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Dino7281

Dino7281

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Dino7281
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  • @Parusoid said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417268#Comment_2417268

    Yeah don't you think it's an overstatement? There is no way of knowing if the perk is active currently so in order to that I'd need to drop it every single match, every single chase and id still wouldnt know cuz the top right notification only appears when you are carrying an item

    It wasn't overstatement. Survivors with key, or maps do that a lot against Frenklyn's.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416173#Comment_2416173

    I am pretty sure that if rank 13 is better than red ranks, its probably a player that has multiple DBD accounts and purposely plays on de-ranks accounts to face weaker players. red ranks is still probably were majority of good players are. Its more that there is large variety of skill-levels within the same rank. there is like saying with this. "Your only as good as the players you verse". how hard it is to pip is based off how well other side plays. so in retro spec., I think the reason why emblem system ranking system has such various skill-level pool is that there is like multiple levels of players.

    Like think about it this way. imagine a ladder that has 100 steps. between rank 20-5. If the player cannot reach step 0-50 on ladder. they'll be stuck between rank 5-20. When you hit red rank, there is no higher rank in DBD, but there are still 50 more steps to the ladder. red ranks has players between 50-100 steps moving up ladder.

    Suppose your at step 70 with a killer. as long your facing survivors in red ranks or any other rank for that matter below 0-70, you will be able pip because your better than your better than your opponent. as soon as you start facing player above that step ladder, you'll start losing rank/black piping. so when people say Nurse and Spirit are only killers they'll ever see, what they mean is that those killers have larger skill-floor and skill-ceiling to make it to step 90. People that Smurf accounts are outliers, they be rated on ladder at like 30, but their real skill is probably 75 or something like that. Because there is such large discrepancy, it leads to a lot of disagreements. it has a lot to do with flawed system of black pips and rank reset being pretty awful. I am honestly not even sure why rank resets even exist.

    This is definitely one of biggest problems in DBD. It makes killers really hard to balance, I am not even sure how you guys even manage it to be honest.

    Ohtofu has insight video explaining this. Perhaps he explains it a lot better. https://www.youtube.com/watch?v=5YJPOW7bwgs&t=4s

    Or that person just played customs a lot, or didn't play at all?

    Oracle is probably best team in the world and when they destroyed TrueTalent, they had ranks 6, 8, 10, 12.

  • @Parusoid said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417154#Comment_2417154

    so am i supposed to drop my items every match now? This would made sense if i knew killer has this perk. You dont know if they have it unless you are being hit

    You can pick it up and drop it again before killer recovers from attack, if you worry that much about your item...

  • @InsatiableMop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417192#Comment_2417192

    My real question is why do you feel that your perk should effect the persons next game even in situations where you lost.

    How does it effect next game? It used to before, when you lost it completely.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416781#Comment_2416781

    Completely right. This game needs to be sanitized to competitive perfection. There should be no room for error so long as you learn the basics. Learning is for the weak and the sheep.

    There is enough things to learn already and there is no need to add bugs to the list. This was fun thing, but it is definetly not something to be in the game. You should want players to be able to rely on what they see.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416272#Comment_2416272

    Is it really punishment to be matched with players who stand a chance against you though?

    It will become boring to face same killers over and over again with no way to change it other than play meme builds for few weeks and lose lot of games, so I would say yes.

    Lot of players hate Nurse / Spirit, so that will not help neither.

  • @Vulgun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416335#Comment_2416335

    DbD's total sales are likely around 30 million at this point thanks to the Resident Evil chapter. That means 30 million (at most) potential players of this game, most of which are probably on console.

    Dead accounts are irrelevant, most important information is daily players, which is 50-60k.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414582#Comment_2414582

    Yes! Exactly. Win/Lose is such a simplistic way of matching people and honestly will do such a disservice to the whole game.

    For Killers, they could get 8 Hooks, max out their chases, their deviousness, do amazing, but if the survivors escape, the killer 'lost'?

