DisappointedUser
DisappointedUser
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@GhostofYharnam said:
After playing the beta and all weekend i've come to the conclusion that i prefer dbd over Resistance. What are your guys thoughts. Which do you pefer?
I don't know how you could possibly compare them. Sure they are asymmetric game, but other than that, they aren't even close to being the same.
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@gatsby said:
if you bring a key. copy someone else's outfit and survivor so the killer has a hard time tunneling
uh.. you can see the names and who is who.. especially when you hit them. You can also see them carrying the damn key while running..
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I have the same issue, I have just resorted to changing my resolution to 1920x1080 before playing the game. It is significantly better than not having my M1 attacks as killer no register.
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@deeziebaby said:
Do not add another rift till game is said fixed. It's taking at least 20 minutes to get into a game on console survivor side, there's countless lag issues, and bugs galore including many old bugs that keep coming back. The rift isn't fun it's a chore the way you have implemented it you have to grind the game like it's a full time job or cough up money to finish the rift. Maybe it wouldn't be that much of a grind if got into games faster but that doesn't look like it's happening anytime soon. Please just fix your game or more of us will be burnt out and wait times will continue to be a bigger issue.
You realize survivor queue time is likely longer because of a lack of killers. This patch is meant to bring killers back...
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/142092/show-no-mercy-to-the-survivormain-bhvr
Yeah and when we all quit because you entitled killers keep getting everything you want, then it'll be on you.
Isn't that the same threat killers had when ruin was nerfed? Get over yourselves.. survivors are still the power role and you know it.
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@brokedownpalace said:
This makes it sound like people were cheating by using them. But they were being used as designed, which isn't an exploit. If they were poorly designed loops then it's not the survivors' fault for using what is given to them.
exploit just means to Take Advantage of. And they were taken advantage of.
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@hihowareyou said:
A lot of game developers (Activition-Blizzard, Riot games to name a few) allow for a de-escalation policy, where a temporary (or permanent ban, in some cases) can be lifted from one's account, if the player in question has made considerable efforts to improve themselves.
As it stands, a lot of toxic players who are permanently banned simply buy a new account, and continue as they used to. If a "redemption-period" was to be implemented, a toxic player could receive a second chance, if they don't receive any reports for a certain amount of time period, say 6 months. That way they will act better, instead of ban evading.
Thoughts?
How exactly do you redeem yourself from a Perm Ban.. you're not playing on that account to be redeem worthy.. And generally people react to having to lose their money. So they don't want to keep getting banned and paying for the cost of the game and DLC again. Everything works as planned.
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@leyzyman said:
So, I am currently playing killer right now. Thw only 2 maps I have been getting are lerys and hattonfield. Only issue is that the survivors bring the map offering for these maps.
I know that Hatton got a tile tweak, but it is escentially the same thing. I keep getting lerys with swf 4 man hit-squads that bully the crap out of me, while others keep sending me to Hatton. It was changed, but not by much.
I know that the gen speeds are slower, and they have helped a lot, but I wanna play on the maps that have been changed.
Welcome to PTB. It is always a 4-man SWF team that wants to bully the killer. And the killers are always bringing pink and purple addons with mori's. That's the PTB.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1198723#Comment_1198723
The way I read it definitely says it's being increased to 2% from 1% to "compensate" the 15% slow.
Am I missing something? This is what it says in the patch notes:
Great Skill Checks while repairing now give 1% bonus progression (down from 2%).
They even gave the new time reductions.. from 1.6 seconds to 0.8 seconds. People just can't read.
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The biggest tip I could give is to play like a robot. Don't react to the number of gens that are getting completed. Just keep going through the motions of hunting, hooking, kicking and hunting. The biggest trouble I had when starting was getting discouraged when gens would pop left and right. Once I started ignoring the idea of them being pop'ed, and just tried to pressure them, I realized that I will always lose 2-4 gens and that the goal is to get enough hooks in before the last 2 gens, in order to eliminate someone from the match. If you can make it a 3v1 with only 1-2 gens left, your chances of getting a 3-4k increase dramatically.
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@YukariTheAlpaca said:
https://forum.deadbydaylight.com/en/discussion/comment/1199254#Comment_1199254
You misunderstand, first, you need to find a survivor, then chase them, then hit them twice, then pick them up and hook them, then find another survivor. That can take longer than 80 seconds. Do not forget you also need to patrol to find someone. I get red ranks every season as killer, so you must be pretty mistaken.
