Avatar

Dino7281

Dino7281

About

Username
Dino7281
Joined
Visits
0
Last Active
—

Comments

  • @FellowKillerMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515993#Comment_2515993

    It is better than nothing, it's just kind of insulting sometimes that preferring the killer role you don't get the same quality of consideration from the devs as do the survivors. Well, that's how I interpret it because it's been going on for years. But, something is better than nothing.

    I forgot about the addon balancing, that should be nice. Especially since Ghostface is literally just the same addons at different intensities. Although, it worries me because they said they're focusing on perks that are too strong as well.

    As for the boon totems, I don't even know what to expect either. I was imagining that survivors will be able to convert dull totems into a benefit until they're injured, or a generator is damaged or something. It could serve as a distraction... except why would they need them? The gens finish so fast.

    Thing is, that effect will be enough minor to ignore in which case it is not deserved to be hex, or good enough and it will be pain to deal with for killer, because you will never have time to actually search for it, you will only find it randomly while patrolling gens, or chasing survivor. Thing is that both ways are eliminated, if survivor will put that boon totem into deadzone.

    But I already have build prepared for it:

    Hex: Thrill of the Hunt, Retribution, Haunted grounds, Devour hope

    Thrill of the hunt will let me know, when they try to cleanse totem and retribution will make them oblivious for easy hits.

    Devour hope for win and Haunted grounds to block rest of totems, so no boon totems for survivors.

    I am not sure yet about killer, probably Spirit for testing, I wonder if you will hear phasing while oblivious.

  • Just implement 1v1.

    -No perks

    -Starts in shack

    -Timer for chase

    -After down sides switch

    -Better time wins

    It would be really good for training chases.

  • I mean, better than nothing.

    I was asking for perk balance patch for long time, so I am really happy about it. Well, we need to wait for full patch notes to see how this goes.

    We will get lot of addon changes too, which is nice.

    About Spirit, I am happy about 1st change, because standing mindgame was lame af. I am little worried about visual cue, but we will see how big it will be, if it is just some small dust moving on ground, which will be hard to visible anywhere else than deadzones, then we might be fine.

    Of course as any killer with more than 10 hours, I am super worried about boon totems. I have no idea how they want to balance something like that, it will be either op or useless.

  • @MrHashtagYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513543#Comment_2513543

    i said that to my friend it would be unbalance but he said its already a unfair game

    So let's make it more unfair?

    What the hell is that logic...

  • @Gamedozer7 said:

    I've been playing alot of survivor lately and sometimes is i don't even get 1 stack because someone else was unhooking or the killer is just ignoring me for the p hit.

    So I was thinking what if it procd on healing? Say you fully heal another survivor or heal for x about of seconds but can only proc once per health state.

    Getting stacks on bbq is pretty easy as long as I hook all for at least once but WGLF its so inconsistent I feel.

    I think it would be better to add just heals from dying state. It is more rare and normal heals would be super easy, but it is something that WGLF helps with it, so it would fit the theme.

  • Looks good to me.

    Otz is going to "open the box" on stream again...

    gj so far

  • As Scott said: the main difference between dbd and other asymmetrical horror games is that in dbd you can't really attack the killer, while other games allowed it.

    Problem is that even, if you somehow make it balanced, it will be really bad experience for new killers and they will just give up, which is something you really don't want to happen.

    You want first experience with game to be good, so players continue playing and maybe bring friends.

  • Big data (not really good too) and they do gather player's opinions, but they are not going to do change just because majority players want it.

    There can be several reasons for why not:

    it is not possible (coding problem)

    it is based on wrong reasons -> players are bad / lazy to deal with something, so they want to remove / nerf it.

    it is not good in long run -> they plan other changes instead.

    and main thing -> most players are not good at this game, have no idea how to play correctly and some are just biased. Example: for them Wraith may seem broken, because they don't know how to deal with him, but that doesn't mean he should be nerfed, because we know competitive team will destroy him.

