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Dwinchester

Dwinchester

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  • @Zwergz112 said:

    I always say the same thing after every game, whether Killer or Survivor, whether it's a close game or not, whether it's me gettjng facecamped at 5 gens or getting teabagged by 4 survivors at the exit gate, I always say "ggs, well played and best of luck in future matches^-^" and no, there isn't some underlying sarcasm, I don't say "jk lol, you suck lmao" I just think it never hurts to be kind but someone told me it's bad manners to say "gg" after a win, what do y'all think?

    I am viciously competitive in everything I do, sports and games alike. I HATE to lose at anything. That said, I will always throw down a gg, win or lose. Its basic sportsmanship.

  • He just sounds like an inexperienced killer to me. But yeah, some people just suck.

  • @TheClownIsKing said:

    Nothing works against survivors during these time periods.

    No matter which killer, no matter which strategy is employed, no matter how loops are run or mind-gamed, I’m just spinning my wheels in place.

    Why is this game designed in a such a way whereby experienced, coordinated teams make this game 100% impossible as killer?!

    Literally!!!

    Region can make a big difference as to survivor strength. I'll straight up tell you, I'm a ridiculously good killer, because I've gone against these teams so often.

    Best advice I can give, dont get frustrated, constantly pressure gens, get as many injured as possible, then slug their cocky butts. The frustration thing was the big key for me, keep the pressure on then and hope they crumble.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665735#Comment_1665735

    But Thats not the fault of Dead Hard right. Its the synergy that's the problem not the perk itself.

    Don't get me wrong I understand it can be overkill to have everyone run these perks.

    More like the perk is broken, but I can deal with one broken perk, but not 16 broken perks.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665699#Comment_1665699

    Is a free chase extender really bad though? There are many survivor perks that extend chases but we don't persecute them like we do for Dead Hard.

    One chase extender isnt a problem. When its combined with ds, bt, and unbreakable, then all 4 are using it, along with comms, and flashlights, then it becomes a huge problem.

    It would be like old swing chains freddy, with undying, old ruin, pop, and noed. It would be oppressive as all hell and completely miserable to play against. That's what irritates me so much about the devs, killer perks aren't allowed to synergize, but survivor perks are.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665584#Comment_1665584

    I can definitely see what you mean but I wanna make a point to say that it has to be used effectively. Sure I may seems that dead harding for distance may take no skill and anyone can do it sure, but that does not mean that they did it effectively. If I'm out in the open and use dead hard i didn't use it effectively. At most it only bought me a 2 seconds. Using it effectively to get to a pallet does take skill if you are able to time it correctly (Which some people have not got the timing down)

    Also forgive me but to say that is not fair because most killers can’t do nothing about it seems a bit hyperbolic to me. Could you provide some examples of how?

    I had never used dead hard until an archive required it, and I got the timing down in about 2 tries. Not a lot of skill required for use.

    If used at a pallet, you either swing and miss, or they make the pallet anyway. Someone like huntress or pyramid head can punish it, but no one else. Basically it's a free chase extender, and we all know how bhvr feels about perks for free.

  • @GoldenZR_TTV said:

    I have around 16 days played and having been in red rank killer for a while I can safely say at red rank most of the players are in swf. Every match if I get a sacrifice (or mori since i play executioner) i get spammed with either messages saying offensive random junk or a bunch of party invites. I get it feels annoying when you lose a ten to twenty minute match in something like dbd but come on, does it really warrant such toxicity such as being offensive to the killer? I have a example of being insulted for getting a kill on someone. my gamerpic on xbox set to a picture of me and I had got a message saying i camped (walk away from hook a lot to keep gen pressure down so I had'nt) then he would ask why i look like a f*****.

    That's easy, bhvr holds the survivors hand so much that they feel entitled to an escape. They never expect to lose, so when it happens, it causes salt.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665575#Comment_1665575

    I suppose if a fatigue was added it would add some level of complex thinking to it, but than the perk would be useless if the fatigue is too long or the Killer doesn't swing at all. If the fatigue is short enough to allow someone to DH into a window or pallet, than I guess it'd still be useable? But in a lot of other complex scenarios it would make it even harder to use, which would make it more prone to be used for distance.

    As for the Killer interpretation of the perk, I don't really see the point in it. Having a double lunge after 30 seconds of a chase would give every Killer the same lunge as Myers in Tier lll, that'd be busted. In the case of DH, it's not really the same thing. A lunge is a key mechanic for a Killer to use in a chase, while DH is just a perk that can extend a chase, it's not a core point to a Survivors abilities like the lunge is for Killer. I see what you meant by the example, but it isn't really the same thing.

    I think you have it backwards there. The survivor doesnt get the fatigue, killer does. So killer is in chase, survivor times it right, he gets the invincibility frames, but no distance, and killer gets a stun.

    There would still be a mind game at the pallet, because if killer doesnt swing, the survivor makes it, but it wouldnt be free distance.