    A Survivor could do 3 out of 5 gens personally, unhook multiple people, heal them, cleanse totems, but be caught and die as the gates are being powered, and that's a 'lost'?

    The system should be based off of the average of accumulated points a person gets across every category.

    They didn't say on what SBMM is based, so you are just guessing how it works.

    They said that they tried it as simple kill / escape and it failed hard, so it is most likely not case here.

    in SBMM Comment by Dino7281
  • @Vulgun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414929#Comment_2414929

    It'll match you against every flavor of Skittles instead of just the Grape and Cherry flavored Skittles. We've seen in the past how MMR actually worked, and honestly, unless this game gets the massive reworks it so desperately needs, it doesn't need MMR yet.

    For example, if anything, a reworked Ranked Mode and an actual Casual Mode would be a lot better for the community and the health of the game than tacking on MMR so haphazardly. I mean let's be real, it hasn't segregated the communities of other games, so what's different about DbD and it's nigh-on 30 million players?

    dbd with 30 million players...

    Have I missed something?

    DBD doesn't have that many players for it. Other games are not asymmetrical games.

  • "if the killers keep downing you with one shot"

    Which killer with exposed effect is overpowered?

    I bet he is noob, who just doesn't know how to play and blames game for it. Git Gud

  • Just wait for SBMM, when you reset to rank 20, this will be super easy too.

    I have done all killer adepts in red-ranks and some were terrible. Mainly Plague and exposed killers, because emblem system just doesn't work for them as for other killers.

  • This is actually worse than just cancel, because it wastes more time for killer...

  • @lolifasad said:

    The only thing I don't agree with is the massive buff to her crouching/standing up speed. Pig's crouch is not Ghostface's crouch, it actually gives you an undetectable status effect and a dash ability to use. Being able to crouch that fast will mean her ambush is no longer only used strategically, but can literally be used in a chase to catch up faster.

    Go try to play Ghostface, when you have to crouch all the time. It is terrible. You don't see anything on maps with grass, having it separate is way better, so I wouldn't mind, if they buff pig's crouch.

    But if you want to buff crouch this much, then Terror Radius shouldn't be changed. You would make Whispers way too good.

    I like that crouch would be better and easier to use, but you will also get punished more, if you fail.


    If they ever rework pig, then I hope they will not touch oink sound for ambush. It is best thing she does.

  • I would love to have it visible for me, so I can compare my killers or compare with my friends.

    But to other players only rank should be visible for sure.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416124#Comment_2416124

    Yes you will have different levels with different killers depending on your own competency with those killers. I don't think it's about "capping" a skill level, as despite many people thinking Trapper is weak or that Pig is weak you have some people that are absolutely incredible with these killers and do very very well with them. But if an individual is not great with those killers then obviously they'll get matched with weaker survivors.

    For example, my nurse is god awful so I wouldn't get matched with the same survivors that I do with my wraith for example.

    And your point about the rank 13 that could be amazing or be a potato is exactly the point I am making. Right now the current matchmaking system is not ideal for ranking matches as it's such a mismatch of levels, you can have someone at Rank 1 who's incredible at the game, and you can also have someone at Rank 1 who's average at the game, but plays a lot. Which is why SBMM will make fairer match-ups and have people at the same level playing together.

    You have really good point here.

    MMR should kinda balance killers, because no matter how good you are overall as killer, you will have worse results with weaker killers. So you will play against worse survivors, in theory at least.

    So in long run, MMR will punish high MMR survivors more than killers, because they will face only top tier killers, who will tryhard a lot.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2412424#Comment_2412424

    See? And if he had a big brain, he coulda DC'd and been through his next match in that amount of time (assuming no recent DCs prior).

    Well, some achievements should be hard. Survivor's achievement Left for Dead is even harder imo.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2412401#Comment_2412401

    Congratulations! It's not different now. I'm very surprised no one BM'd you.