  • @MrHashtagYT said:

    For this game all I see is "SBMM IS STUPID" "NERF BLAH BLAH BLAH" Why don't the developers go on twitter or whatever ask everyone, lets just say FOR EXAMPLE nerfing Spirit if people wanted to nerf Spirit why don't they just make a poll, ask everyone if they should they nerf Sprit or not, and then see what people decide and balance the game. That is so simple or should that go another way why cant they just balance the game and read the forums. and this is said by a MODERATOR "My job is to read them (the forums) and I report back the relevant information, so yes things do get seen as I read every thread on this forum." my question is What is the problem, no actually like in Behaviour Headquarters or whatever XD how do they figure out what to balance.

    Yeah, this would work only, if everyone is be able to think objectively, which let's be honest, will never happen.

    You have 4 survivor votes vs 1 killer vote, how do you think it would end?

  • @ThiccBudhha said:

    Mmr humbled most of the killer mains I watch. But yeah, they are going through that shattered ego phase.

    Yeah, just need to find a way how to wake up survivor mains.

    I sometimes play on official dbd discord, when I want to do challenges and those people usually have no idea what tunnel / camp means and absolutely 0 understanding for other side.

  • Haddonfield is really best map and I definetly don't want to DC everytime I see green Key offering, the name House of pain is well deserved.

  • @FengisKawaii said:

    Solo just needs some things to bring them closer to swf. Most importantly imo:

    Kindred Base. Totem Counter as part of the HUD. Maybe a 50m Bond base. Portrait icons that display what a player is doing at any given time.

    In case that ever happens, most killers would obviously need buffs even more than they currently do. I´d suggest to lower basic attack CD by 0.3-0.4 seconds, speeding up vaulting and pallet breaking by 10% and giving a sizeable buff to base regression (could go with some gen-regression perk nerfs).

    Kindred (without killer reveal), totem counter, icons what survivor is doing sure, but Bond definetly not.

    Bond is not information that is easy to share, so that would be buff for SWF too. You would never bring killer to friends working on gens, protective hits would be easy etc.

  • I would be fine with all of them.

    Maybe about 1) not really chat, but rather some sort of wheel chat system. I don't wanna listen to kids, but I want info.


    as for 3) I think it would be very time consuming and probably wasted to create whole new game mode, but we have created new mode already.

    Just implement 1v1. No perks, starts always in shack (if possible), timer for duration and after down sides switch maybe and better time wins?

    That would be cool and really good training method for new players imo.

  • Still killer main, I don't really care about harder games, but I hate how Grades work.

    I usually enjoy it more than free games, but SWF who don't understand they have advantage and are toxic af any time they win are annoying. I always wish I used better perks / killer on them.

  • @ThePolice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513332#Comment_2513332

    Did you not read the part about it losing all progress after being downed

    Ok, then it is fine. My bad.

    If it worked like that, you might change it to any attack imo.

  • @ThePolice said:

    How would you nerf/buff this perk while keeping with the same theme of the perk?

    personally I would have it be

    Mettle of man

    • If you are hit by 3 basic attacks the perk activates
    • Once activated, the next time that you would put you into the dying state is ignored
    • The next time you heal back to full health your aura will be revealed to the killer when you are farther than 16 meters from the killer for 10 seconds
    • Mettle of man will lose all progress if you are put into the dying state
    • Mettle of man deactivates after your aura has been revealed
    • Being hit while mettle of man is active will cause you to become the obsession
    • Increases your odds of being the obsession by 100%

    That would be super broken, if it worked on normal attacks, not just protection hits.

    It used to be like this.

  • @C3Tooth said:

    Im sure the sweat coming from survivors who tbag, clicky that asking killer to sweat (and it works most of the time). In general, if a Killer doesnt need to sweat to 4k. It would be so wrong on survivor side.

    To my perspective since SBMM as survivor, because I dont sweat and die often (since I use only one 2nd chance that Lithe). Most of the time I facing killers who dont camp/tunnel, and thats enough for me to have fun.

    As Killer, many times survivor tbag despite I use useless perks to kick 40 Gen/pallets. That causing the sweat on me.

    I love survivors who tbag and then cry that they got tunneled for it.

    It is easy, if they don't want me to be toxic, they shouldn't be neither.