Yes, the first time. You will always lose the first 1-3 gens. And that is normal and not a problem. You get red rank every season as killer and yet you're still complaining? It sounds like everything works as planned then. You're not meant to win anything more than 51% of your games. That is how MMR should work once it's implemented. Out of 100 games, 3-4 survivors escape 49 times, and you kill 3-4 survivors 51 times.
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@YukariTheAlpaca said:
https://forum.deadbydaylight.com/en/discussion/comment/1199223#Comment_1199223
Are you serious? The killer cannot chase 4 people at once, usually, 3 people are on different gens and can get them all done while one person gets chased. I don't know what more I can tell you.
If it takes you 80 seconds to down someone then we shouldn’t even be talking about gen efficiency. It should take you 10 seconds to down someone. You hook them, one person has to stop doing a gen to go unhook. You go chase someone else. Now you have THREE people not doing a gen. Down that person in 10-15 seconds. Repeat. You are NOT a red rank killer. You are green and it shows.
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@PinkNeonNea66 said:
It's curious. Survivors can win the game without broken perks, but killers are pretty useless without them lmao. Example: today I was the only one alive, and the killer downed me with NOED, and he started making me t-bag (a ghostface). He had NOED, BBQ & CHILI, Nurse's calling and Hex: Devour Hope. It's like, what are you making fun of or what are you celebrating? Your perks did everything for you, take them off and let's see how many you kill, pathetic noob ;) And no, I never t-bag a killer during a chase, and I don't even use flash lights, I'm rank 3 and the perks I use are: for the people, we're gonna live forever, borrowed time and the cat one (for those who answer me saying I'm sure I'm low rank, toxic or my perks are broken too) I will not respond to alluded and offended killers, or survivors who pretend to be defenders of the killers, bye byee ;*
You use Spin Chill (the cat one lolz) that is a counter to Ghostfaxe and you complain about NOED. They also had Devour Hope as you said so if you all didn’t do bones you likely would have died to Devour anyways. You shouldn’t be complaining about anything. You could have completely removed two of his perks and your spin chill counters his stealth. Get out of here with your bait post.
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@lunaticlifter said:
I'm really happy about the increased sensitivity, it's been a long time since us, console players are asking for that.. same about maps.. only full optimization is still missing but i understand it takes long time.. now many fps got a fov slider, why can't we get the same treatment? playing this game at lower framerates, especially for a long time, with a really bad field of view, dark maps etc. is really annoying.. i know there is a perk for that, but i don't think we should require a perk slot for that, and i also don't think a possible fov slider would benefit most of the killers that much, it's just a qol change
The darkness and FOV is literally part of the game. It’s that way on purpose...
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@YukariTheAlpaca said:
https://forum.deadbydaylight.com/en/discussion/comment/1199140#Comment_1199140
I think it may be you who is always in green ranks.
Every match at RANK ONE that I play as Killer usually involves all survivors working on different gens at the same time BECAUSE IT IS THE MOST EFFICIENT WAY TO WIN.
Think about it, if all 4 survivors are on different gens, that could very well be 4 gens done in 80 seconds. Does that not sound efficient to you? Pop only works on one generator at a time, so you are not going to be popping 3 or 4 gens with one use. Heck, even when my friends and I play will all go on different gens and usually always escape in record time. But I guess those killers just do not apply enough pressure, right? you are the one exception to the meta, right?
You’re confusing mathematically efficient with in-game efficiency. It is still more efficient to double up on gens and finish it before the killer can get their and pop it or kick it. You have no idea what you’re talking about. And I do not believe you are a red rank killer.
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@notsonew said:
it is the time to test the new gen speed/slows, using prove thyself will not help us all to see how good the changes are, don't use it for the ptb, use it once it's live, but let us all test how it feels without speed boost.
You do realize there isn’t a new gen speed right? Not really. The numbers are tweaked so very slightly when 2+ survivors are on a gen. That extra 2-3 seconds is meant to help the killer get to a gen and stop it. You’re not really going to be able to notice the change. It’s subtle.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1196372#Comment_1196372
Ruin is far stronger now on the top tier killers. Bordering on OP in fact.
I just can’t... this demonstrates survivors will never be happy unless killers are forced to AFK in the corner.
