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Dwinchester

Dwinchester

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  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1571320#Comment_1571320

    Number one all those killers are fine except legion he needs a buff and a rework.

    Survivor doesnt need any major nerds they have been getting nerfed since patch 2.0. Vaults were never "buffed" they were fixed. They never added long walls its rng based they never mentioned tweaking its spawn rate.

    They made maps significantly smaller and yet you ask for more if they were any smaller the killer would be able to get across the map way to quickly and gen protector builds would become meta. The game would get boring and stale quickly.

    Sabo is weak prepping hooks is still and will be better.

    Fine is a relative term. I'm not sure a top nurse can beat a top swf any more. I know a top billy or freddy can't.

    Fixed and buffed are semantics, it's still a huge advantage for survivors. They mention in those notes that they cant list every change, but those maps that got tile tweaks are the ones that love to spawn long walls now.

    They made a couple of maps smaller, crap like mothers dwelling, ormond, azarovs, and rotten fields are still massive.

    God forbid a killer can cross a map in time to pressure a gen. What would the survivors do if they couldn't wrap up a match in 4 minutes? Oh, maybe use the insanely overpowered meta and 15 safe pallets per map to actually engage with the killer

  • @Slickstyles said:

    https://forum.deadbydaylight.com/en/discussion/comment/1571366#Comment_1571366

    Are you a console player? These 4 killers are the easiest to 4k with on PC. They are in no way JUST decent.

    I've played games where I didn't have single long wall on multiple maps so I stand by conclusion that tiles are still completely RNG. I haven't heard that they increased or strengthened the amount of tiles by any person, dev, or player outside of you. If anything, Gas Heaven and Wretched Shop have turned into complete deadzones with barely any tiles/pallets.

    I'd rather face a sabo squad on ormond, which I will probably win more than 80% of the time, vs an efficient team on gens that will make me lose more than 90% of the time.

    April 2020 developer update. Tile tweaks and window logic.

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/090/BOX4MG5TPAK9.png

    We’re back with another Developer Update, a series of blogposts detailing various changes coming to Dead by Daylight in the near future. In this entry, we’ll be going over some of the most notable changes from the upcoming mid-chapter update.

    Repair Changes

    We’ve been keeping a close eye on repair speed in recent months and have prepared some changes to repairing. This comes in the form of two changes:

    Reduced efficiency when repairing with other Survivors

    As you may have noticed, whenever another Survivor comes along and starts repairing a generator with you, your repair meter turns red to indicate that you are repairing slower. This is because for each Survivor working on the same generator, your personal repair speed decreases by 10%.

    Going forward, the speed reduction for each additional Survivor is being raised to 15%. While this may sound like a small change, it is the difference between four Survivors finishing a generator in about 36 seconds compared to the current 28 seconds.

    This change – in conjunction with other changes discussed below – aims to eliminate instances where it feels as though you could not have possibly gotten to the generator fast enough to stop it from being powered, particularly at the start of a match.

    Skill check bonuses

    A successful great repair skill check would add an additional 2% progress to the generator – about 1.6 seconds worth of time saved for each great skill check. Experienced Survivors are often able to consistently hit great skill checks and shave a significant amount of time off a generator. To better control the repair times of generators, this bonus has been halved to 1% (0.8 seconds).

    To make sure that experienced Survivors feel rewarded for hitting great skill checks, the amount of points earned for great skill checks have been doubled from 150 points to 300 points.

    Perk changes

    With the above changes in mind, we have made changes to two Survivor perks.

    Prove Thyself: Increased the repair speed bonus from 10% to 15%.

    Stake Out: Now increases the great skill check success bonus from 1% to 2%.

    Map Changes

    For the 3.7.0 update, we have taken some time to revisit some existing maps and update them using the new tools we have at our disposal and everything we’ve learned since the game first launched. We reviewed as many maps as we could in this update, but if you don’t see a particular map below, it’s always possible that we’ll revisit it in the future. These changes come in a few different forms:

    Size & Layout

    Each map has a unique size and layout, with some larger than others taking a long time to cross. Some of these maps are being reduced in size, while others are having their layout adjusted.

    Type Spacing

    Some maps allowed “maze tiles” (tiles like jungle gyms and LT walls) to spawn too close to each other, allowing an experienced player to link them together, making it incredibly hard to capitalize on a Survivor’s mistake. These tiles are being spaced further apart to better control the safety in some of these maps.

    Strong window balance

    Certain windows on some maps were too safe, leaving no room for mindgames and forcing the Killer to chase the Survivor through the window three times in order to block it. We have done a pass on most of these windows and altered the loop or replaced them.