  • @Olokun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513124#Comment_2513124

    i teach them they have more than 1 k hour but they play at medium low lvl~ and me more at High well i think. i got 3k hours .

    i dont want to bully killer , i ve never said that. every game before sbmm i let killer catch me after a certain time when i see he had problems to play so they can have an other objective than gens, now i cant do that anymore = less time in game less deads, Not fun anymore . when we group we ve got Killers which are more in my lvl or more difficult. they never got killers in their lvl.

    Maybe their MMR is not as low as you think.

    MMR is gained collectively, so SWF gets boosted even when one is performing less than others.


    I wish they would just show MMR...

  • I usually main Legion, but I just found his limits and had to switch to Blight and Oni.

    You just can't play killer with easy counter-play, because it will not be their 2k avarage. Either survivors don't know and you will get 4k or they know and you will get destroyed.

  • @Olokun said:

    now we have seen how sbmm works ,every games are the same , resuming :

    Game Starts : Nurse or Blight , eventually Spirit.

    1 st down : Tunnel .

    5 or 4 gens left , 1 guy out = 3vs1 GG game done.

    where is the fun ?

    mosts games killers hard tunnel 1 person. wich lead @ 3 escape most matchs.

    Survivors complains for tunnels and Killers complain for genrushs.

    i'm 50/50 playing every side . but my biggest problem is i cant play with my wife and my son anymore because we dont have the same sbmm like me , their games are very bad. the sbmm seems to match the higher skilled player , why cant we have a mix sometimes higher or sometimes less so they can escape a little more. i dont want to sweat every games , and i dont want to smurf too because i want to be better when i m solo .

    Maybe you can teach them how to play, when you are that good?

    Why should you bully baby killer, just because you play with bad survivor that you chose?

    It's not 100% based on highest MMR, I think it is more based on avarage of survivors MMR. I have played on official discord with players that had less than 100 hours, while I have over 1k and killers were way worse than what I face usually.

  • @Raptorrotas said:

    While we are at it, how about removing all info survs get about hexes and debuffs?

    Myers didnt down a survivor yrt, they can hear rhe jingle and count how long exposed is active.

    You dont need to know youre under the effect of thana, just watch the gen bar go slower. No need for the colors and icons either. /s

    Ugh. If theyd started removing enemy info theyd need to do it on both sides. And survivors actually risk losing more than killers.

    You mean like game tells you that killer has undying, when you go close totem... That seems right.

  • @imguadalupe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504384#Comment_2504384

    That's the thing, I play with my friends who are newer to the game and we lose. No joke we've been 4k'd the last 5 games in a row. What happened to 2 kills and 2 escapes?

    Before MMR I could play with my newer friends and sure we didn't win often but one of us could escape every other game. If only there were a casual playlist for this casual game smh.

    Do you really expect to play with noobs and win from start?

    DBD is not hard game, but you still need some knowledge and grind ######### tons of BP.

  • I can tell based on entity animation (1st stage), so I couldn't care less. But I don't think there is need for that, players will camp anyway, if they want to.

    Do you really want to take away pleasure of making fun of noobs, who missed skill check on hook?

  • Passive Kindred (without killer reveal) would be enough and sign to show who is in chase (like obsession for everyone).

    The main issue you can have with soloQ is multiple players running for unhooking, which wastes a lot of time.

    Others than that, problem is just that most survivors suck and don't play effectively, but that is not something you can just "buff" for them.

    I will never think game should be balanced around weak players, so only thing I would be willing to give is information, that is easily shared by SWF already. Definetly not more perks, or gens speed.

  • @TwitchyMike said:

    Perk Name (Come Get Me)

    When you are suffering from the exposed status effect, you see the killers aura and the killer sees your aura for the duration you're exposed.

    Additionally while (Come Get Me) is active your rushed vaulting speed is increased by 2% / 4% / 6%.

    I think overall this would be a balanced perk. It would be balanced and wouldn't completely shut down NOED. Yes the survivor can vault even faster and with other vaulting speed perks could make it even stronger. But the whole time you're exposed the killer can see you. So this perk wouldn't be the best idea against a killer like nurse or huntress. Tell me what your thoughts are.

    Too situational, it will be useless in most games.

  • @Steel_Eyed said:

    Survivor isn’t fun either. Tunneling and camping every match. Every killer.