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@SurviveByDaylight said:
Games more often than not fall into killer ez 4Ks playing solo and you’re nerfing Gen speed? Why would anyone want to stare at a progress bar longer 😰😡
The issue is that most of the people in red ranks shouldn’t be in red ranks. Being survivor is the easiest thing to do in this game and it’s quite easy to pip.
just wait till MMR and then things will sort itself out. You’ll be put with all the other potatoes.
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@Aztreonam78 said:
Deathslinger is the most unfun Killer to go against
Don't get me wrong. I know exactly that Deathslinger is definitely not a strong Killer. He has stealth (kinda) and 1v1, but no information, no mobility, furthermore, he slows down himself a lot (constant reloading, huge stuns after Survivors free themselves).
But he is frustrating to play vs! He is like the first version of Legion - he has very unfun uncounterable things and this is stupid:
1) 16 meters terror radius with Monitor & Abuse is awful. He often gets close enough to shot me. Without Spine Chill this is very stressful.
Huntress is able to down Survivors way quicker, but at the same time she has huge lullaby so I can decide to hide or take a risk. Against Huntress I have a choice option, against Deathslinger I don't.
2) He shots instantly... Huntress makes very loud "EEGGHHH" sound so I know exactly vs her when I should be prepared to dodge. Against Deathslinger I should dodge constantly..
Like.. even Spirit gives me more choice option. When she starts phasing - her husk slightly changes her body's movements so I know exactly when she is using ability. Also she has a 15 seconds cooldown during which I have some time to rest.
With Deathslinger you should guess all the time, all the god damn time. No one other Killer makes Survivors that stressed imo.
3) Deathslingers more than other Killers tunnel/camp and use NOED in the crutch way
With no mobility, no information, no stall tools he has no map pressure. With a gun you are pretty much forced to camp hooked Survivors. It is common to see Deathslingers doing this. Due to this, players use NOED in its possible crutch and disgusting way "1 camped - other NOEDed". And NOED works because if Killer camps - other Survivors MUST repair all generators until it is too late.
I said you all reasons why I hate Deathslinger. Tell me your opinion about this Killer.
He does not shoot Instantly. It’s a leading shot not ray casted. You can dodge his shot if you move as soon as you hear the bang. Survivors do this to me all the time.
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@ClickyClicky said:
They’re toxic because the people playing these killers are toxic. Stop trying to justify someone acting like an ass and making killers out to be poor innocent victims as always.
If you have a bad game and then take it out on completely unrelated people guess what? You’re as toxic as the survivors you complain about.
In before survivors let it slip that they think it’s toxic to be killed by the killer....
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@SurvivorsAreRuined said:
https://forum.deadbydaylight.com/en/discussion/comment/1160633#Comment_1160633
He does man, he’s excessive And so is ghost face, Michael Myers and pig. Hag can be too much with her traps being infinitely littered around the map. When I get caught is it really that serious to draw 500 thousand triangles in the ground so it’s impossible to hook rescue? It’s just that Doctor didn’t need the buff. Nor did the toolboxes need 100 charge downgrade. It’s just stupid and unnecessary. Toolbox charges are much needed to help get the gen done when the match is in its final moments when killers can patrol gens so easily. Gens need to be spread out more if killers are gonna be as fast as they are AND make survivors do the majority of them
Wait. Did you just call Ghostface OP? /endthread.. the clowns have taken over.
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You all realize that downing someone again is not what the word Tunneling means right? Apparently not ..
tunneling means going after one person and ignoring everything in your way. It’s why some survivors can literally push the killer around while they’re tunneling. Because the killer won’t attack the health person.
getting downed again off hook is not being tunneled. It’s being bad.
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@toxicmegg said:
seriously, i think these devs never think before they act. now when they reworked maps they left out shelter woods, hawkins and the game. why? it is very obvious these maps need changes, but no we dont get them because the devs don't think further. it's now obvious because they also didn't remove bloodlust. i just wanted to ask what makes you think these changes are good without adjusting the other side as well? do you think making every map a dead zone without removing bloodlust is a good change? where the hell do we need bloodlust when "god loops" are being removed and we can easily catch survivors now, bloodlust is overkill. you can't just make changes by looking from one angle and ignoring other point of views..
