as a new player was [BAD WORD] terrible because of it lolFor that they simply need to balance the game arouind high lvls, not beginner players, then they need to introduce a proper ranking system where not everyone gets rank 1 by simply playing the game, we need seasonal rewards and we need a casual mode.
I highly doubt we will get anythign on that list anytime soon sadly
I know, but it still sucks getting started in this game for this reason. Smurfing is a problem in any game. The learning curve is pretty high too, so new players have an incredible number of obstacles when they first start since deranking is far worse than smurfing (due to having many of the perks, add-ons, etc. that you see at higher ranks). It's something I'd want to see them work on in the future hopefully, since it's easy to get turned away early because of this early experience.
The hardest part is to verse dlc characters when you start, people can no longer go below rank 15 so newer players will have time to learn how to play in low ranks.
How does going vs DLC characters make it any harder for a new survivor?
Regardless, the rank 15 derank cap was good. But you aren't going to be even remotely close to having the perks you need to face off against killers that have full knowledge of what they're doing and the perks they would use at rank 1. It helped, but it doesn't come remotely close to solving the problem.You learn by playing the game, that's how.
You are completely missing my point dude lol
If you are a good player you should be able to outplay the other side, if they are the same rank, regardless of perks.
The players we are talking about are not good. They are new. I do not think any truly new survivor can "outplay" the deranked P3 Hillbilly with a full set of meta perks when they first start.
And when you start playing neither side has the map knowledge or mind games they are only aware of objectives. It is a little easier for the killer though, due to the gen aura.
Going back to what I've repeated a lot, the problem lies where one side knows how to do this while the other does not. We aren't talking about ranks 20 to around 16, where cluelessness is on both sides usually. We're talking about the 15-12 range where people derank to bully new players. That's the problem I've been trying to get at this whole time.
It is not going to stop, until they fix matchmaking. I deranked myself due to the fact that I'd go up against 1 green and 3 reds(while I was in green ranks) as I'm pretty sure as a lot of other people did for the same reason. They need to fix swf so that the killer will go up against the equal highest survivor rank.
Yes, that's why I'm saying I'd like to see them make a change sometime in the future. But they would first need to address the problems that higher levels of play face. Overhaul of killers would be a good start (bringing bottomline effectiveness up drastically through mechanics/power/perk buffs, bringing down Billy and Nurse down to a reasonable level to compensate for those buffs). So it'll be a while before they could do something meaningful to address deranking. There are a lot of problems the game faces, but I really think it needs to happen eventually to prevent turning away new players.
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@HellDescent said:
@DexyIV said:
@HellDescent said:
@DexyIV said:
@HellDescent said:
@DexyIV said:
@DeadByFlashlight said:
@DexyIV said:
It's a serious problem. I honestly hope they rework how the ranking system works so we don't have de-pipping experienced players wanting to bully newer players all the time. My experience as a new player was [BAD WORD] terrible because of it lolFor that they simply need to balance the game arouind high lvls, not beginner players, then they need to introduce a proper ranking system where not everyone gets rank 1 by simply playing the game, we need seasonal rewards and we need a casual mode.
I highly doubt we will get anythign on that list anytime soon sadly
I know, but it still sucks getting started in this game for this reason. Smurfing is a problem in any game. The learning curve is pretty high too, so new players have an incredible number of obstacles when they first start since deranking is far worse than smurfing (due to having many of the perks, add-ons, etc. that you see at higher ranks). It's something I'd want to see them work on in the future hopefully, since it's easy to get turned away early because of this early experience.
The hardest part is to verse dlc characters when you start, people can no longer go below rank 15 so newer players will have time to learn how to play in low ranks.
How does going vs DLC characters make it any harder for a new survivor?
Regardless, the rank 15 derank cap was good. But you aren't going to be even remotely close to having the perks you need to face off against killers that have full knowledge of what they're doing and the perks they would use at rank 1. It helped, but it doesn't come remotely close to solving the problem.You learn by playing the game, that's how.
You are completely missing my point dude lol
If you are a good player you should be able to outplay the other side, if they are the same rank, regardless of perks.