    Unfun playstyles are rewarded.

    I never know where people on this forum find all those camping and tunneling killers.

    Most of them probably because they don't understand what it means and every killer that kills them is filthy tunneler for them...

    and how the hell is it rewarded?

  • gen sure, but for pallet and without cooldown? That would be hell to face on indoor maps.

  • @joossephh said:

    Pig, trapper, hag do not REQUIRE you to do the tasks forcefully, this is a completely different scenerio. At the start of the game, you need to start getting the box. So IMO, yes, Pinhead has +1 more objective than other killers.

    https://forum.deadbydaylight.com/en/discussion/comment/2511531#Comment_2511531

    No one is crying, I'm speaking my mind LOL. There's a difference...

    From experience, I consistently find myself running across the map just to do the stupid box more than other players. It's frustrating. I'm sorry if I am not at your caliber, ya'll need to be open to other peoples perspectives as well.

    You can actually finish the game ignoring box, it will be hard but possible. Have you tried ingoring Pig's side objective, the most forcefull thing I can think of? That will literally kill you.

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511644#Comment_2511644

    The problem is that once the survivors do coordinate everything is fine. You can hold Pinheads box hostage and try to deny him his chain hunt, leaving him just with his normal chains (which can be strong, but this would make him lag slowdown).

    Pinhead is a breath of fresh air for me because his box provides some slowdown, letting me dump other perks that are just a crutch. I run him with no Pop and no Ruin, just his 3 basic perks and a Hex: Thrill of the Hunt and can enjoy it.

    If you nerf his chainhunt he will become just another Clown like Killer who needs to compensate his lack of pressure.

    Also while I agree that his power can be pretty bad when a group of survivors does not coordinate...wouldn't you agree that the ability to coordinate is part of a good survivors skillset? I dare to say that a good survivor has the ability to coordinate with his teammates which even can be complimented with certain perks (Kindred or Bond as an example).

    Maybe a survivor without this ability should get punished.

    Sure thing that punishment can hit 1 good guy within 3 bad survivors, but as soon as there are 2 descent survivors everything should be fine. Any "nerf" I can think of would impact Pinhead via this example: 2 coordinated survivors can outplay the chainhunt with ease. When you nerf the chain hunt this leveler will get bigger and Pinhead will loose harder and harder against 2 friends or 3 friends.

    Don't take me wrong, I definetly don't think pinhead should get nerf.

    I just understand, what is problem with him for soloQ. But that is more problem of soloQ than Pinhead.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511703#Comment_2511703

    I'm not just a mod (really think I need to change my tag on here). I'm a Community Coordinator for BHVR, so full time employee who has input on the game and the Community. My job is pretty varied and naturally can't discuss most of it, but I can certainly input ideas, especially with evidence to back things up.

    I was just wondering, if there is at least someone who makes our efforts on this forum worth it.

    So good to know and thank you for your answer.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511617#Comment_2511617

    must admit I'd love a ping system, I think it would be such a good addition to the game.

    Could you please tell me, if Mod's opinions have any value to devs?

    or it is just personal opinion and Mods are here as guardians of the forum.

  • @fitch said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511674#Comment_2511674

    Do you think so, cheating definition is not fair to other player?

    So the definition: Cheating in online games is the subversion of the rules or mechanics of online video games to gain an unfair advantage over other players, generally with the use of third-party software.

    Important part is "of the rules". Basically it is up to game developer to decide, what is considered cheating.

    You have games, where they ban players for abusing bugs (LoL) and you have games where they don't (Dota).

  • @Guest1567432 said:

    Voice coms is using a third party outside software to gain an advantage...it's cheating.

    What if we play in same room and just talk?

    I am not sure you can use this definition here...

  • https://youtu.be/6D1kZNdUrk8?t=4427

    You can also watch evolution of other killers, if you want.


    So nerfs she got:

    -increased The Pig's the Terror Radius from 28 metres to 32 metres.

    -Reverse Bear Traps only become active when a Generator is completed

    It used to be always active when all gens are completed.

    -inactive Reverse Bear Traps no longer trigger when attempting to leave via the Exit Gate.