    Tile tweaks

    Some tiles have been changed for a variety of reasons, such as adjusting loop lengths or fixing abusable spots.

    Window spawning logic

    Some buildings feature window variations, where a different set of windows could be available from one match to the next. Depending on which windows were open, a building could be either incredibly safe or unsafe. The random element to these windows is being disabled on some maps to control the loop safety and give the buildings a consistent safety rating.

    There’re far too many changes to go into details for each map in one post, so please refer to the chart below for more info. Please keep in mind that some changes may be larger than others, and a small update to a map now does not rule out the possibility of more changes down the line. Likewise, if you don’t see a map in the list below, that does not mean that we don’t intend to change it later on.

    https://us.v-cdn.net/6030815/uploads/946/6JIRC090KVIR.png

    Finally, we want to leave you with a few teaser screenshots of what you can expect to see in the Player Test Build (PTB).

    https://us.v-cdn.net/6030815/uploads/025/DJ53WWRW03EV.png

    https://us.v-cdn.net/6030815/uploads/481/KUEN9WW8AR8P.png

    https://us.v-cdn.net/6030815/uploads/073/DJZFY680M0EZ.png

    Controller Sensitivity Improvements

    This one is for all the console players out there (and those of you playing with a controller on PC too): Starting with the mid-chapter update, the maximum controller sensitivity is being nearly doubled. If 100% sensitivity just wasn’t cutting it for you, you’ll now be able to turn faster than ever. If you’re happy with your current sensitivity, don’t worry, lower sensitivities aren’t going anywhere.

    Various Quality of Life Improvements

    To close things off, we also have a few smaller quality of life changes on the way for 3.7.0.

    Legion Tracking

    While Feral Frenzy is active, The Legion will not see blood pools or scratch marks until their fatigue ends. In the next update, The Legion will now regain their tracking abilities as soon as Feral Frenzy ends rather than at the end of their fatigue. This should help prevent cases where you lose track of a Survivor while fatigued.

    Attempt Hook Escape: Feedback Update

    One of the common mistakes new players make is attempting to escape the first time they are hooked. To make the risk more obvious, we have added visual effects and audio to make it clearer that failing an escape attempt is hurting you and speeding up the sacrifice.

    Head On UI Improvements

    The perk icon for Head On will now light up with a timer (similar to Inner Strength, for example) to show when it will activate. This will give you a better idea of when it will be ready to use.

    Updated Mori Interaction

    The mori animation will now begin to play once a short interaction is complete. At this point, the Killer is locked into the animation until it is finished. This prevents the mori from being cancelled repeatedly to annoy someone.

    Further Protection Hit Improvements

    A few months back, we made some improvements to protection hits to help ensure that they are awarded consistently. While those changes had a positive effect, we took a moment to make further improvements to the system. Now, coming within range of an injured Survivor will have a lingering effect, allowing you to get a protection hit a few seconds after the injured Survivor moves away.

     

    All the changes mentioned in this post will be available to try in the Player Test Build, which starts tomorrow April 7th. This brings us to the end of the April Developer Update. We’re excited to see what you think once you’ve had a chance to try them out!

    The Dead by Daylight team

    PC player. Yes, those killers are still decent, but the power was drastically changed, while the survivor meta was left untouched.

    What happens when you get a sabo squad that's also fast on gens? Three on gens, one good looper, you catch the looper and his teammates are in the area, ready to save? I'm seriously starting to think the entirety of the top survivors live on Sao Paulo, Korea, and Russia. The rest of the world just deals with bad survivors and thinks everyone has them.

  • @Artick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1570870#Comment_1570870

    Somehow I doubt that, my experience and the experience of survivor content creators I watch directly contradicts what you said. We still get hit 5 years after we dropped a pallet, we still get hit after vaulting a window AND taking 3 steps away from the window, we still get hit even tho the killer appears to be 50 meters behind.

    Are you kidding me? I've seen a ton of content creators griping about the window hit that should have hit.

  • @Todgeweiht said:

    Don't you have any sense of reflection? Do you just hear what they say and take it as granted? Are you incapable of thinking for yourself?

    Its okay to take their opinions into account and formulate your own. What is not okay is to take their opinion and put them into a pedestal, spam their videos and take everything they say in them as an axiom.

    Yes, I know it is a player a 100 thousand hours in the game, yes, I know it is a player that knows how to play very optimally, yes, I know it is a player that can 4k as clown 100 games in a row, does that make everything he says about the game true? No. Learn to think critically.