  • @FireHazard said:

    introduction

    Hello again, I bring to you a rather obvious question but a interesting one to still debate about. Today, I want to discuss if Dead Hard is fair or not in the current meta of DBD.

    Now of course I need to address the obvious answers that we'll get before the discussion even begins. I'll provide these questions in their own sub-sections below, but for now I'd like to take a moment to address why I bring this question to light.

    Why I consider the perk is unfair and my reasoning behind this post

    Well first off, I want to say that I don't like Dead Hard. I don't like using it and I don't like facing it. I've countered it plenty of times, I know how to counter it, but I still don't like it. Now, why is that relevant to the post at hand? Well, it brings to the table an interesting debate I want to spark in the community itself about the perk and why I personally don't think it's fair to face in a lot of scenarios.

    In most scenarios I face it, I only see it being used for distance at windows and pallets. That's it, there isn't other uses I've seen outside of gaining distance for windows or pallets. I have faced people who use it for faking turns into Dead Hard for a miss, but you rarely see it now a days because it's mostly just used for distance now.

    You might ask why this is unfair though, well, I consider it unfair when you bring up the fact that the perk itself can easily extend a chase or re-write a mistake a Survivor makes at said chase (with enough leg room that is). Kind of like DS but not really. The point is, the perk (in my opinion) isn't exactly fair to face when you're up against multiple users of it, who only use it to gain distance or fix a mistake when getting moonwalked, faked, etc.

    I should also mention that when Dead Hard is being used to gain distance, there's nothing the Killer can do about it. If we're talking about scenarios that involve a way to bait it, than that's a different discussion that can be brought up below, but I'm mainly talking about a straight shot to a window or pallet that the Killer can't prevent if Dead Hard is used. The same goes for if the Survivor makes a mistake and the Killer could've downed them if Dead Hard was not used, just to be clear.

    Now before I continue, let me address the questions and answers that'll be brought up in this discussion.

    "The perk can be easily faked"

    First off, yes, it can be easily faked in the right circumstances. The perk itself is actually really easy to predict when you've faced it for so long. But in my 2200 hours, I still don't consider the "Dead Hard for Distance" meme to be fair. This mostly stems from the fact that there isn't any punishment or counter that can be done for using it to get to a window or pallet. It should also be mentioned that most people who use Dead Hard will use it for that scenario, since it has no downsides and no risk of backfiring (besides of course they did it too early).

    "Dead hard can be baited at pallets"

    Now, here's where it gets a little tricky. Dead Hard can be baited at pallets yes, I've done so many times and downed people as a result from that mistake. However, this usually only works at loops that have funky obstacles in the way like rocks or bushes, it doesn't really work at loops that're long with a straight shot to the pallet.

    This of course is only semi-true though, since if you actually do catch up to them at a "long loop", than they'll use Dead Hard to avoid the hit, which allows you to just walk to the other side mid-animation and hit them. But this only really works if you're right behind them and they're right at the pallet, making the scenario unavoidable for them.

    So in a way, it's very hard to say it can be baited at pallets 100% of the time, it really depends on what you're given and what happens in that given moment.

    "Is this just a complaint post?"

    No, it's a debate I would actually like to bring to the attention of the community to better discuss Dead Hard. I only bring it up now due to how common the perk is at this time, which makes the issues of the "Dead Hard for Distance" meme a lot more prominent.

    You can argue this was sparked by my hatred for the perk, as mentioned above, but it's mostly brought on by the issues I see with the perk itself and why I think it's unfair in certain cases.

    "If this is to get the perk nerfed, that's impossible"

    No, this isn't a debate to get the perk nerfed, lets get that out of the way. It's a debate to discuss why I feel the perk is unfair and to see what others might say as a response in a civil manner. Yes, it would be impossible to nerf the perk itself without making it basically worthless.

    If we're talking about a scenario where Dead Hards distance is reduced, it would make it a lot less effective due to the Killers lunge being able to "out distance" it. So yes, it would be impossible and no this is not to get the perk nerfed.

    Something important to note about the discussion itself

    After some discussions below about the perk itself, I failed to mention some important key points that I want to address in this edit. Dead Hard by all means is a "helper perk", which means the perk itself can add to a chase and even other perks as well.

    With that being said, Dead Hard can also hinder a chase depending on who's using it, what scenario they're in, the killer they're facing, etc. So when discussing the perk itself, it really does depend on WHICH scenarios that're fair or unfair, not just the main point I focused on above.

    The perk itself in the right conditions can be very underwhelming or very overwhelming, it really depends on what it's being used for and what scenario we're talking about. This means if the perk is being used for distance, than some like myself consider it to be unfair. If the perk is being used for complex loops, saves, etc, than it can be considered to be fair when you involve a players skill itself and what they're using it for. The perk itself can also add to other perks as well, which makes the discussion more complex when you consider this into the mix.

    It should be kept in-mind that some might focus on different scenarios that others are not talking about at all. So it's good for us all to keep an open mind when bringing up each individual point, as it really does depend on many factors that're presented with the perk itself.