    Last one tried to go into locker, I just waited for 20 minutes before he got tired of it.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2412372#Comment_2412372

    So how do you suggest anyone earn this achievement legitimately in 2021?

    How is it different now?

    I have done it month ago...

  • Crouch/Ambush Attack Changes:

    • Ambush attack speed is increased 172.5% -> 175%

    • Time it takes to crouch reduced 1.3 seconds -> 0.5 seconds.

    • Time it takes to stand from crouch reduced 1.3 seconds -> 1 second

    Do this and nerf Tampered timer and I am happy.

  • @OrionQc24 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2407436#Comment_2407436

    I’m a red rank solo queue tyvm. But anyways point was that yeah apparently you’re right I hadn’t notice spine chill now works even if the killer stalk. Which is cool imo.

    but idk the only videos I saw was you rank 5 from 1 month ago, not that old.

    "1 month ago, not that old."

    That is really long. I could get from rank 20 to rank 1 in a week...

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2407098#Comment_2407098

    https://forum.deadbydaylight.com/en/discussion/comment/2407106#Comment_2407106

    Walking sounds good, didn't think of that, I will update the description!

    I wanted this perk to be something a bit different than just x seconds of aura reading on command, so I made it consume all of your Tokens, so you need to decide if you want to use it right away for those x seconds and get more Tokens later, or if you want to collect more Tokens and get longer aura reading duration.

    So it would be working as Inner Strenght. You want to cleanse one, use it, then another.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2406988#Comment_2406988

    Thank you! I'm not sure what do you mean by lowering the timer tho.

    Dead Hard would take priority over this Perk.

    It would be bad if Dead Hard takes priority. Maybe make it work while walking, not running? So you can use it better for mind games.

    I think it would be better if you always consume 1 token instead of all of them.

  • "I dont care about killer."

    so why should we care about you?

    I wonder, what rank would you want to play against?

    You are SWF, which is advantage and you are supposed to help your teammate. Maybe try to play KYF, so she can learn?

    There is not matchmaking that can handle well random rank groups.

    Game is not reason why she stopped playing, you are.

  • @jacindazs said:

    Well, I still cant believe, how fair is match making.

    Last three games:

    We played SWF as rank 2, 4, 12 and 12.

    Killer rank 1, Killer rank 2, Killer rank 1

    My friend rank 12 was tunneled and camped so he got about 1500 points 2x in row.

    I try to figure out, how DEVS want bring more player in this game, but doesent care about newbies. My feelings (as a veteran player) after 2 games in last 3 days are: "Ok, lets go watch anime. I dont wanna play anymore."

    I mean what is better, SWF getting destroyed because they play with high rank survivor, or baby killer getting destroyed by high rank survivors?

    I think it is correct to have match making around best player. You chose it, killer didn't.

    You are supposed to know how to play. I doubt killer actually tunneled (unless you pissed him off), you just didn't protect him. Instead of teaching them and try to make you better, you want to bully bad killers.

  • Just tried it and Spine Chill works even while stalking...

  • @OrionQc24 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2405272#Comment_2405272

    Myers in stalk, Ghostface in stalk, Freddy if asleep but it works vs Pig and Wraith I think.

    Are you sure it doesn't work when they stalk? I will have to try it in custom...

  • @OrionQc24 said:

    Look I’m a Freddy main (pre rework so I’m legit) so I enjoy oblivious and all that stuff…but I noticed that stealth killers like Ghostface, Wraith and Pig are pretty much all there.

    To me this signify that stealth is too strong rn. I don’t like the idea of nerfing all killers but certain perks should work on them. Like how does it make sense that ALL aura reading perk are deactivated ? Even spine chill doesn’t work on all of them.

    I feel there’s a problem with consistency atm and it makes it very hard to try to creat a build around them. Which in turns kinda makes it unfair for survivors. I mean I enjoy survivors DC as much as the next Freddy…but that’s kinda sad

    Against which killer Spine chill doesn't work?