    Thanks for listening to my rant.

    I think for myself, but my thoughts mirror tru3s. I get a lot of strong survivor teams and killer is weak.

  • @Slickstyles said:

    https://forum.deadbydaylight.com/en/discussion/comment/1571320#Comment_1571320

    Imagine thinking that Nurse, Billy, Spirit, and Oni are considerably weaker after their nerfs. Also, Oni got nerfed for a couple of weeks and then they gave him his flick back. These 4 killers still have the biggest snowball potential in the game despite the nerfs. I'll give you Legion tho.

    They didn't add more long walls. That's a load of BS. You're just unlucky if you get a map with multiple long walls. Tiles are completely RNG. The vault buff is basically how vaults were before dedicated servers, so they brought vaults back to normal if anything.

    You forgot to add the fact that they removed most semi-infinites which were the biggest time wasters in the game. I'll agree that maps are still the biggest determining factor of whether or not you win/lose a game outside of skill.

    Also, Imagine thinking sabo is a problem. I've never lost to a sabo squad... like ever. If anything, you want players to sabo b/c they're not actively doing the objective and progressing the game.

    Those killers are considerably weaker, they're still decent, but nothing like they were.

    They absolutely strengthened tiles and added long walls, I NEVER saw them before the changes.

    Try a sabo squad with three oak offerings and an ormond. Talk about a nightmare.

  • @HarlowXRaven said:

    https://forum.deadbydaylight.com/en/discussion/comment/1571320#Comment_1571320

    thats because survivors lose all the time lmao the only ones who have a chance are swf or maybe 1 survives so yeah and most perks are useless

    Lol. There's not a killer in this game that can beat a meta perk, gen rush squad. Not umbra, otz, tru3, zubat, monto, bronx, etc. I've seen them all get destroyed by it, nothing they can possibly do.

  • @MrsGhostface said:

    Mostly all the recent updates have been killer sided and you guys still complain lmao

    That's a load of crap. When they nerf killer, they make meta shifting changes. See nurse, ruin, Billy, spirit, oni, and legion.

    When they nerf survivor, its tiny adjustments, like a 5 second increase in gen times with multiple survivors working on it. They changed maps, but added a ton of long walls and buffed vaults, plus barely made maps smaller.

    They nerfed toolboxes, but buffed the crap out of sabo. What they do to killer would be the equivalent of adding 30 seconds to a gen, or removing a hook state and giving nothing to compensate.

  • Played three games, only encountered one janky thing. Survivor tried to head on me, but I baited it, got the down, and then got stunned by the head on. Everything else seemed about the same.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1570979#Comment_1570979

    Removing SWF would kill the game and punishing people for playing in SWF is a nonstarter. They should buff solo queue to close the gap with SWF.

    So how can swf be rare, and removing it will kill the game at the same time?

    Either swf is rampant and they need to balance it accordingly, or it's rare and needs to be removed. You can't have it both ways.

  • @Squirrel_Thicc said:

    Make threads with actual valid points instead of whining.

    Ok. Dead hard is an instant mistake eraser that is far too versatile for a reusable exhaustion perk. Ds grants two minutes of invincibility per survivor and the only counter to it has a hard counter called unbreakable.

    Swf allows too much communication and should be removed from the game, or should have difficulty modifiers to compensate for the advantage.

  • @MrsGhostface said:

    Does anyone else feel like killer gameplay is casual for them compared to survivor? I find myself having a horrible time as survivor. The only reason I played was to be social with my friends.

    I’m a red rank survivor and feel like I’m not even good enough to be up there, I’m causal, can’t even 360 lol. As killer I’m in the purple ranks and feel like it’s the right spot for me. Just wish I could find a way to enjoy survivor again

    God no. Survivor is way easier and more relaxing. Survivor is I'm too young to die, killer is ultra violence.

  • @[Deleted User] said:

    I used to be nice and give people hatch almost every game that would normally be a 4k and 2 hook every one if I suspect noob team, but no more... and it's for the good of everyone. And the reason is that being nice puts you in lower rank (I was purple) and then your matches become easier and you have to be even nicer. Now that I stopped giving easier games to people, I moved to red rank and the situations when I feel bad about going too hard on inexperienced survivors are much more rare. Bottom line, for the sake of matchmaking, play to the best of your ability and stop being "nice".

    The only times I'll continue being nice is when I know that there is difficult rift challenge and I suspect a survivor is trying to get one done or if I'm sure that letting one go will not result in a loss of pips.