    With that all being said, I look forward to this discussions continuation.

    conclusion

    If I missed something above than I'm sure someone will bring it up below, but I would like to say that I do hope this discussion will spark a civil debate on the perk itself and what it's used for. I look forward to what will be brought up as an argument or addition to the post.

    I'm open to discussing all avenues of debates that're on-topic with the post itself and I will do so in a respective manner to both perspectives. So please, feel free to agree or disagree, I'm open for anything that's reasonable to discuss.

    Heres how I look at any perk in this game. Would it be op if the other side had it? In the case of dead hard, if after 30 seconds of chase, the killer had a lunge that was twice the normal distance and had a 40 second cooldown, would that be fair? No, no it wouldn't.

    It's the distance that's the problem, because it's a very abusable perk. I would change it to no distance gained, but a nurse style fatigue if killer swings and misses. That would put skill back into it, rather than a loop extender.

  • @BlightBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664131#Comment_1664131

    Doing gens isn't in the survivors control, that's the killer not doing his job.

    You get 4 good loopers on comms and there's not much killer can do. But that's the whole point, survivors want to be able to control the loops, so they wont focus on gens, hence the whining.

  • @Mugombo said:

    How do you counter this if you/teammates don't have a flashlight? Crouching doesn't work, as soon as you start unhooking the trap triggers and they just teleport. It's worse than normal facecamping cos they can still apply pressure on gens etc. Is there something that can be done to counter this without flashlight or nah?

    Either your teammate is screwing up, or you are. Unhook wont set off the trap, and neither will crouch walking.

  • @BlightBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1656027#Comment_1656027

    Literally no. People loved Oni. People thought blight was actually underpowered. Stop with the survivors vs killer bait.

    Oni is easy to bully, provided you have teammates that actually do gens, which again, is in survivor control. Not hard to deny his power when you throw the pallet early.

    Blight, I'm not sure about him yet, he's loopable, but seems fairly strong.

  • @KingFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663425#Comment_1663425

    They probably get all 4 gens done even if they were solo. Sounds like the average solo game. Not like people don't get right back on gens when they play Solo. Survivors don't tend to get off generators to mess around, and if those are the survivors you need to be able to win then maybe you're not as good as you think.

    I mean what you basically said here is: "I would've stomped them at 2 or 3 gens if they hadn't gotten on gens."

    My rank 1 and 84% kill rate speaks for itself. And no, when youve done this as long as me, you can spot the swf from a mile away. Injured people dont abandon a gen outside to finish shack gen while you have a slug and someone going on basement hook, not without comms telling you that its 99%.

  • @KingFrost said:

    SWF with comms is only really powerful on really good teams with a lot of experience. If you have less experienced players, comms makes a much smaller difference. I've faced and played with SWF teams on comms and while they're a bit more effective--I don't think it makes as much of a difference as everyone thinks. Excetions for teams running OoO.

    That is a load of crap, sold by swf teams. I got a 4 man swf, they were terrible in chase, I would have decimated them in solo, but because they were instantly back on gens, the second I chased someone, and knew exactly where I was, they got down to 1 gen remaining before I slugged them all down for the 4k.

    Bad team facing a killer that was way better than them, nearly escaped thanks to comms. If they had been my own level, I wouldnt have stood a chance.

  • @AuroraOnline said:

    I was wondering what the community, particularly you killer mains, though of people swf-ing while not on comms? Do you think it makes swf more balanced? Is it still op to face? I like to have teammates I know will do gens/ bones/ get me off the hook/ not give a free 3k from NOED but also know how annoying it is to face 4 man swfs.

    It would be perfectly balanced without comms. Dbd is built around the survivors not having information, suddenly giving them all of that info is what makes the game so unbalanced.

    They know what you're doing, where each other are, which gens are done, which totems are done, when to body block, when to flashlight or pallet save, etc.

  • @FFabeq said:

    After 3 hours of playing in solo today (was rank 2, now I'm one pip away from rank 5), almost every game my teammates would either:

    sandbag me, don't take any hits,

    do nothing and crouch in a corner,

    or leave me to hit second stage on hook

    I find solo queue way more stressful/not fun/boring than killer, and I'm rank 2/1 killer...

    Haven't played survivor in a while, so I got sent back to the minor leagues by rank reset. Its hilarious going from rank 4 to rank 20.

    It's fun watching the solo potatoes on kindred. They're allergic to gens, leave the gens to crouch in the corner when the killer is a map away, they're scared to unhook. Only good news is that the killers cant catch me.

  • @Rivyn said:

    Be it killer or survivor. No matter how the match turns out in the end, what is it that makes you sit back and believe that match was well played? You could be a killer and have a 4k escape, but feel the match went well. Or a survivor, where the killer 4ked at 5 gens.

    To you, what about a match gives you that 'gg' vibe? Not out of curtesy, or sportsmanship, but actually feeling that match went well.

    I'm simple, a pip means it was a good game.