    -The Pig's Ambush Attack is no longer considered a Basic Attack.


    So she never was good killer, but her end-game power used to be insane.

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/281755/pinhead-too-strong-for-solo-q

    Okay, please elaborte why you think he is "too strong".

    Because if I think about "too strong" I think about something like Spirit, Nurse or Hag. Pinhead is not nearly as oppressive as Hag in my opinion, but this is about your opinion. If this is about the ultra rare add-on, than I agree. That can go away, no problem.

    Problem is lack of communication, so you will often waste time by having multiple survivors running for box / noone will run for box and you will get destroyed by chain hunt.

    It is kinda same issue as hooked survivor.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511312#Comment_2511312

    Good job. You described how hexes feel when playing survivor. ha

    Then you are not good survivor. ha

    4 players (3rd POV) that have option to use totem hunting perk (where it is 1 of 16) and item vs 1 player (1st POV) with nothing to help

    some maps have guaranteed totem spawns and most random spawns are predictable anyway, if you have problem to find hex as survivor it is because you lack knowledge.

    and main thing - killer can't choose where hex will be, so it can be in open for everyone to see, it can be in place where everyone goes (shack), it can spawn in front of survivor.

    survivor will be able to choose location, so they can just put it into deadzone, where killer has no reason to go.

  • @ThiccBudhha said:

    It is literally the same as the old rank system with exception to no deranking...

    Not really.

    You can lose a pip, unless you are rank 1 or lucky enough that you have 0 pips.

    Thing is that you keep your rank during month, but instead for reset to rank 5 you get reset to 20. Each month.

    I wonder how many resets will it take before players give up. My guess is 2-3.

    Sorry, but 250k is nothing (5 webs). Yes, you can get it for both roles, but I doubt there will be players capable to reach rank 1 in both roles each month. Avarage reward will be around 350k.

    That is reward for a lot of sweaty games based on something you are going to lose each month.

    But people still have need to reach red rank, so Grade makes game more sweaty more than SBMM imo. Lot of players want to get there asap. Using best perks, items, addons, offerings and playstyles. So free hatch will be way more rare thing.

  • Close enough. I didn't say BHVR listened correctly.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511451#Comment_2511451

    I mean in not even top tier. Somewhere around average player and game faced me with red ranks. What's the point in ranks if they mean nothing,

    It basically player level 2.0 -> instead of overall, you see that month.

    I would actually remove reset and make Grades based on MMR and bring back old pip system (red ranks), so adepts still work and players have some form of feedback.

    It would be kinda like Dota -> There are no resets (unless you do it), there are no rewards, just MMR with Rank representation so you can flex on others.

    Why I think they will not do it -> everyone would see, if their SBMM works. Right now, it is just how you feel it went, even if it was bad you can have doubts about bad day / small mistake etc. because you don't see MMR.

    I would also rework how MMR and Pip system works (it is really unfair system), but that would be too much on them I guess.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/281753/add-a-postgame-matchmaking-accuracy-question

    Last midnight i few times faced 4 rank1-2 survivors while im currently silver killer, and i end up with 4k one game, and 3K another with 1 guy i left away cause he showed me cute Teddy Bear picture during chase. After those games i think matchmaking or ranks currently means nothing. U will never find out what's your and your opponent level is.

    The best system we have now, is look at how many hours played others have. It is not really good way, because I know bad players even with 3k hours, but it is best we have now.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511433#Comment_2511433

    I'm not sure but if it will be broken but what do u suggest? A lot of people think Wraith is Op while he can't do anything to high mmr teams. And legion isn't even half good.

    How I would buff Legion to be viable?

    So:

    Frenzy Fatigue on missed attack : 4 seconds (same) -> it would still be worth to do, if you want to block survivor with Lunge.

    Frenzy Fatigue on cancel: 3 seconds -> second can do a lot, but survivor would still get some distance and addons might not even need a nerf.


    Either make him faster during Frenzy, or make duration longer. I would rather go by faster-> maybe from 5.2 m/s to 5.6 m/s.

    This way it would be easier to get multiple hits, which is something he is supposed to be good at.


    Basic attack doesn't remove Frenzy -> I don't get why they should.