    I'm reactionary. If you come in with full meta perks, flashlight clicking, gen rushing me, and teabagging, I am going to pull out all the stops with no mercy.

    If it's an obviously potato team, I will go easier and give hatch or door to the last guy.

    If one guy is giving me fits without using crutch perks and scummy tactics, legit outplaying me, but his team is crap, I will let him go 100% of the time. I respect the hell out of quality players, and I've shocked a few of them by getting the down, but letting them go.

  • @Artick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1570613#Comment_1570613

    Honestly, survivors got the short end of the stick ever since dedicated servers were added. I won't lose any sleep if, during the beta test, killers get the short end of the stick in terms of hits for a change, even tho I doubt it. I'm sure they'll either scrap it anyway so there's that.

    We've been getting the short end of the stick since the window hits changed.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1570576#Comment_1570576

    If that is the case it has it have some type of leniency to its system atleast that's what I'm expecting if its gonna work properly.

    Pfft. Yes because the dev's are so good at implementing bug free features. I'm sure it will be fine for survivors. Killers screw em, it's the bhvr way.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1570561#Comment_1570561

    I dont even know what are you trying to say? Are you saying that you are put in a different server?

    The matchmaking prioritizes wait time, ping, and fairness in that order. If a team has been waiting for a match long enough, the system stops caring about ping and rank fairness to give them a match.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1570431#Comment_1570431

    It's not a massive killer nerf it's a massive laggy vpn killer nerf.

    And when dbd decides that the swf death squad has been queued long enough, so screw the ping difference, let's get the next guy in line?

    I've had nights where I can't get ping better than 160, not my fault, but dbd just puts me there.

  • @BloodyNights said:

    https://forum.deadbydaylight.com/en/discussion/comment/1567695#Comment_1567695

    "Gotta slow the game down...just a lil bit!" Yeah Monto did use it all the time, he also said that he thought it was a good change. Said it would seperate the potato killers and the good killers from each other, and he said that old ruin was a pretty brain dead perk. Not a knock against you, I just felt like mentioning Monto's reaction to Ruin being changed.

    Monto liked it, tru3 hated it. The real test is use over time, which monto rarely uses it any more, because it's terrible.

    @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1567695#Comment_1567695

    yes it can.

    i didnt say it was a consistent perk, i said it was a lot MORE consistent than its previous version, which was bound to skillchecks.

    you are also right that no one can hit greats 100% of the time, but i for myself got pretty damn close to that number. and ive seen people just plow through it without any problems whatsoever, so a hit rate of ~90% is realistic.

    the old version needed to be changed, no matter whether you like it or not. it was unreliable and was way too punishing for new players.

    No hex is consistent because of the rng, thus it should be stupidly powerful, see devour hope. Ruin does not meet that criteria, hell surge is a better perk, and surge is awful.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565152#Comment_1565152

    Ruin back in the day was easily the most overrated perk in existance.

    it wasnt nearly as usefull as many like to say, in fact it eigther blew up 10 seconds into the trial or the survivors just powered through it without much of a problem.

    the only people old Ruin actually affected were inexperienced people, players you, at high level gameplay, would have beaten anyway.

    besides that the entirety of Ruin was RNG based, from the totem spawn to the slillcheck mechanic. it was highly inconsistent - and it could also be avoided rather easily by gentapping.

    At least in high level gameplay what you are looking for in your perk builds is consistency. old Ruin did not deliver in that aspect, which is why quite a few players dropped it from their builds and could still do fine, in fact i feel like i did a lot better after i dropped the perk. new Ruin is consistent, which makes it a lot more worth running than the old version. its effects no longer are bound to an easily avoidable RNG based mechanic and it can actively reward the killer for applying good pressure.

    i wont deny that old Ruin was a great earlygame slow down - considering that it worked - while new Ruin isnt, but dont forget the Devs are working on a mechanic that is supposed to slow down earlygame. the data that allowed such a mechanic to exist was gained due to te Ruin rework by the way.

    The new ruin can still be destroyed in 10 seconds. No one can hit greats 100% of the time. Streamers like monto used it all the time, so it did work fine at higher levels. The dev's are worse than Congress when it comes to delivering what they promised and have it work properly, so you'll forgive me if I'm not holding my breath for the early game mechanic.

    @Almo said:

    https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin

    Here's the important part. These are not in any particular order. But you only ever hear people quote #1. I promise #1 is not the only reason we changed Ruin; it's just one piece in the puzzle.

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks.