  • @Sypherpathic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2405077#Comment_2405077

    It happens when the pallet is halfway down, so that's incorrect. If you swing before the pallet is halfway down, with your 30 ping, you should be getting those hits. Sorry you can't figure that out, I guess.

    If you watched that video, you can see clearly it is not the case. Even their description said that server cares about who started action first, not animation.

    I played Wraith a lot and he gets this really often, because his unloacking mind game next to pallets. Sorry, but if you experience it with low ping, then they didn't fix just laggers, they nerfed every killer.

    And you still didn't tell me how to play around this change...

  • @Rogue11 said:

    Imagine if survivors had their vaults rolled back vs Doctor's shock if the server validation decided they were shocked before vaulting xD

    Well, as they said for pallets- it would be fair, right?

  • @Sypherpathic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2405048#Comment_2405048

    Hmm, well for me, I just go ahead and break the pallets and get on with my game? I'm not a ranked killer by any means, I only play sometimes. Aren't there other ways to outsmart survivors besides relying on getting a guaranteed hit because you're standing near a pallet? That's what it's been before this change. Now, I think you can't rely on that guaranteed hit.

    Are killers really losing matches because of this change? I asked in another thread and I don't believe anyone answered. I think that's because it's just annoying rather than threatening your game, but I'm not sure.

    Do you really think that you can't lose game because you didn't manage to down survivor fast enough, because of rejected hit?

    You said that killers are supposed to play better and figuring out how to play with this change. Then tell me how?

    There is nothing we can do differently, just mind game and hope survivor will do even bigger mistake than before. There is nothing we can change about it.

    and what do you mean guaranteed hits?

    I play with 30 ms ping, so it shouldn't affect me, if it is to counter laggers.

    Sorry but stun is supposed to happen when pallet hit my head, not when survivors touches pallet.

  • @Sypherpathic said:

    This is hogwash.

    Since the change there have been threads posted of survivors upset because they threw the pallet and got hit. This happens because, I assume in the most ideal circumstances, the killer's swing must come before the pallet is halfway down or it's a miss. Animation doesn't mean s**t. That needs to be fixed.

    But this isn't a buff, it's really a bug fix. Forever, a killer mashing the hit button anywhere near a pallet got a hit no matter what the case seemed to be. I have literally fallen on the ground 20 feet from a pallet after getting 'hit' at the pallet. That was an extreme in the opposite. Because the hit registration was admittedly and by design KILLER SIDED. How can killers say that something is not fair that does it's best to allow whichever action is done first to 'win'?

    Killers have been spoiled by pallet auto-hits for too long and now instead of upping their game or figuring out how to play with this change, they just want it reverted back to unfair. Sorry, I think this is wrong.

    "instead of upping their game or figuring out how to play with this change"

    How can I change how I play, when I can't trust what I see?

    It was easy as survivor, just don't greed pallets. What is killer supposed to do? Respect everything? We know how that will end...

  • @Apollos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404061#Comment_2404061

    This has happened as survivor for a long time. Not only with pallets, but getting pulled out of closed lockers and grabbed off of gens or vaults despite letting go or making it across in time. As long as killer begins pressing the button (and it looks legit from their end), you're boned. It's a problem with the game itself imo.

    Pallets seem much more fair now, and it's still possible to drop it too early or to get too greedy and miss. Afaik, this only changes how it recognizes things. Instead of prioritizing both (which is what I assume still happens with the aforementioned locker/gen/vault situations), it picks one over the other.

    "grabbed off of gens or vaults despite letting go"

    Since when? I got screwed by missed grabs so many times. It is not 100% grab and even now you sometimes don't get that transition to m1 they promised.

    https://www.youtube.com/watch?v=HQ4fUJrYirA

    Does this seem fair to you?