What...
you realize BL required 15 seconds of not doing anything but chase to activate. 30 seconds for BL 2. That’s a lot of gen time. If you’re getting blood lusted and your team isn’t doing gens, that’s the survivors fault.
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@xEa said:
Dont you think that those changes are a bit of an overkill?
I agree that godloops should be nerfed, but from the pictures i see, this is more then just a fair nerf, they are basicly more or less useless especially the Ironworks one. At least make the pallet a bit more safe.
Changing the size of some maps is okay, like Red Forrest or Rotten Fields, those are too big, but why would you think it is neccessary for a map like Wreckers yard? This map is already really small. Instead of that, how about fixing the size of Mothers Dwelling, the biggest map in the game? You did not even mention this map, while it is the one which actually needs it the most.
When you fix the size and make a map smaller AND you fix the god loops, why would you go any further? Why would you nerf tiles aswell? Why would you also nerf genspeed aswell? How about you just take a break, nerf the god loops, change the 2-3 biggest maps and see how this actually goes?
Why it always has to be mallet method?
If the only reason *you* ever won those maps is because of the god loops, then BHVR did exactly what they needed to do.
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@aloneinmycoffin said:
I’ve played this game with some of my friends since the beginning (2016), when it was really fun. But we all stopped after a year, when this game become “only for the killer’s fun”. I thought this couldn’t evolve worse, but here we are 3 years later when as a survivor you literally have no chance against a killer, nor fun playing.
I’ve returned to this game a week ago and the first new thing I see are more killer buffs??
Ok, I get it, you want the killer to be able to catch every survivor even if it is “experimented”, but how about the rest of us, not red ranks or anything?! We literally spawn near the killer every damn match, and you plan to make the maps even smaller... Besides that, there are hooks everywhere so no chance of wiggle off if you aren’t swf... And the killer can now close the hatch?! What should I do if I am the only one remained, he closes the hatch and the time is running out? Just die, isn’t it lovely? Should I bring a key on every match? Or try to open the door? I’ve tried and it’s near impossible when the killer is Demogorgon, Billy, Huntress, Spirit etc. Not to say that killer mains are salty and thirsty af.
I’ve played this game many hours in the past and never abused an infinite, swf gen rush or any of the things you try to prevent. I am not “God” at playing survivor, that’s why I’ve never had a red rank, yet I try my best to just enjoy playing but it has become impossible to even “learn” to play again.
I think I’ve played killer for 2-3 times in my life and even so I can make a 4 men...
You guys just make this game less fun for every new player or survivor main. But who cares about them, right?
Note: Sorry for possible mistakes, my mother language isn’t english.
No
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@YukariTheAlpaca said:
Survivors repairing the same gen is honestly a good thing. The problem is when survivors are not together. One survivor on each generator is what gen rushing really is. It is most efficient to remain away from each other and complete each gen individually, up until the last generator. These "repair" changes are going to do nothing but promote even more of the above mentioned behavior (haha get it), and will make the game even more unbearable since it seems like this is the strategy being forced on most teams. The killer cannot be everywhere at once, and the only way to apply real pressure to multiple survivors is by slugging them, and sometimes hooking one while another is slugged, thus creating a snowball effect. HOWEVER, since slugging was nerfed a while ago, this is no longer a viable strategy, meaning that if survivors choose to play efficiently, you will more than likely lose as killer. The current repair debuff should be removed, and another repair change should be implemented that involves encouraging survivors to repair together. Something like this:
Repairing a generator by yourself applies a repair speed debuff of 30 percent, however, if more than one survivor is working on a generator, the debuff is removed and a repair speed buff is applied (+8 percent per additional survivor up to a maximum of 24 percent.) The problem with the current meta is that survivors repairing different generators can end the trial too quickly without any chance to really counter it, but survivors still need some kind of compensation and way to apply pressure, even though the pressure may not be as strong as it once was. In addition, it also helps killers like Legion find and apply pressure to multiple survivors at once. Now, rather than 3 or 4 generators popping at the same time, it is now only one, since the killer should be in a chase.(One generator being repaired by a single person, and another generator with two survivors repairing it. This would be the most optimal repair strategy.)
Point is, this will probably be my last DBD forum post, as I have moved onto other games and only check this forum occasionally, but hopefully the team can see this post.
You have no idea what you’re talking about. And I don’t believe you play killer on anything above green ranks.