  • @Zani22 said:

    Nooo you cant take franklins

    Nooo you can't play leigion

    Nooo you can't use clown either

    YEP I get it you don't like it but dear god can you at least tell me what I'm allowed to play

    I'm not saying this just as killer but as a surrvivor because I feel like no matter what it feels like no matter what I use its like illegal

    Wanna know my builds

    Litteraly

    Discordance and fire up rn on legion (I just p3ed him)

    And I play Steve as my surv with second wind camaraderie, kindred open handed (because its fun imo)

    Ant yet its just constant complaints

    And I don't know what to do anymore.

    People will be salty, win or lose. You do you and ignore them.

  • @MauriceMaverick said:

    I recently had a match, i was surviver, where it first saw like a normal match. But then i saw that every player was noising, teabagging, doing this flashing thing. I cannot understand why you (if you are one of those) anyway, but against q nurse? Seriosly? The nurse is the hardest killer to play with and if she wouldnt be at least a little fun to play with in a NORMAL round, nobody would actually play her. So why would you ######### bully someone who playes a nurse? Sometimes someone only want their daily done and you BULLY A NURSE! WHY?

    P.S. You can also ask why do you bully in genaral, but this a question, asked to often. Nothing will ever change on that front.

    Think about every david vs goliath movie or show you've ever seen. The underdog always goes through a brutal training montage where he gets his butt kicked, until he finally gets good enough to destroy the villain.

    That's how I view nurse. She's the very best, but you're going to have a heck of a time getting there.

  • @GhostyyBoi said:

    Please. I'm trying to get better with her, and i'm not doing so well.

    She is one of my mains. Heres my tactics with her. Find a 3 gen, preferably near basement and trap the living crap out of it, pressure the survivors, but never out of range of the three gen teleport. Once you get the first down, it usually becomes the trading game.

    Get a survivor on hook, chase anyone in the web and defend those gens. Constantly reset your traps. Pop, corrupt, bbq, and sloppy.

  • @ThatsSoKelso said:

    I qas off the game for a bit an came back happy to see the generators when worked on was fixed to look like we actually working on it same with unlocking a chest now. But to land my plane here.....how is it ok to make it so we get hooked once.....an then hooked again an we instantly struggling even if we were instantly grabbed off the hook the first time. What happened to being hooked three times? Now you get ine hook an then you struggle...its crap...it needs fixing asap or consider the game trashed.

    What the heck are you talking about? It's always been like that...

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658099#Comment_1658099

    Well, Make doors open automatically when 3 or 4 survs are alive when 5 gens are done. The killer failed and don't deserve a kill

    Killers dont get near the same level of second chances that survivors already get.

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658194#Comment_1658194

    The "Survivors teleporting to a different hook" idea actually makes sense lore-wise, to be honest. Moris exist because the Entity "allows" Killers to have their own kills, but the Entity can just mistake camping on the hook by the Killer becoming too greedy, so the Entity punishes the Killer for this.

    It makes sense for just about everything, but only if you solve the other survivor crap first, because without the ability to camp, you're giving survivors yet another weapon.

    The problem is that the devs dont want to fix the broken crap, they want their gamers frustrated.

  • @Godot said:

    ...What would you do? How would you make it work, so it's fun for EVERYONE?

    No selfish/meme responses allowed!!!1 (e.g. "i'd remove DS because it's annoying")

    Remove every gen slowdown perk, noed, ds, dh, sprint burst, borrowed time. Base generator times bumped to 100 seconds. Remove every god pallet in the game, give more mindgamable pallets and windows. Survivors get 30 seconds of invulnerability off hook, they have no collision and it shuts off if they interact with anything. If killer camps, the survivor will teleport to a different hook.

    Mori kills one, key let's one out.

    That solves crutch perks, gen times, tunneling, and camping. It would allow everyone to try different builds, instead of using perks as a band aid for piss poor game design.

  • @MeltingPenguins said:

    First up, I know how bait-y this will sound, but I'm genuinely curious:

    The main argument against him I keep seeing is how 'he's boring too face' usually with the explanation that you can not have 'interactive chases' against him.

    So, I do wonder:

    Facing a killer that requires you to shake up your gameplay is 'boring' while the same routine (chasing, juking, looping, etc) for every killer on every map isn't?

    I really don't get the logic here.

    Again, I see people argue that 'the chases are the most fun part' as if that is a universal truth, and as if everyone who plays sneakily, gets their objectives done etc is a bad player and not welcome in the community.

    That's the impression I am getting each time people call for a massive nerf for Caleb, if not his full removal from the game.

    Survivors are used to being in control of the game. The only way killer wins is when survivors make a mistake. They hate any killer that takes away that power, when all killers should do that.

  • @Bard said:

    If somebody brings up how it's literally just impossible for a killer B-tier or lower to win against a good survivor team, y'all start moaning about how "Well actually most survivors aren't like that! Not every SWF is seal team six, so BT/DS/DH/Unbreakable are fine."