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404033#Comment_2404033

    I don't really give a ######### what you think about my avatar.

    For Years the hits were BS the other way. It's nice that pallets have some semblance of safety now.

    I don't respect #########, so my game play as killer hasn't changed at all. I just chew through their resources with a few more stuns.

    What I am saying that they didn't fixed issue, they just buffed pallets.

    Stun is supposed to happen when pallet hits your head, not when survivors touches pallet and server will protect him.

    I wouldn't mind if they fixed it, because I play with low ping. But this is not the case. Trades are not possible anymore unless survivor is bad and throw it after you hit him.

  • hmm, so if someone pissed me off, I can lock him out of the game for longer time. I take it.

  • @pizzavessel15 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404071#Comment_2404071

    they didn't fix getting hit through pallet. they just pretty much added total protection on pallets and they no longer require timing anymore in order to be safe. this makes certain maps unbearable and hits that 100% should hit doesn't work anymore. as soon as the survivor presses the button the killer is not getting the hit no matter what

    I wouldn't mind if they fixed some really delayed hits over pallets, but this is just too much.

    I don't think it is possible to trade hits under pallet, unless survivor is noob and throw it after you hit him.

    Stun is supposed to be when there is pallet on your head, not when survivor touches pallet...

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404067#Comment_2404067

    For the killer one, I was considering making it 1/2/3 stacks split amongst applicable perks. Do you think that would be a better way to go?

    I don't like random things, so I wouldn't use it anyway, but it would be really strong combination with Devour Hope. Probably something like: Devour, Undying, Stacked Against You and Ruin. Getting 3 stacks in first minute would be kinda end game.

    You would never want use multiple stacking perks with it, because it would make it worse.

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404061#Comment_2404061

    And yeah I played killer lately, not wraith but legion. And yeah I had it happen to to a couple of times. But guess what it's not a big deal. They fixed the stuns which survivors were dealing for years, getting hit through pallets when it should not have happened. But they also fixed the grabs, so why is everyone mad about two unfair things getting fixed? I mean one since everyone is fine with the grab fix but not the pallet fix.

    That's easy. How many times have you seen grap fix and how many times pallet?

    I haven't seen single grap fix, but lot of pallets in my face and I play with 30 ms ping, so that is not issue.

    https://www.youtube.com/watch?v=HQ4fUJrYirA

    Does those stuns seem right to you?

    Survivor just needs to start it. Sorry, but that is just not point where you should get stunned. Right now, you get stunned way sooner, because it doesn't wait for end of animation, so even if you hit, server will protect survivor.

  • Killer's perk is useless, survivor's OP.

    1 stack, which is not ever guaranteed, because it is under hex is just bad. You would not use it even in hex build using Devour.

    2 stuns for free Sprint Burst, while you can run? No, thanks. Compare it with Vigil.

  • @Trickstaaaaa said:

    They fixed the pallets stun, and some people are mad about not being able to get free hits anymore 🙄

    But yet they fixed the grab now, yet you don't hear anyone complaining about that...

    Anyway they will removed the screams and hit noise, so you guys don't feel "robed" of a hit.

    Well, but we know we are getting "robbed".

    Problem is that survivos don't need to finish animation, they just need to start it and server will protect them.

    Try to play Wraith for some time and you will see.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397980#Comment_2397980

    I don't know what you're on about, because in the very post of mine you quoted I stated that the new system treats both sides equally.

    And no, the overwhelming majority of times when people complained about the old system, they were talked down and told to aDaPT and don't greed pallets because it was lAtEnCy, all online games worked like that and it looked fInE on the killers screen.

    As stated, the same justifications apply here. So, lose the double standard.

    For once bhvr made a balanced feature. Period. Laggers won't be carried anymore by stupid hits when the pallets down. Good riddance. Welcome to how we good ping killers have been playing the game for years.

    I play with 30 ms and I get this a lot, mainly on Wraith. So your lagging argument is BS.