    Give him better collision after vaulting.

    Rework some useless addons.


    I doubt he would get any high in tier list, but he would definetly feel better to play as.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510436#Comment_2510436

    Power to look like survivor will make it even worse. Any decent survivor will figure out u are Legion, and if they are on comps, gg wp surrender time.

    Also if we compare Wraith vs Legion, yes, Wraith is better overall, it's a racing truck cleaning map with wallhack addons and very noob friendly. But problem is in Legion power.

    He is only killer who can injure all 4 survivors early game if they are all close. So in return he can't down while his power on. What's actually unfair is his 4 sec stun no matter either u stop your power or 10 sec passed. (That's why u want survivors hit u with the pallet it's 2 sec stun), your collision that's allows survivors abuse u on pallet/window vaults and inability to pressure survivors in any other way.

    To solve this i would rly want to see some of his addons reworked into passive (i rly want to see inbuilt pallet break on vault as passive or something that's helps u end looping cause currently u have nothing to cancel infinite loops) , and others entirely reworked cause they are bad. Take collision away and lower stun duration. Like make it 2 sec or something close.

    Iri button would be super broken as basekit.

    You are able to injure 4 survivors early only in theory. It is super rare and you can usually do it only when you stack duration addons.

    In high MMR, you will almost never injure more than 2 and sometimes not even that. Survivors will split-up and also start running as soon you get first hit.

    I was against team that enjoyed waiting under pallet, let me hit them and then stun me, so I wasn't able to commit on anyone else with my power and didn't get any info. Well, I run enduring + spirit fury since then.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511410#Comment_2511410

    If so, at the end, when everyone will have its MMR accurate, the new system will be exactly as the old one. 😂

    Well, honestly i understand why they wanted a SBMM system but i don't understand why they made it a priority while the game is totally unbalanced... it's beyond my comprehension capacity.

    It would be better, if MMR was actually calculated correctly...

    How it works now (probably): It cares only about kills / escapes and game duration.

    I don't understand why only that, when we know that game gathers a lot of data what happened during the game.

    How it should work imo:

    For survivors MMR should be calculated based on: gens, chase duration and pallets used, number of protective hits, number of save unhooks and time you had not on hook (so you don't get punished for getting camped).

    I wouldn't punish that you didn't do something, but reward for doing something in multiple categories, or doing something a lot (1 chase for 5 gens).

    For killers I would do it based on kills, hooks, avarage chase duration and overall game duration.


    I wish it would be possible to access data from each game. It would be fun to create web with own MMR, but so far it seems you can only access overall data from steam.

  • @JohnWeak said:

    SBMM was accurate at start, after like 50 trials played.

    But as it seems the MMR is capped, it is obvious that the top mmr will be reached by players of different skill level. Atm, at high MMR you have a skill level between middle+/Top 0,1%.

    And more time passes, more players will end up at the top even though the skill difference between them is huge. BHVR must uncap it.

    I am pretty sure it used to be uncapped and it resulted in 1 hour long queue.

  • @joossephh said:

    If there already an existing discussion about this, please link me as I would love to chime in...

    It says a lot when survivors DC or ignore added objectives when a killer is introduced to the game. Is it just me or do survivors avoid doing the puzzle boxes? I've had several games where I was the only survivor picking the box up and actually doing it... Like #########.

    There needs to be a way to better balance this killer.

    • What if the puzzle box only teleported within a certain proximity, kind of how the hag does. Completing the box will still reveal the survivor's location.
    • Prolong the time between each box appearance.
    • Limit the amount of boxes in a match, or omit after end game collapse.

    I hate playing against Pinhead as there are too many objectives compared to other killers.

    Too many objectives?

    There is +1 objective, Pig has side objective too and she is not good either. You might also count Trapper / Hag, because you don't wanna ignore active traps.

    You nerf killers, when they are too strong, not when survivors are lazy to play the game. Pinhead is not strong killer, he is more in lower half.

    Box is only thing that makes him at least decent, because his main power is not good. It is really hard to use with low gain.

  • @Inferno427 said:

    In Postgame there's a "how fun did you find this match" question. Add a second one for how accurate the matchmaking was, to better gauge people's opinion on matchmaking

    I doubt they care even about first one.