    ...and then in the same breath you'll say that Nurse, Spirit, Deathslinger, and Pyramid have zero counterplay because the best players on those killers can remove your options.

    I'm sorry, no. You don't get to have that both ways.

    If we're balancing survivors around the pepegas who can't do skill checks and run into a wall every eight seconds, you don't get to balance killers around the assumption that everybody who picks Deathslinger is a member of Faze Clan with pregognition.

    I said the exact same thing a few days ago. Survivors want to pull the "you dont play them that often" card when it's their broken crap, but they face otz every game when it comes to killer broken crap.

  • @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1652572#Comment_1652572

    That's true. People can experiment with some other builds but in the end if people want to win they will pick meta perks. I would love if they completely change the meta on both sides, to make something new, unique and interesting.

    Heres what I would do if I balanced this game.

    Completely delete any perk that slaps a band aid on the broken game mechanics. That means all gen slowdown, noed, and all anti camping/tunneling perks and sprint burst/dead hard.

    I would raise base gen times to 100 seconds and give survivors 20 seconds of invulnerability off hook, but zero collision, and it deactivates the second you interact with anything.

    I would increase the number of unsafe pallets and windows, while completely eliminating god pallets.

    Perks would now be used to modify your game style, like stealth, or anti healing, or sabotage, or vision.

    Mori let's you kill one survivor, key let's one survivor out. Problem solved.

  • @Schinsly said:

    people that have been asking for these changes forever:

    https://us.v-cdn.net/6030815/uploads/JL9A6Q4H55AU/screen-shot-2018-10-25-at-11-02-15-am.jpg

    seriously though why is everyone malding when bhvr tries to change the meta and make useless perks viable for the first time in years

    be grateful lmao

    im not typically the one to praise bhvr, check my post history lol, but seriously, this is just bad feedback. we need to let them know changing perks that have been useless and untouched for years is GOOD. obviously not all of these changes are going to be perfect but its ptb and atleast theyre starting to change.

    When you've got a crap perk, slightly buffing it does nothing. They need monster buffs, like map wide window blocks for cruel limits, then it might bump something off the meta.

  • @FFabeq said:

    What would you want to see being nerfed/reworked in survivor side? And why?

    Ds deactivates upon full heal, touching a gen, or entering a locker. 30 second timer, but timer doesnt go down in chase. No longer a one time perk.

    Dead hard no longer gains distance, killer stunned for 3 seconds on missed attack.

    Keys allow one survivor out.

    Object of obsession has 40m range.

  • @xXCAM3R0NXx said:

    *I'm re-making this post due to my point being unclear as such. *

    Ive played against many tunnelers, as I'm sure most of you have aswell, and alot of them seem to think it's some sort of 'Skill'. I've even had people message me saying 'It's called being skilled' and many similar messages.

    Now Im not saying you shouldn't tunnel, because I cant control you can I? But I don't know which part of hitting the same person over and over again has skill.

    Skill is something you are good at and it can be learned from other people. However it's not unique to be able to hit the same person again...everyone can do it...It isn't some sort of mastery.

    I believe tunneling should only occur when your doing really poor, such as no kills/Gen rushed/Toxic swf players. Ive played killer, and I know how annoying it is to do really bad and not get a single kill, all killers want at least ONE kill.

    The fact I've seen red ranks use this and claim 'Your the closest person', no s**t sherlock I just got off the hook near you, I'm not going to be across the map am I?

    At the end of the day, I'm not saying DON'T TUNNEL YOUR RUDE YOUR UNFAIR. I'm saying, don't brag and think your really good because you tunneled a 4k.

    You may get tonnes of points which is true, but don't call yourself a skilled killer, spare me the bs *yawns*

    Unless you're playing nurse, skill alone will not win against good survivors. I dont think any killer wants to tunnel, but they have to in order to have a chance at winning, and no a 2k isnt a win, I dont care what bhvr and survivor mains say.

    It sucks, but this is the game bhvr has made, so dont blame killers, blame them for no viable options for victory.

  • @Babyyy_Boyy said:

    Seriously, ever since the notes on the upcoming update were released all I see is negative comments towards the devs and the game itself from the Forums to YouTubers thoughts about the update. There’s even a thread making fun of Almo for not answering a comment directed at him. For the amount of complaining and negativity that people give to this game and to the devs, people still play it. At the end of the day if it’s really an issue or if it bothers you that much then don’t play the video game simple as that. Let the devs do their job please. At the moment since the update is focusing on Pyramid Head and pop, all of the killer mains are upset. This is just a tip of advice for both roles, when something doesn’t go YOUR way, don’t lash out at the devs or anyone for that matter and let them do their job. You wouldn’t like it if you were working and someone lashed out at you for trying to do your job or tell you how to do your job. That’s all.

    Honestly, the devs bring it on themselves. Like pop, the reason they gave for nerfing it is the exact same complaint about ds, but they dont nerf it.

    Old ruin and doc is another one, only talking about survivor fun. Feels like an insult to half of the community.