    Survivors could adapt and don't greed pallets. How is killer supposed to adapt?

    Main problem is that they don't need to finish animation, just start it and server will protect them.

  • @Mandy said:

    This isn't about whether or not it's fairer to the survivors or the killer - it's about making the system fair for all players.

    The player whose action is sent to the server first gets the priority, that could be the killer or the survivor - which is now the case (previously it was the killer who had priority). That's a pretty fair system.

    The issue is only the information that the killer receives, where they see the hit, then it gets rejected - and as previously explained it's currently like this because otherwise every action would be delayed whilst the server receives, processes, then sends information back to the players.

    Since that update I haven't seen any clip, which would show survivor getting hit for throwing pallet late.

    They don't need to finish animation. The just need to start, which I don't think is right.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403500#Comment_2403500

    Pallets have been death traps for years. It is kinda nice to add an element of safety back to pallets.

    I am pretty sure your Wraith picture is just for show.

    I play Wraith a lot lately and he got screwed by this probably most, because of lot of uncloaking mind games next to pallet with survivors. I sometimes get it multiple times in one game.

    Thing is that based on description they showed, survivors got a lot of extra time. They don't need to finish that animation, they just need to start it, which I don't think is right.

  • @The_Daydreamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403695#Comment_2403695

    Then he breaks it I get hit or the palett is so unsafe that I can't do it. It is still not a counterplay. Like even the yellow add on makes it, that you don't get far enough.

    https://youtu.be/x6p4OtdwOy0?t=58

    It is with time, just look at this and maybe you will get it.

    It is very annoying for wraith, because it negates one of his best add-ons.

    Another good idea is to wait near windows when he is cloaked.

    I love to play current Wraith. It is super fun and you can use lot of different build with good add-ons, but he is nowhere near OP.

    If you want to know how to play against him, try to play him and just do what survivors will do against you. That works for any killer.

  • @Nos37 said:

    I like to occasionally just hook everyone twice and let them go; especially during events like these. Sometimes survivors are immediately sacrificed when I hook then a second time because I wasn't staring at their sacrifice progress when they were unhooked.

    Telling the killer how many times each survivor has been hooked and/or who's on "death hook" promotes tunneling and would be more trouble than it's worth. Considering this, I think a fair compromise is to tell the killer that a survivor is on "death hook" only when the killer picks them up and carries them.

    The game's not telling the killer who to tunnel, and if that survivor is being carried to their death anyway, then at least the killer is notified and can react accordingly:

    • Drop them
    • Let them wiggle free
    • Take them to the nearby basement to prevent a hook from being destroyed
    • Use a mori which they forgot about (and somehow missed the prompt for) to kill them by their own hand

    Yeah, I don't get why killer don't see number of hooks same as survivor.

    I mean, when someone wants to tunnel he doesn't really need to count, so this doesn't change anything.

    I will gladly play with them and don't kill on 4 gens left, but when I switch targets a lot or they have same skins, then I just don't remember who is on dead hook and I killed lot of survivors by accident.

  • @Debridged said:

    What is the actual point in setting a CAP on FPS??? I have a high end computer for a reason why am I going to be capped without my decision? Why do devs make all the decisions for us? Is this supposed to be a good change? This will make playing nurse (as I am a nurse main) really gross to play. 120fps isn't bad, but compared to my 165fps I usually get, this will be disgusting.

    I guess they just wanted to make it fair for console... 120 is not that bad, if they tried it before on 60 fps, then it would be ######### storm.

  • @Mandy said:

    There is no "i frames" for survivors at pallets. What's happening is that the server is recognising who did what action first - so whether the survivor had actually dropped the pallet or whether the killer had got the hit.

    It automatically shows the killer that they got the hit, purely for the reasoning that the game is designed to give instant feedback - not wait after every action to see whether the hit was an actual hit. This is the issue that most people are having with this, there's nothing to say that the hit then got rejected after the initial feedback.