I would rather everyone on different gens spending an entire 80 seconds so I can use pop and not have gen after gen pop if I guess wrong as to which one they are on.
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@BigBrainMegMain said:
Yeah, because bringing a key means a guaranteed free escape.
You do know that keys only work if survivors work on gens, right?
And it's killers like you that are going to get all moris nerfed really soon.
you do not need to do gens to escape with the key. You can wait for them all to die then follow the killer to the hatch. Watch them close it and then escape for free.
not to mention how many gens are normally done before someone is hooked their first time? Around 2.
the killer has to find someone, down them, hook them, wait for them to get unhooked, down them again, and the mori them. That is enough time to do 3 or more gens in some cases.
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@AWildLuke said:
"When all remaining Survivors in a trial hit the Struggle phase on the hook, the Entity will instantly drain their remaining life bar."
I'm not really following. This means that, once the killer hooks everyone once, they will die instantly on their next hook? Or that survivors will no longer hit second phase when not saved, they will die instantly?
It means exactly what it says.. if ALL remaining survivors are in their struggle phase on the hook, they die immediately. It just means you can’t struggle for extra points now if everyone is going to die anyways.
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@ClickyClicky said:
I dont think anybody is saying killing god loops is an issue.
What people are saying is that killers have got a lot of what they wanted the past year. Toolboxes nerfed, god loops fixed, maps shrunk, instaheals nerfed.
Thats all great. It makes killer more enjoyable.
However now maybe something has to be done for survivor. Camp/tunnel:noed strategy needs to go. Its used in the vast majority of games and ruins the experience for many people. Likewise some killer add ons could be nerfed just like instaheals were (looking at you iri head + infantry belt)
Yeah except camping leads to a loss for the killer. And I highly doubt you’re using the word Tunnel correctly. You can also EASILY remove NOED.
There is no way you’re a Rank 1 survivor and complaining about these things.
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@CrispyBiscuit said:
Noed's such a nooby ######### Perk. You just get rewarded for playing like crap. It's really frustrating if you play well all the time and then lose just because of this Noob Perk. fuckingasd briefmarke
Why do you insist on baiting this community? You can remove NOED yourself. Quite easily. I realize it’s hard for you to play as a green Rank survivor but do better.
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@mouse0270 said:
@Leachy_Jr you do realize your first argument is, The survivors did their job and got to the end game, but then still have no hope of escaping because the game decided to put the only two ways to exit the game in a position the killer can see both? That is balance, that is clearly giving one side a HUGE upper hand.
Throwing the argument of second chance perks or using a key (which they may not have) is being biased. Killers often run multiple slow down perks, which in my eyes are the equivalent of survivors second chance perks. They also have the of using mori's. Which brings us to End Game Collapse, which can easily favor a killer more so than a survivor. So putting exit gates in a position where a killer doesn't even have to patrol is not balance, it clearly is unbalanced and favors one side more.
Saying a survivor shouldn't be able to run a loop for 2 minutes because its "god" loop and then turning around and saying exit gates are perfectly balanced is being biased.
No hope of escaping? Do you play in green ranks with NOED or something?
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@notsonew said:
80/1 = 80
2 = 90%
80/1.8 = 44.444
3 = 80%
80/2.4 = 33.333
4 = 70%
80/2.8 = 28.571
New change:
80/1 = 80
2 = 85%
80/1.7 = 47.058 = 2.614 extra seconds
3 = 70%
80/2.1 = 38.095 = 4.762 extra seconds
4 = 55%
80/2.2 = 36.363 = 7.792 extra seconds
Tell me how this will help us out??????
2.6 and 4.7 seconds??? how is this actually helpful????
The time increase is so minimal i doubt it will be helpful in anyway for the killers.
If you'd change it to 20% instead
With 20%:
80/1 = 80
2 = 80%
80/1.6 = 50 = 5.556 extra compared to the live version or 2.942 extra seconds from the ptb
3 = 60%
80/1.8 = 44.444 = 11.111 seconds extra compared to the live version, 3 person is required instead of 2 to finish a gen on that time
4 = 40%
80/1.6 = "same as above" so 4 survivors on a gen could be 15%
so
4 = 55%
80/2.2 = 36.363
wouldn't this make more sense if you want to slow down the gen speed when working together?