  • @ZCerebrate said:

    @Dwinchester @LetsPlayTogether Ah the common duality of responses on these forums.

    While I sit in the camp that the skill floor for playing killer is lower than ever (combined with my opinion that most players in this game are just generally bad at it) it's still relatively easy for new survivors to "succeed" just by holding M1 on generators, Hold W on chases then M1 again on exit gates to get that "2 escape" if you're not playing efficiently as the killer. Perhaps you were getting more flighty survivors in your games back in 2018 purely by luck who would stop all objectives unless there was no Terror Radius and the killer was visibly in line of site on the opposite side of the map a minimum of 80m away... hard to lose these matches

    All comes down to gen speed. The gen rush meta is new, and new killers have issues.

  • @Breque said:

    I never play killer because i like to play with my friends

    and in the past all the matches that i play as killer i make 4 kills and like 2 gens was done was kind of easy ( probably cuz i was rank 20 )

    But now it look like that is so much harder to play ( i am still rank 20 ) and when i say so much harder i am saying that i jump of a level that i do 4 kills and no gen was done and now all gens are done and 2 escape ( i never play as killer the max rank that i got was like 16/17 maybe 18 )

    They change the matchmacking system or it just me that regressed

    Simple, survivors are getting better and killer keeps getting nerfed.

    With so many streamers, and swfs practicing in kyf, survivors are coming into low ranks with much better skills, so your overall quality is getting better at all ranks. Combine that with bhvr being terrified to help killer at all, for fear of offending the whiny survivors, you get a game that's rough on killers of all levels.

  • @Respectfulnancymain said:

    How could you use pop as a timer for ds?

    Pop starts when you hook a survivor while ds starts after the survivor gets unhooked

    So you just dont use pop on a gen and keep it as a timer?

    Because I rarely let someone get unhooked for free, especially in the later game. It's a trade, I hook the next guy, chase the injured guy, down him, and if pop is running out, I know ds is about up too.

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646157#Comment_1646157

    Also with the addition of cross platform. That has only increased the number of SWF. Also it's common knowledge that this game is better played with Friends as Solo Survivor tends to also be stressful (still not as stressful as Killer)

    True, but I was forged by pc sweatlords, console swf is a fair challenge for me.

  • @GreyWolfofNorth said:

    I was perusing the forums and I came across a discussion about a certain particular post from last night. The post from last night was about adding a pregnant survivor.

    Naturally I understand why the discussion was yeeted out of existence. But it got me thinking about how Dbd is a horror game. And horror movies are generally pretty boundary pushing as far as topics they got into (child killing, trauma, pregnant ladies dieing).

    I'm curious on what everyone's thoughts are on why horror games generally won't let themselves do stuff like that. This game is rated M for adult players so I'm not sure why we wouldn't be able to explore more horrific things Id even argue that horror games are "Horror Lite" instead of true horror.

    Disclaimer: I am not saying we should add a pregnant survivor I am more curious on the discussion related to horror movies doing unsettling things while horror games particularly Dbd generally don't go too crazy.

    Few reasons, main one being money. They dont want to get banned in other countries. Second reason is that we are living in an outraged society, if anything is even remotely offensive, people start crying about it.

  • @NekoGamerX said:

    just bring in bots anyone who dc you wouldn't want it the game anyway and the bots may been better then the person who dced.

    I would rather let someone take their place mid match. Give them all of the bloodpoints that the dc left. Would help survivor queue time too.

  • @aGoodOldRub said:

    For me it is either super baby survivors dying in like 10 seconds because they don't even know how to drop pallets or people with borrowed time, iron will, dead hard, adrenalin, unbreakabill etc etc. with insta heal medkits and keys. Then 4 gens pop in like 3 mins. It has become just annoying and frustrating to play killer because there is so many things that has zero counter.

    Like I am chasing dude for over a min which is already ######### and might make me lose but if I just down him I have a chance but when I am finally about to get him. Hit E then it makes it so he can get chased another 1 minute lets say I commit because 1 minute chase is already 3 gen pop at this point. He uses his borrowed time medkit here we go again. What has this game become ? I can't play killer at all because of this bullshitery.

    Watching people with 5k hours on game mega ultra killer mains etc even they fail against these teams EVEN though they make everything perfectly right. They gotta play the best killers just to have a CHANCE now these days.

    I am waiting for the day where maybe any killer other than 5k hour streamers able to have fun wait a minute I just remembered even though they get 4kills they always complain how stressful and frustrating the game was. I don't even care about kills anymore just playing the game to get a hit has become frustrating because of all these perks and items that has zero counter. And of course some loops are just incredible that u have no other chance then hold W.

    But yeah leave a comment saying if you like it or not with some explanation.

    Yeah, I'm having fun, mostly because crossplay diluted my death squad pool. Everything has kinda leveled out, so I have challenge, but it's not ridiculous.