  • @DawnMad said:

    TLDR at the end.

    This isn't meant to be a troll post. I believe top tier survivors need a second objective and this could be a way to accomplish that. This is just an proposal and I'm curious on what people think about something like this.

    So here it is; instead of Noed being an hex perk, make it a base-kit effect after the last generator is finished that scales off of how many totems are left. This would give the survivors a choice of either only focusing on generators and risking the exposed effect or spending some extra time finding and breaking totems. Totems aren't like generators where the killer can see and patrol them easily and there aren't much in terms of regression or slowdown for them. Here's how I think it could work:

    • After the last generator is completed the survivors get the exposed effect for "60 seconds X number of totems remaining in the trial".
    • There should also be a basekit totem counter for both sides if this was implemented..

    1 totem left means the duration is enough to down and hook a survivor, but not enough to camp them for a whole hook stage. 2 is good enough to down a survivor and camp them, or potentially get a snowball of a few survivors. 3 or more means it's too long for the survivors to wait it out in most cases. This would accomplish;

    • Around 1-2 extra generator worth of time must be spent by survivors to prevent the exposed effect, this shouldn't be an issue in top MMR matches, especially with perks like Detective's. (5 totems take a total of 70 seconds to cleanse, plus the time to find them)
    • Reliance on regression perks decreases since the average game time increases and because these perks don't effect totems.
    • Low MMR games would be less affected by this because of how common Noed already is there. Less experienced killers are also less likely to get high value from the exposed effect while survivors could use "Small Game" which is a common perk, which would make this and hex perks, which are very strong in low MMR games, in general less of an issue for them.
    • Unlike the current Noed, survivors wouldn't suffer from the full effect of it if they did 4 out of 5 totems and couldn't find the final one. They would be able to just do 4 totems and not spend extra time looking for the last one to only face a much lighter version of Noed, which I believe is fair.

    To be objective, I should mention some problems this can cause;

    • Nurse being able to make use of exposed effect with her blinks would be an issue.
    • Deathslinger could be an issue too but since his map pressure is already very low I believe it would be fair that survivors have to go and search totems.
    • With tutorials being just revamped, this could be a confusing effect to newer players.

    TLDR; Turning Noed from a hex perk in to an endgame effect that scales with how many totems are left. This would give the survivors the choice of either doing secondary objectives or taking a risk in the endgame.

    There is a problem.

    With how this works, survivors would see that killer has NOED immediately and also see how long, so what might and probably will happen that survivors will just wait it out. So you just made game 5 minutes longer for nothing.

    I think this would work, but it would be better to give killer 1 exposed hit for each uncleansed totem. It will make end-game faster, because there will not be reason to wait.

    Problem with this change is, that Hexes will be kinda useless, when everyone will use totem-hunting perks and you are nerfing your NOED.

  • @missW said:

    Playing voice games with friends is cheating. Although there is no way to stop it, I can improve and balance it through this method. They have common eye liner and information, and can communicate quickly to gain the advantage of the game. Five years later, they should be weakened.

    So what about players which don't use discord etc.? There are people like that.

    You can't prove they are using it, so you are just gonna punish everyone? That makes no sense and you have no idea how many players would leave because of this.

    Not all SWF are dead squads, some players are just noobs, who want to enjoy the game with friends and you would not make that good experience for them.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506348#Comment_2506348

    You realise that in order for a boon to be active, a survivor is going to have to find a totem and activate it, right? It's an extra objective for survivors.

    That's not really hard, because you have lot of maps with guaranteed totem spawns.

    As a killer, you will never be able to actually search for it. You will just find it by accident every time, when survivor will bring you there, or gen is nearby.

  • @UnknownKiller said:

    What I see its that killers get more and more pressure and survs get less.With new boon totems I will need to protect my hexes,search for boon totems and protect gens Devs seriously do you play ur game? Mc Cote what about to play as killer your disastrous game again? I wanna see how the next day killers go at 120% base and hen last 101 secs being solo and 80 with another surv

    Well, players wanted side-objective. So BHVR listened and gave side-objective to the killer.

1 … 46 47 48 49 50 … 57