Nope. Your math is wrong:
Repair Speed =
80 / ( n * ( 1 - ( (n-1) * efficiency ) )
80 / 4 * ( 1 - ( ( 4-1 ) * .15 )
80 / 4 * ( 1 - ( 3*.15) )
80 / 4 * ( 1 - .45 )
= 36 seconds
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@Ruckpie said:
I actually saw a whole YouTube video about it. https://youtu.be/dO_H2mGa1TA
This is pretty funny IMO
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1194112#Comment_1194112
I like these changes FAR more than I like op's ideas. (Especially the idea that both are "fairly" balanced, in your dreams bud, both of these perks are an absolute pain to go against, hence the controversy.)
DS - Problems
A survivor running DS is not going to heal themselves because the DS practically counts as a health state on its own. It's a nice thought, but it's unrealistic to think anybody is going to heal while they've got what is basically invincibility, they're gonna play as aggressive as humanly possible going for unsafe unhooks, finishing generators in the killers face, doing hex totems in the killers face, etc.
This is the real problem with DS. That it enables survivors to play extremely aggressively for a long duration of time and they absolutely cannot get punished for it. As Otzdarva put it: "Decisive Strike allows survivors to be bold, make bad mistakes and completely get away with it."
DS - Solutions
It should be deactivated under numerous circumstances. I'm a huge fan of that idea of deactivating in a locker because everybody knows this strategy, it's annoying to deal with and provides a survivor 100% protection since they won't even be in the dying state. DS is also meant to be an anti tunneling perk so it should be deactivated after that is accomplished, NOT for an extra-whatever-is-left-on-the-timer. Similarly to OoO, if a survivor is outside of a range of 32 or 40 meters of a killer, it should automatically deactivate, you are clearly not being tunneled there is no reason for you to have the perk still active.
It should also be deactivated if you begin repairing a generator, DS is a self preservation perk it is meant to keep you alive immediately after the unhook. If you feel safe enough to repair a generator while still injured, there is no reason for you to have the perk still active.
Hex: NOED - Problems
OP's idea does absolutely nothing to solve the issue, survivors have no idea whether or not a killer is running NOED until someone has been hit at the very end, so they have no idea whether or not they should be seeking out the destruction of every totem on the map. If they aren't running noed you are very clearly wasting precious time you could be doing repairing generators, saving teammates, healing teammates, etc. Wasting that much time seeking out every totem which could be really well hidden could very well cost you the match. NOED Triggering once the EGC has initiated rather than after all generators have been completed is kind of a meh idea since this core issue remains, alongside the fact that in many circumstances killers did no work to earn this bonus and simply punishes survivors for playing well.
Hex: NOED - Solutions
@CheersTC idea of NOED triggering after a late game hook for 45 seconds is not a bad one, the killer did some work and they are rewarded for this. This should be the motto for the perk at all times, it shouldn't be a crutch for bad killers to snag kills at the very end, it should be a perk that rewards good killers who are in real tight and close matches the smidge of extra pressure that they would need to win a match after they've already performed really well.
Perk that provides a really powerful effect on par with NOED have some kind of conditions that need to be fulfilled. Most notably Hex: Devour Hope requires you to get three stacks of unhooks outside a certain range for instant downs and 5 stacks for moris, a survivor equivalent might be Mettle of Man which requires three stacks of protection hits in order for you to tank one that would have put you in the dying state.
Likewise, NOED should require you to fulfill some similar conditions before gaining its benefits. You should have a certain number of hooks or possibly better - put survivors into the dying state a certain number of times before you get the instant downs. This goes all the way up into after the last generator has been repaired, you might not have fulfilled the requirements after the last generator has been completed but you can still fulfill them after such as downing someone normally if they're the last stack you need. Afterwhich NOED will immediately activate and give you access to instant downs - possibly for a limited time renewed after each hook you get like @CheersTC recommended.
CONCLUDING
DS Changes:
What survivors get - The core integrity of a perk that keeps you from being tunneled immediately off the hook for a certain period of time remains, giving you the opportunity to escape the killer, heal yourself up, and stay alive.
What killers get - Prevention of extreme abuse of the invincibility factor DS provides, survivors will no longer be allowed to play extremely aggressive under the protection of DS. If a survivor is truly not being tunneled and outside a range of 32 or 40 meters away from the killer they cannot run back to the killer and pull some aggressive stunts later. Jumping in a locker no longer 100% guarantees a survivor protection as the perk will deactivate, and it will also deactivate as soon as he / she begins repairing a generator so baiting a killer into grabbing them off a generator is no longer viable either.