    That's so not what everyone quotes. What everyone quotes is how those notes talked only of survivor fun, and of course the whole "it's an incredible late game perk", which insulted the intelligence of anyone that's played this game for more than 50 hours.

  • @mintchapstick said:

    https://us.v-cdn.net/6030815/uploads/OX4LMWN045KQ/not-ok.png

    This kind of crap is getting beyond exhausting & I've been experiencing matches like this since around rank 13.

    Yep. I've been getting that since January and rank 13. I'm up to rank 3 now, but holy crap has it been an uphill battle. Only good thing is they turned me into a beast of killer.

  • @PigMainClaudette said:

    Well, I'm going to guess it's later in the day, or at least that's when we tend to jump on.

    There's also nothing wrong with console players, as we're also way less likely to abuse BT, DS and UB. Yes, we play slower and more deliberately, but that's a console thing in n general.

    And I love you for it. Games aren't near as stressful. Finally got my butt kicked by a 4 man console swf.

  • @Mister_xD said:

    first of all: Ruin didnt get "nerfed", it got reworked.

    the reason for that rework was, that Ruin was a very inconsistent perk overall that was harshly punishing bad and inexperienced players for being inexperienced while not at all affecting high level survivors.

    the new version is a lot more consistent and rewards the killer for pressuring survivors off of gens.

    not only is it not any weaker than the previous version, but due to its now existing consistency its actually become a lot better in my opinion.

    It 100% got nerfed. It went from an incredibly useful early game slowdown to a worthless "late game" perk. I still can't say late game without cracking up laughing.

    The dev's in their infinite wisdom are the ones that magnified this toxicity. The gen rush, tunnel you into the ground meta started after ruin.

  • Perks.

    Introvert. I hate other people and work better on my own. Gain 5/10/15% boost to repair speed when no other survivors are nearby. Lose 5% repair/healing speed for every survivor nearby.

    Competitive lunatic. A failed skill check sends you into a bloodthirsty rage, stunning any survivor or killer in a 15m range for 5 seconds. Causes exhaustion for 60 seconds.

    "Are we sure he's not the killer?" - Dwight

    Jury rigged. You're an expert at rigging engines, but who knows how long it will last. Grants an instant 25% progress to a generator, but has a 25% chance of breaking in the next 10 seconds, reverting the generator to 0%.

    "Just hold together a little longer, you piece of #!%#..."

  • @Soulslayer618 said:

    seriously? to me its laughable when I get the "always using meta perks" argument in post game chat but is it any wonder why these perks are meta?

    BT constant campers and tunnelers so we have to keep each other safe

    DS still with camps and tunnels watch out for yourself

    DH oh no an exhaustion perk that doesnt help that much if youre a good killer

    Im just saying that the complaints are annoying but more so its an excuse for them to BM or otherwise act toxic

    NOTE: not all killers are saying this and not all killers complain but likewise not all survivors run meta perks. and all that aside most of the "meta" perks cant even be used by survivor if you play fair or am I wrong?

    Dead hard is the best perk in the game, hands down, and the good survivors know it. I would trade any killer perk in the game for dead hard. I would give ds as basekit if it meant I never saw dead hard again.

  • @Soulslayer618 said:

    In a different post we started talking about all the different meta perks and why some are OP and how some are abused (no I dont care about your argument people can easily abuse perks to favor them)

    so I thought Id make a post specifically to collect ideas from the community on what they think would fix the issue with specific perks. afterall who knows better how they want it fixed than the person complaining about it

    to start

    DECISIVE STRIKE -  lower the time to 10/20/30 seconds but it doesnt go down while in chase but secondarily it deactivates DS from people if someone else is hooked this way it becomes an ACTUAL anti tunnel perk instead of 60 seconds of you cant touch me

    Ds. Exactly as it is now, but if you get healed, or interact with anything other than a pallet or window, it deactivates.

    Dh. Ditch the distance, keep the invincible frames.

    Borrowed time. 10 second cooldown.

    Adrenaline. If you're already exhausted, it only gives you the health state, not the speed boost.

    Noed. Ditch the hex aspect and the speed boost. Have it as 4 instadown tokens.

    Problem solved.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/185366/why-was-ruin-nerfed

    Nerfed?!??

    Ruin was seriously buffed. If it spawns in a difficult to find spot, it can become a complete nightmare to deal with once 1 survivor is dead, and the killer is excellent at monitoring gen activity.

    That's a lot of if's for me and the entire problem with the perk. I ran it three times in a row, got lerys, the game, and Hawkins. All three times it was gone in under a minute, all three were depips.