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645854#Comment_1645854

    It blows my mind that people say you we don't face these "Swats" consistently. Until the recent update to the MMR, myself and several other Killers that frequent the forums, discord, reddit, and other gaming social media. In groups. All came to the consensus that the only way to keep playing the game at all was play the few top tier killers of; Freedy, Spirit, and Nurse. Not because the survivors were too good, but because the matchmaking would only pit you against 4 man swat teams that will decimate you otherwise. Making the game entirely unfun.

    Now the issue with the current meta is if you enjoy playing any of the top tier killers, you simply can't because Freddy, Spirit, and Nurse will always reach the point where they only face 4man SWAT teams. Making all the Killers shrug, and play other killers if they even wanted an inkling at a good game.

    In before "But if you win a lot of games as a lower tier killer, wouldn't you get against the 4man swats with that killer?". Yes, but you won't beat them. Lowering your MMR. Making you face weaker survivors and non-premades. Since Freddy, and Spirit are really the only killers that can face swat teams, good players with them will get the mmr to the point where they only face swat teams, and stay there well enough.

    The game is entirely broken, and SWF is a big part of it. In addition to that the survivors have far too many free chances, while the Killer has to rely entirely on chance, and skill.

    Cue "bruh, you're just bad at the game, learn to pressure and git gud, there's no way you're facing swat teams that often, maybe the problem is you"...

    I know that feeling all too well, the region I play in is full of them, but no one will acknowledge it, because THEY dont get them, so clearly no one can.

  • @Mushwin said:

    Linked Cosmetics we can't mix and match?

    Legendary skins to pay a lot for, and the cosmetics don't meet up to par.

    Iriidescent shards you earn, take time, effort to earn and get a costume ONLY for it to be then given to you as the same skin but in a shade lighter/darker.

    Devs. You have got a lot of money out of people, even shards, but what are we getting really? Customers are always right and we ARE customers of DBD and should be listened more to things we pay for or earn.

    Then stop paying. Only way the devs will learn is when they stop getting rewarded for bad decisions.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646049#Comment_1646049

    Fair nerfs do count it's still a nerf. It's still making something weaker.

    Breakable walls on badham are pre thrown pallets that close off good loops. They arent even a hindrance maybe on dead dog but that was an experiment map.

    Skill check nerf was still a nerf. Doesnt matter how you slice or dice.

    Vaults were never buffed they were fixed. A fix isnt a buff. MoM was never buffed protection hits were. These are no meaningful buffs as you can still get hit through vaults I have a bunch of clips and MoM is still a ######### to activate.

    The only perk that uses protection hits is mom, so it absolutely got buffed.

    If something has been broken for a while, a fix is a buff.

    Sure they're nerfs, but it goes back to survivors getting minuscule nerfs and killers getting massive changes. If you cant see that, you're completely biased and there's no point in talking.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645981#Comment_1645981

    I'm going to name a few nerfs that all started from 2.0. Tell me before the buffs currently what were the last survivor buffs?

    Vacuum pallet removal (fair but still a nerf)

    Window fast vault adjustment

    BNP nerf (fair but still a nerf)

    Insta heal nerf (fair but still a nerf)

    Healing speed nerf

    Shortening of most of the filler pallets

    Decreasing minimum pallet spawn from 8 to 6

    Multiple survivors on a gen speed decrease

    Great skill check nerf

    Map nerfs

    Exhaustion nerf

    Balanced landing nerf

    MoM nerf (fair but still a nerf)

    Losing add ons on escape

    Toolboxes killed

    Breakable walls on maps (closes good loops and good killers dont break them)

    I'm going to leave it at there. There are way more but these are just a few.

    Fair nerfs dont count. You can look at original nurse or prayer beads spirit, they needed to be changed.

    Breakable walls are more of a hindrance to killers, they're basically just pre thrown pallets.

    The skill check and multiple people nerf was so minor that it did nothing.

    Vaults got buffed with server changes here recently, mom got buffed.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645928#Comment_1645928

    Dude 2 killer nerds is not the end of the world. I could almost swear people forget about the 1-2 year straight survivor nerfs.

    Killers get meta shifting nerfs, survivors get minor tweaks that do nothing.

    Tool boxes vs ruin, killers lost. Instaheals vs billy/nurse/spirit, killers lost.

    Map changes were negligible.

  • @BigTimeGamer said:

    From the update:

    "Currently the Survivor is left with two choices: Vault the window/drop the pallet and get hit with Punishment of the Damned, or continue running and get hit with a basic attack."

    With Slinger, the biggest complaint against him is the free zoning he has built in, much like PH, and the problem of you either dodge an instant-ADS and lose distance and eventually get hit, or keep holding W and get shot. There are number of reasons but I feel most understand what I'm referring to.

    So the question is, now that BHVR have directly addressed this issue found in PH, will they change Slinger or eventually even Spirit (though she is unlikely due to how controversial that would be and this issue im referring to is more specific to Slinger/PH.)