    Some of those stuns are not supposed to hit him at that distance. I think they just buffed reverse pallet stuns.

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2375187#Comment_2375187

    That is an OP perk. You're literally removing the pressure the Killer applies from killing someone.

    People need to get it through their heads that camping and tunneling have legit uses, and making OP perks or BS 'punishments' will never sit well. You need perks that encourage the Killer to not camp, like BBQ and Devour Hope.

    Not half-baked punishments and perks that remove pressure.

    Survivors mainly need to learn that they can take protective hits and make killer to switch target, if they don't do it, then it is not tunneling, because there is just no better target...

  • I think killers need better perks, which are available to all killers. They should create at least 1 gen regression perk for everyone. It is quite hard to create decent build for new killers.

  • @HEXSLAYER999 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2372392#Comment_2372392

    well this is an actual discussion now. So ok.

    1) you first point is a good one, however it just further proves what I originally said. Survivor gameplay (which is the original game mode anyways) is built on survivors starting off with the least amount of knowledge.

    learning to play the game that will actually builds skill because you have no choice then to play immersive, and resourcefully (as opposed to swf players, I’ve seen so many players at red ranks screw up literal whole trials because they make the most reckless decisions/choices.

    the whole point of my (skill) argument you can’t say you “know or are masterful of a game” if you’re not even playing it correctly.

    I would say that one suggestion you made is a good one. Solo queue can be buffed. Maybe perks that are for solo queue only. I will say I mentioned earlier making separate game queues is so much easier because you don’t have to do so much balancing

    if there is a swf queue or server, devs can continue nerfing survivor and buffing killers (like they are doing now) and gameplay wise it would work, because swf does give that need for balancing the game.

    but then leave solo queue as is with usually no actual need to nerf much because gameplay is as leveled as possible. Then their it is.

    You talked about making it easier, but separate balancing would make it way harder.

    There are ways how to buff soloq, without affecting SWF much (at least not good SWF).


    You could make it so:

    -Survivors can see each other when someone is on hook.

    Simple change of something in this game already, just kindred without killer aura and would probably help most.

    -HUD icon, which shows what each survivor does (chase, totem, gen, walking).

    This would take more time to do, but it is possible. I would prefer this over option where survivor use calls menu, because this would be automatic and doesn't rely on skill again.

    -Show each survivors perks in lobby.

    This one would be probably hardest to implement, but would help to prepare for game a lot, because you might fill roles with perks, when noone uses them. You could bring totem detection perks or BT, when you see noone uses them. On other hand when you see that 2 players are already using Inner Strenght, then it would be good idea not to use that too.

    All those things are super basic call outs for SWF, so it wouldn't really change anything for them. Some people suggested Bond, which I think is really bad idea, because that is not something that avarage SWF can do, so it would buff them too.

  • @HEXSLAYER999 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2372161#Comment_2372161

    Ppl, read the previous comments please. I am really open to actual discussion but newer ideas for this theory, not copying and pasting what I’ve already wrote before.

    different games modes-different load queues. And as mentioned in a different but also previous discussion for killers who want the challenge killing swf team can be a nightmare mode (which there are a lot of killers that do like to play challenging) and calling it “kill friends”

    if there are slower queue times for swf as a result; then I will reiterate, the point was to make swf (which as also mentioned above-is not the actual game mode anyways) less enticing.

    Alright, it can be done, but is super bad idea.

    They would lose a lot of players, because of it. There is no way, they would do something so bad as this.

    This game doesn't have that many players for it. You would just make longer queues for majority (SWF and killers who don't want to face it).

    But you didn't answer most important question. How would it deal 2/3 survivor groups?

    You can let soloq players search for it, but then there is kinda no point in it, right? IDK about you, but as soloq survivor I would search for games with SWF, rather then all soloq.

    btw there is nightmare mode in dbd. It is called disabled crossplay....

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