    It's useless in the early game and rarely sees endgame, making it a complete trash perk.

  • Cutting.

    1. Demogorgon

    2. Trapper

    3. Billy

    4. Nurse

    5. Legion

    6. Pig

    7. Plague

    8. Meyers

    9. Freddy

    10. Clown

  • @johnmwarner said:

    I’ve been mixing up my builds lately and one of my new favorite perks is tinkerer. Does anyone else use it, which killer does it help you most on, any tricks to use it better?

    I think the killer who may benefit most is Bubba as if you’re near the gen that goes to 70% you can make it over using LoS blockers and land an easy chainsaw. Billy could in theory do this with his one silent addon too I guess.

    Of course sneaking up on gens is fun, I’ve even managed to grabbed a few people and should have even more if not for dedicated servers.

    And randomly going undetectable mid chase or while walking had earned me easy free hits.

    As survivor has anyone caught you just because of tinkerer?

    Its godlike on deathslinger. I've handed out a few code brown moments with it.

  • @Mushwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562680#Comment_1562680

    I had a great pig play today and well a shame i couldn't message them.....even let me and my friend boot their snoot :)

    I always play pig when I want to chill out and don't care about winning. I always honor the snoot booping.

  • @Mushwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562643#Comment_1562643

    To be honest, the survs who wave at me to chase them when i play Killer i never go after because they are the good loopers etc, even as killer i do see it too, it doesn't happen to everyone but it's something i have seen a rise in for me.

    I will follow to see how good they are, then dip if they're too strong. These guys were more memeing than anything, so I made sure to let them get some points.

  • @Mushwin said:

    Okay don't get me wrong, cross play i do love........................NOTE TO READERS I AM NOT SAYING EVERYONE IS IIKE THIS! -coughs and composes my voice from the demon voice a risen- the que times, it is so instant, gotta love it. There isn't much salt thrown about now as peeps are on different platforms, gotta love that. BUT..........................................i am finding myself, solo or a little swf (2 of us) that my team mates, i just can't rely on, i am finding a lot of the times i am a one hook kill. Gens are most important now, gen rushing, even i see it as a surv and complain, i just seem to find i am more a one hook kill or no one even coming to get me now. Don't throw salt, or i will spray you with vanilla but anyone else findin this? i am not having a go at people on pc, xbox etc i just seem to find not helped recently.

    I haven't played survivor yet, but as killer, I haven't been camping or tunneling at all, nor have I seen survivors let each other die on hook. It's been a clean, fair match on both sides.

    The only odd thing was a bunch of survivors teabagging me and each other, and waving for me to chase them. I was infinite t3 Meyers, doing my exposed archive. I still went easy on them.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562535#Comment_1562535

    I'm not entirely sure how that's related to me saying that the complaints have always been there, op just hasn't been paying attention, but okay.

    Whoops, quoted the wrong person.

  • @GoodBoyKaru said:

    Bold of you to assume we haven't been saying to nerf Deathslinger and Spirit for ages and the devs didn't just decide to nerf Billy out of nowhere. Nobody complained about Billy. Everybody complained and still complains about Slinger and Spirit.

    You're just noticing them now.

    Huntress is strong, people complain about her when they get hit around 3 walls because of the servers. Not about her at all.

    Nurse is unbelievably strong, but she at least still feels semi-fair.

    Billy is still strong and is still fair.

    Hag is ######### broken in the right hands yet nobody complains about her either.

    If we all wanted easy games, why wouldn't we still be coming for Nurse and Billy, as well as going for Hag and Huntress too? Why is it Spirit and Deathslinger, especially when Slinger isn't even regarded as that good because he lacks in map pressure?

    There is an ever growing percentage of survivors that simply put are unbeatable. With the survivor meta, their skills, and the generator speed, you flat can't win unless you're a godlike nurse. They are the problem because you need strong killers to beat them, but they're also training killers to be near unstoppable against anything but the best.

  • @Veeramid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562476#Comment_1562476

    He may not be God tier but he is still extremely important with inviting fun back into playing against killers.

    You're never going to see him, because what's fun for survivors is miserable for killer. You will see him for a week after release, then never again.

    You will see his perks a lot, until about 2 weeks after release, when bhvr nerfs the crap out them.