Hex: NOED Changes:
What survivors get - Less frequent abuse and cheap wins from killers who were not skilled enough to complete the prerequisite stacks.
What killers get - The small bit of extra pressure that a killer may require in order to turn the tide of a close match, and secure kills at the very end that would otherwise have been lost.
If only there was some incredibly easy way to ensure NOED never activates.. but alas that would require you all not to rush the gens as fast as possible and ignore totems only to complain about “Ma NOED..”
Noed is fine and works against crappy survivors as well. You holding m1 the entire game doesn’t make you a good survivor.
and i do not use noed. I play perkless killer.
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@Cheers said:
I like your change to decisive, but I think it should include if a survivor enters a locker. A killer shouldn't be forced to eat the ds.
For Noed, my concept has always been its activated for 45 seconds, and each hook you get during the game increases this time by 15 seconds. You play well, you get an extra boost at the end.
No one would ever used NOED again if either of these changes were to happen. There is nothing wrong with Noed and no I don’t use it as killer. It’s one of the silliest things to be upset about.
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@RepliCant said:
To go against, and to play as.
Obviously it's a personal preference thing, but feels like forever since we actually had a fun healthy killer for dbd.
He’s fun but incredibly weak.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1191697#Comment_1191697
Well, I find the Second Chance meta a bit BS too, but I can also say that they are usually out if the survivor's hand.
DS - killer has to basically target you off hook. That or you're throwing yourself at the killer like an idiot.
BT - usually good for use against tunnellers and campers, but also exploitable. If someone unhooks directly in front of me, it is my mission that they are next.
Unbreakable - requires the killer to ignore you. Punishes bad play from the killer, but is also ONLY ONE USE.
Adrenaline - single use Sprint Burst and a health state. Only triggers at the beginning of endgame.
My killer playstyle also naturally counters ALL of these perks, since i never tunnel, camp or slug. Adren has no concern for me because I enjoy the hunt. I'll hit you again no issue.
Your takes on those perks are quite silly. Considering how fast gen speeds are, BT and Adrenaline can be used in various combinations to ensure everyone escapes consistently.
DS does not require one to be tunneled. It’s a 60 second immunity in which you can jump in a locker or stay on a gen. 60 seconds of staying on a gen and not being able to be pulled off. DS is not anti-tunnel and never has been
Then you have DS + Unbreakable where the killer has to leave you alone.
Or you have EGC hook trade with BT+DS to ensure you both can escape.
You’re minimalizing just how good these perks really are.
im not complaining about these perks. Just putting out how silly your arguments are.
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@cipherbay_ said:
Im actually curious to know what they mean since i hear it so often. Anytime Freddy, Oni, Spirit, Doctor or Billy are brought up, even Ghostface, they say its "boring" to go up against them. WHAT DO THEY MEEAANNN!!!!!???
They mean “the killer is difficult for me and I can’t bully them.” That is exactly what they mean.
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@PodgeNotRodge said:
So my friends and I went into the game all dressed as pink mechanic Dwight and we all started a conga line crouching. Now naturally at this stage you think, aww these guys are just pratting around. Didnt even bring items.
So what were we met with, a super laggy Irridescent King and Queen doctor running NOED and Ebony Mori that killed us as soon as he could and said we were super toxic bring Object of Obsession. Of course we did, we wanted him to find us XD
Like, this is what the build up of toxicity has come to now. Who else feels this pain? (@_@)
The survivor entitlement is great with this one ^
You mean to tell me the Killer didn't play by your rules? For shame... you died. Get over it. The Killer is not their to make you happy.
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@Zaitsev said:
I think that you should be able to kill a surv thats been hooked twice anyways. Theyre gonna die on the hook anyways, so why not remove Moris and keep their animations intact?
Because they aren't automatically dead.. good teammates will keep you a live by blocking, heals, etc. You're clearly in green ranks.
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@SurviveByDaylight said:
Keys needing a nerf shouldn’t even be a post. Ebony Mori’s need a nerf. They should require everyone to be hooked at least once before it becomes active. It’s too ez in its current state that it ruins the experience for everyone 😄
The irony is that you all don't realize that most killers bring an Ebony Mori WHEN you all bring a key.. In order to stop the use of the key.