The players we are talking about are not good. They are new. I do not think any truly new survivor can "outplay" the deranked P3 Hillbilly with a full set of meta perks when they first start.
And when you start playing neither side has the map knowledge or mind games they are only aware of objectives. It is a little easier for the killer though, due to the gen aura.
Going back to what I've repeated a lot, the problem lies where one side knows how to do this while the other does not. We aren't talking about ranks 20 to around 16, where cluelessness is on both sides usually. We're talking about the 15-12 range where people derank to bully new players. That's the problem I've been trying to get at this whole time.
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@HellDescent said:
@DexyIV said:
@HellDescent said:
@DexyIV said:
@DeadByFlashlight said:
@DexyIV said:
It's a serious problem. I honestly hope they rework how the ranking system works so we don't have de-pipping experienced players wanting to bully newer players all the time. My experience as a new player was [BAD WORD] terrible because of it lolFor that they simply need to balance the game arouind high lvls, not beginner players, then they need to introduce a proper ranking system where not everyone gets rank 1 by simply playing the game, we need seasonal rewards and we need a casual mode.
I highly doubt we will get anythign on that list anytime soon sadly
I know, but it still sucks getting started in this game for this reason. Smurfing is a problem in any game. The learning curve is pretty high too, so new players have an incredible number of obstacles when they first start since deranking is far worse than smurfing (due to having many of the perks, add-ons, etc. that you see at higher ranks). It's something I'd want to see them work on in the future hopefully, since it's easy to get turned away early because of this early experience.
The hardest part is to verse dlc characters when you start, people can no longer go below rank 15 so newer players will have time to learn how to play in low ranks.
How does going vs DLC characters make it any harder for a new survivor?
Regardless, the rank 15 derank cap was good. But you aren't going to be even remotely close to having the perks you need to face off against killers that have full knowledge of what they're doing and the perks they would use at rank 1. It helped, but it doesn't come remotely close to solving the problem.You learn by playing the game, that's how.
You are completely missing my point dude lol
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@HellDescent said:
@DexyIV This is what I complained about when I just started playing. But by the time you get to green ranks you'll know pretty much everything.It still doesn't help my original point of it being extremely rough on new players though, more than it needs to be, and I think something should be done about it.
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@HellDescent said:
@DexyIV said:
@DeadByFlashlight said:
@DexyIV said:
It's a serious problem. I honestly hope they rework how the ranking system works so we don't have de-pipping experienced players wanting to bully newer players all the time. My experience as a new player was [BAD WORD] terrible because of it lolFor that they simply need to balance the game arouind high lvls, not beginner players, then they need to introduce a proper ranking system where not everyone gets rank 1 by simply playing the game, we need seasonal rewards and we need a casual mode.
I highly doubt we will get anythign on that list anytime soon sadly
I know, but it still sucks getting started in this game for this reason. Smurfing is a problem in any game. The learning curve is pretty high too, so new players have an incredible number of obstacles when they first start since deranking is far worse than smurfing (due to having many of the perks, add-ons, etc. that you see at higher ranks). It's something I'd want to see them work on in the future hopefully, since it's easy to get turned away early because of this early experience.
The hardest part is to verse dlc characters when you start, people can no longer go below rank 15 so newer players will have time to learn how to play in low ranks.
How does going vs DLC characters make it any harder for a new survivor?
Regardless, the rank 15 derank cap was good. But you aren't going to be even remotely close to having the perks you need to face off against killers that have full knowledge of what they're doing and the perks they would use at rank 1. It helped, but it doesn't come remotely close to solving the problem. -
@DeadByFlashlight said:
@DexyIV said:
@DeadByFlashlight said:
@DexyIV said:
It's a serious problem. I honestly hope they rework how the ranking system works so we don't have de-pipping experienced players wanting to bully newer players all the time. My experience as a new player was [BAD WORD] terrible because of it lolFor that they simply need to balance the game arouind high lvls, not beginner players, then they need to introduce a proper ranking system where not everyone gets rank 1 by simply playing the game, we need seasonal rewards and we need a casual mode.