  • @Veeramid said:

    The Blight marks a huge step for behavior for the reason that were finally getting fun killers again. Survivors have been plagued with annoying and unfun killers since spirits was released. The biggest offenders of this being spirit, deathslinger, executioner, freddy, and doctor. These killers all are extremely new and extremely annoying to play against. This is just by design and not the fault of the killers but by how the devs designed them. The Blight changes all of this by bringing us a fun to play and play against killer that who with the proper changes will be actually really good. The Blight also has brought us the best killer perks in a long time mainly dragons grip and hex:undying with amazing survivor perks too. Overall great job BHVR with bringing back fun killers.

    Meaning he is an incredibly weak killer with a garbage power and will be easy to bully. From what I've seen, he is going to dethrone clown as the laughing stock of DBD.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560917#Comment_1560917

    Yeah understandable but to blame it on console players is annoyinf because youre getting the types of people ive been playing with forever. Most of the time my teammates can't loop or do gens and even now. Its just how the game is its not even related to platform you got lucky Tbh you got the crap players. Hopefully when mmr is back people can go against their skill level

    I know I got lucky, facing those sweat squads every game pushed me to quit the game for a month. At least now i can enjoy the game.

    Finally getting into the upper red ranks of console players and it's a fair challenge for both of us.

  • @HectorBrando said:

    I think they should implement a map ban system, even if it doesnt work only to gather info and learn how much the comunity hates certain maps like Midwich, Ormond, Haddonfield, Hawkins and The Game. This game has some maps that really make you wanna ragequit just at the start.

    May be crazy, but I don't mind haddonfield that much. Midwich, ormond, and badham on the other had, those can eff right off.

    As for the op, I love this idea, the dev's would be able to see which maps get the most overall hate.

  • @Komodo16 said:

    Keep saying what you will, but both sides can be good or bad. You wanna complain and all this making arguments, yet you fail to remember how potatoes have always existed and thats why rank doesnt matter so much. OF COURSE you're gonna play against or with dumb people, regardless of rank or system. Second just because it all started due to crossplay does not mean it can be generalized about the system the people play on. You have a bigger pool of players meaning you'll get way more crap players and way more good players. And frankly im disappointed in pc. I've not been so badly wrecked yet like I was expecting and how you guys make it sound. If anything crossplay has taught me that everyone is pretty much the same. My worst losses have been to console players. The best survivor I know is on console and the best killer I know is on console. But im not making generalizations about pc when I could. Have some decency, yeah you guys have better optimization and fps but that doesn't mean you are better players, if anything being limited and getting good enough to beat people who have advantages is a proof of skill in itself. I digress, just shut up with the arguments. Yeah console is tocic, but so is everyone else. Oh you got tunneled? Boo hoo pc streamers are the most popular so we see just as much pc trash as you guys see in console. And Honestly I havent even heard that many complaints about pc if anything I just heard 1 trash talking pc and that's it and for some reason pc wants to trash console. Just stop regardless of platform there is toxicity and trash players

    I have not had a console team finish the gens yet, I've gotten nothing but 4ks against them, well 3ks because I always give the last guy hatch or door.

    I don't think it's their fault though. I've been griping about facing nothing but the top teams for months, everyone said I was a bad killer and there's no way I'm facing top teams that often. Pretty clear to me that they were dead wrong, because I've shot up the rankings since crossplay saturated my region with weaker players.

    So the sao paulo region that I get stuck on has really strong pc survivors, but weaker console survivors. I'm sure there's a region where there are console gods, but I'm not getting them. Just like you're not getting the pc swat teams.

  • @The_Bootie_Gorgon said:

    if you play after 10pm wherever you live, you wiil get swf sweats😂

    When crossplay hit, I was slaughtering the poor console guys, but I've started getting pc swf again, and yeah, sweat city.

    I just love having constant map pressure, quick hooks, and still depipping to the mighty gen rush.

    Finally encountered a sweaty console swf, they did well until a mistake at basement cost them the match.

  • @BowlofTofu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560805#Comment_1560805

    I'm just ready to give up entirely. Gens are popping withing one to two minutes. I can never hit anyone. I can never keep up with these people. It's getting to the point where I don't even want to play anymore. I love this game it was fun as hell at first. But now it's all the same stuff constantly.

    Nothing I'm doing is helping at all, and half the time I don't even find a single survivor for the first three quarters of a game cause they are so damn good at hiding that I only see em when they dash for the door.

    I just want a fair game where I don't go in thinking, ah yes I'm about to lose again. Better get ready to be laughed at by people who've played this game for years and I'm just learning. I just can't wrap my head around what they are doing yet and I feel as if I'm always at a disadvantage. At this rate I'm liable to just give up entirely and say well, there's a game I can't play cause I can't even get a chance to play or try cause every one of them is rushing Gens and has so much experience under their belt that what's the point in trying?