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@Traslogan said:
Killers get games instantly but it's always SWF. I'm checking for it and most profiles aren't private, the ones that are will be in the friends lists of those that aren't. I'm barely getting a random group every 20 games, and there's simply nothing to do anymore as killer. There's no fun in watching people know where you are because people on hook are on discord saying what direction you go, people ensuring they have bodyblocks and extra help just before a chase should end.
The devs refuse to acknowledge SWF has become the norm and thus the game isn't balanced for it even slightly. Survivors might as well have 8 perk slots because any perk related to info on the killer is there for free.
There's no gameplay left as killer, they should just buck up and remove it.
They never said SWF wasn't the norm. They even released stats to suggest its more than half the games are some form of SWF. They also released stats that suggest a 4-man SWF only wins 9% more than an all solo queue team.. So... connect the dots mate.
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@T2K said:
Although I dont usually use iri heads, I never had a problem with them from both perspectives.
I think you shouldnt compare huntress to deathslinger. Imo the hatchets are much easier to avoid than the harpoon. You have a windup time with soundnotifications and can also see huntress aiming a hatchet. With the harpoon you can only really react if you see Dslinger aiming down his sight.
Either way I think the suggestion is pretty good. This way you wont trash iri heads and dont feel too bad for using them.
If you think the harpoon is harder to dodge, you clearly haven't played against a good huntress and her beach ball hitbox for hatchets..
you can literally dodge the harpoon as soon as you hear the firing sound.. it is a traveling hitbox the size of a bullet.. it's tiny. And it's incredibly difficult to hit with the deathslinger without hours and hours of practice. I've seen the best huntresses killer play death slinger, and have their shots dodge last millisecond. You have no idea what you're talking about.
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@Respectfulnancymain said:
I personally think he's just a bit op but he dosent need major nerfs. Whats your opinion?
Freddy is incredibly strong as a killer. But something about his play style and what he does makes me dislike playing AS him and AGAINST him.. I know they reworked him and he'll likely never get another re-work, but he's likely my least favorite killer even though he is one of the top killers ATM.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1191072#Comment_1191072
Probably gonna complain about how the devs are survivor sides even after god loops are fixed
It's always so evident which people never play both sides..
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@Mister_Holdout said:
Not sure if I'm the only one experiencing this, but as of recently I have started noticing that some of my M1 and M2 clicks are not registering.
This occurs basically every match now.
It has gotten to the point where I can't effectively play killer. Having your mouse clicks fail during crucial moments can cost you the match.
Survivor isn't as bad because I have only noticed it while trying to repair a gen or use a flashlight. I don't have to use a flashlight and hiccups involving the generator are only a minor annoyance.
For the record, I'm almost certain that my mouse isn't the problem. I have tried different USB slots and different mice all together. Also, I have no other programs or software running in the background. And still, the problem persists.
Just wanted to know if I'm the only one experiencing this?
I am having this issue as killer. My m1 won’t attack many times. I have to click over and over again. But I don’t notice this issue ss survivor. Either because it isn’t happening or because instant m1 clicks aren’t needed for survivor.
Has anyone found a solution?
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Some killers are incredibly good at getting in your head and predicting where you will be. Therr are also perks that will tell show you the survivor. As well as sound and scratch marks.
Finally, Myers has addons that literately allow him to see u through walls
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@Stitch7833 said:
Red ranks only sucks because people hit red ranks who dont belong. i honestly preferred going against killers that had ruin, at least back then i knew my team would have some common sense on how to do gens or lead on a chase but now i will hardly play the game because its tiring loading into a match where everyone is red rank but they cant do gens, hide all game and cant even get safe saves they just farm for points and hide for hatch all game. while i wouldnt mind bonus rewards for hitting rank 1 for either side (been there for 2+years) i wouldnt want that till they fix the ranking, most of these red ranks should be green ranks at best
This is because you don’t need to do gens, at all, to rank up. Between looping / staying alive a long time and unhooks you can easily rank up. You can make it to red ranks without ever having escaped.
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@LALYTHIA said:
Cheer up, a survivor who DC's on you is getting themselves a hefty penalty and probably won't be in your next match.
Lol “heafty” as in a whole 5 minutes.. which is the queue time for many people.
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I really can’t believe they charge $50 for the Switch version. I was going to buy it until I saw the price. They’re out of their minds.