I highly doubt we will get anythign on that list anytime soon sadly
I know, but it still sucks getting started in this game for this reason. Smurfing is a problem in any game. The learning curve is pretty high too, so new players have an incredible number of obstacles when they first start since deranking is far worse than smurfing (due to having many of the perks, add-ons, etc. that you see at higher ranks). It's something I'd want to see them work on in the future hopefully, since it's easy to get turned away early because of this early experience.
The learning curve isnt high at all. The real problem is that you have to watch youtube tutorials in order to learn how the game is really played. Which player would have thought that survivors and killers have different hitboxes and that runing in tight circles the whole game actually is teh best strategy?
Well I didnt know that when I purchased DBD and Im thankful for that, the time before I realized this fact was the most enjoyable time in my opinion. Played casually with my friends on low ranks from time to time and never got into the game properly, get wrecked all the time and had a real horror experience.
Then I did the mistake to start playing as killer, played the game a bit more frequently and climbed the ranks. Then I realized how DBD Is actually played and that survivors are the actual powerrole.
The learning curve isn't high? Learning what all the perks do, the add-ons do, and killer powers do as well as generator spawns and map layouts doesn't warrant a high learning curve? I guess it's subject to opinion. I don't care what any killer main says, learning this game as a survivor is hard. Harder than killer? Most definitely not. But there are so many things you have to know that are crucial to your success in the game as well your teammates' that takes a lot of time to know. You can't just watch a 20 minute video on survivor basics and WHAM you can become as good as a rank 5 killer. Even pallet looping takes a degree of skill to it. Rank 15s that don't derank are ######### terrible at it. So...no. I don't agree that the learning curve is low.
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@Dabrownman1812 said:
DexyIV said:@Dabrownman1812 said:
DexyIV said:
SB needs to be more situational imo I'll admit, but I'm not sure if making it based on powers is the right thing to do. Logically it makes sense. It would make it useful against killers like Billy and Nurse, and the range you'd get the sprint burst would determine if it would be useful against Myers. Would also be weird to use in some cases against killers Trapper and Hag. Would it activate if you spring a Hag's trap? Or only when they place one? It's not a bad idea, but I'm not sure if BHVR would be willing to make such a change with so many interactions. Seems like it would introduce a lot of inconsistency and bugs along with it.
Sprint burst is fine, really overhyped. I do fine at high ranks even as freddy when everyone has sprint burst. Sprint burst isn't what's damning to me. I know it is braindead but it is elevated due to the amount of people eho use it. It isn't the strongest exhaustion perk, just overrused and more prevalent.
I just have a problem with how the other exhaustion perks received a nerf because Sprint Burst was so reliable to use. Granted it was a good nerf overall, but it's bad design to nerf a mechanic because one aspect of it was overperforming. And this is coming from someone who doesn't use exhaustion perks.
Nothing wrong with the nerf, balanced out by exhaustion resetting when you get hooked. These changes are made to help shorten chases as the game is survivor sided and finally having some tools taken away from them. I play both killer and survivor, use exhaustion perks or just no mither. Survivors have it too good.
I don't really have a problem with the nerfs either honestly, but if their mentality is to nerf a mechanic over a specific problem, then that's really bad development in my opinion. I'm mostly saying this for the future, so that the other exhaustion perks that don't prove to be much of a problem don't get nerfed as well.
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@DeadByFlashlight said:
@DexyIV said:
It's a serious problem. I honestly hope they rework how the ranking system works so we don't have de-pipping experienced players wanting to bully newer players all the time. My experience as a new player was [BAD WORD] terrible because of it lolFor that they simply need to balance the game arouind high lvls, not beginner players, then they need to introduce a proper ranking system where not everyone gets rank 1 by simply playing the game, we need seasonal rewards and we need a casual mode.
I highly doubt we will get anythign on that list anytime soon sadly
I know, but it still sucks getting started in this game for this reason. Smurfing is a problem in any game. The learning curve is pretty high too, so new players have an incredible number of obstacles when they first start since deranking is far worse than smurfing (due to having many of the perks, add-ons, etc. that you see at higher ranks). It's something I'd want to see them work on in the future hopefully, since it's easy to get turned away early because of this early experience.