    For reference, this is what I mean, Skip to 1:40 if it doesn't work:

    https://youtu.be/40gHL0W48HA?t=100

    Deathslinger is a problem, because if you nerf his ads, he becomes worthless. You will have a 110% killer that cant down from range, and only has one shot that will be easily dodge able.

    You can make him 115%, but then he will just become man with bayonet, because his power will still be time wasting garbage, having to steady the aim, and reel people in, with a large penalty for missing. Imo, you'd have to ditch the reeling mechanic and have his spears damage people.

  • @StarLost said:

    Object is bad enough on an SWF group, but if you get multiple people with this sodding perk (as I've experienced today) - it completely and utterly negates most of my favorite killers.

    Also - is there a way for survivors to see what killer you are in lobby? I recall there being an old trick, but...wow. Every time I try Ghostface or Wraith, there are 2-3 people running this and I have an impossible game.

    Anyway - rant over.

    Dont look at the gen when approaching, they'll never see you coming, because they're watching the perk, not the surroundings.

    Spinechill is meta right now, so I dont suspect them knowing what killer you're using, but yes, they can see.

  • @Slashstreetboy said:

    I really do not want to call double standards in regards to that because I´m genuinely convinced the DEVs are trying to make the game balanced to the best of their ability.

    Instances like you are describing or the upcoming change to pop that reads exactly like it was meant to address DS give me a hard time doing so.

    I´ve since come to terms with the idea that they design the game to be easier and more accessible as Survivor because they want to please as many players at any given time as possible so they retain lots of new players trying it out. This might also be why they are not looking into the innate balance issues of SWF.

    If that´s the case and it works I´m actually kinda fine with it. Let playing Survivor remain easier if it helps DBD thrive.

    I feel bad though for newer Killers. What do they get? Not only will they have to invest much more into DLCs to have viable builds but many of them won´t make it through the insane BM and trashtalking in a game that is by design stacked against them. I´d imagine it´s not fun for them getting told to kill themselves every single game for their first 100 matches or so.

    Add to that that Killer mains tend to whine a lot, this makes it much harder for the DEVs to identify valid criticism. "Entitled Killermain at it again" when there are clearly certain issues that need to be dealt with.

    I'm fine with letting dbd thrive, but its thriving right now, yet the nerf train just keeps on coming. You need both sides to have a game, and survivor queues are already terrible.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644711#Comment_1644711

    The PTB hasn't even released yet. I don't remember Ruin being a PR ######### up either; the forums are not representative of the player base as a whole. We're generally people who care too much.

    This narrative of releasing strong killers that they then nerf into the ground doesn't seem based in fact. Let's think about the last few killers.

    • If I recall correctly Oni had a tweak for using Demon Dash that was aimed at making turning on PC and console more similar, but he's been a very strong killer throughout.
    • Deathslinger hasn't had many changes either way and is in a Legion-esque bad place right now (not that strong, yet unfun to play against). Still, he's never been perceived as strong, so I don't think people are buying him for that reason. He probably just looks fun.
    • Pyramid Head so far hasn't been changed much after launch (aside from not being able to see cages now to prevent tunnelling) and the devs have stated they don't intend to nerf him here. He's a very strong killer and should still be very strong after the proposed changes.
    • Blight was heavily buffed over the PTB. While it remains to see how strong he is, I think he's going to be mid tier. He clearly doesn't have a broad perception of being strong, though, so I also don't expect people are buying him for that reason. He probably also just looks fun.

    What was the last killer to get a big nerf after launch? I seriously can't remember one. Maybe Spirit, since she now has a vault animation, she had some add-ons nerfed, and she had collision removed? That'd be a bad example regardless since she's still one of the best killers in the game, though.

    Oni got gutted, then made tolerable after a few months. Hangman's trick and one of deathslinger crappy perks got nerfed. Blight compound 21. Now pyramid head.

    Dozens of people got banned, every streamer was calling out their bias, mods were removing every ruin thread. It was a nightmare because the devs told the truth for once.

  • @[Deleted User] said:

    Let's just ignore the part where they explicitly said they're not trying to impact his strength. They're giving him a nerf to cut down on his zoning ability, which is no fun for survivors, and giving him a buff to POTD so that it's more fun for killers.

    Except the devs are liars. This is 110% a nerf, they're just talking crap in an attempt to avoid another ruin level pr ######### up.

    Same crap as always with them, get your money, then nerf the piss out of the killer to keep survivors happy. It will happen to blight next.

  • There's a stupid easy buff for PH after these changes. A hit by punishment of the damned inflicts tormented upon the survivor. Do that, and he will be fine, of course they wont, and you'll never see anyone play him, but who cares, they've already got your money.

  • @mightygiraffe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642130#Comment_1642130

    Tunneling doesn't happen every single match but when it does it's extremely frustrating especially as a solo player like me. I suggest playing survivor for at least a whole day and give me your opinion of being tunneled.

    I play survivor and yeah, being tunneled sucks, but it's still crazy easy to loop a killer to the point of disconnecting.

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