    Matchmaking is a huge problem and there's a severe lack of killers, because they're so weak, thus we get killers like you going against survivors you shouldn't.

    You can try gaming at different times, see if you get survivors closer to your rank. Watch people like not otzdarva on YouTube to get a better idea of how to play killer.

    I'd like to say it gets easier, but it really doesn't, I'm a rank 3 killer and I go into every match knowing that I'm probably going to lose. The dev's just don't care about making killer viable.

  • @Zanfer said:

    Do you prefer to not have Whispers or run Whispers? I ask because me as a Killer I love knowing when someone is near to pinpoint exactly where they are so hiding is very hard for survivors. However if I don't run the perk it makes finding the last survivor pretty rough and makes me feel dumb knowing I might be looking in an area that no survivors are in. Just a curious thought would love to hear other peoples ideas behind their choice. One reason I could see why people prefer not to is to save that perk slot for specific builds, to not waste a slot, or to make the game more challenging.

    I run it on occasion, it definitely comes in handy when checking exit gates.

  • @Jyn_Mojito said:

    I just got out of a match with a Doctor on Haddonfield. We had one person DC early on. I was bleeding out, dragged myself to an exit gate, hoping the last survivor would make it my way before I bled out.

    He did not. Instead, he opened the other gate and ESCAPED. The killer came back and when they realized I couldn't mend, PICKED ME UP, AND DEPOSITED ME INSIDE THE EXIT GATE 😱😱😱

    There's so much negativity and ppl being critical about Killers being toxic- can we PLEASE make some noise for the NICE Killers in the community, who choose to show amazing sportsmanship??? You guys are out there, I see you, and I appreciate you, and I hope our community does too❤

    I respect good survivor play, if someone is giving me fits without using crutch perks or bs tactics, I will let that survivor go 99% of the time. Early dcs, I will usually try to farm, if they don't want to, I will go easy.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1559482#Comment_1559482

    If 10 was the max we would lose solo queue would have players throw them all. If we get 10 7 of those should be the og filler pallets that were huge.

    Bad survivors can learn to get better, great killers can't do anything against a gen rush, meta team. That's why I HATE this idea that you need to balance around terrible players in order to keep the game alive.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557306#Comment_1557306

    The max amount is 16 so that's a gross exaggeration the only map I'd consider exceeding the numbers are Hawkins and maybe ormond but definitely Hawkins.

    The point is that there's too many pallets in most maps. If you can drop them instantly with zero consequences, there are too many. Most maps should be capped at 10, and don't tell me that's not enough because one of the swamp missions has 7 total.

  • @MonsterInMyMind said:

    Who really dislikes killers breaking pallets with their weapons idk why it just looks silly perfect example is blight and plague it makes 0 sense. Aside from deathslinger he can kinda get away with it.

    That doesn't bother me. V8 generators that run without cylinder heads bother me. Gates that get powered without power lines bother me. 2 stroke chainsaws that can't possibly overheat, yet somehow overheat, bother me.

  • @SweetTerror said:

    It's hard to play DBD casually, especially considering how toxic the DBD community can be at times. But I always find myself returning to it because there's nothing else quite like it. There's so many reasons to hate it *cough* MATCHMAKING *cough*, but when the game fires on all cylinders it can be a blast to play.

    What keeps you playing?

    The fact that I'm insanely competitive and really good at killer.

  • @Stanley12363 said:

    I can not talk about a certain problem in this forum without being hit with "What about X thing from killer side" or "What about X thing from survivor side". We will never get anything accomplish if everyone thinks like this. Scott Jund made a perfect video explaining this problem. Looks like not enough people have watched. Here is a link.

    https://www.youtube.com/watch?v=7007JzDroCM

    You have to have this, because of the balance. The game is already unbalanced in favor of survivor, if you nerf what bad survivors see as overpowered, you completely destroy the game.

  • @LowSpecGamersMatter said:

    Please, if you have a 5000 $ NASA rig dont come here with "runs fine, just upgrade" alright?

    Im more interested to all the folks with a low to mid end rig or even Laptop who already had bit of struggle running this game smooth. Got it worse to you on the PTB maps?

    My computer is old as dirt. I5 4670k, 16gb ram, samsung ssd's, and an rx5700xt. Runs perfect, no fps drop at all. My video card is new, but even with my old rx580, it did fine.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557060#Comment_1557060

    Rescues are an intended part of the game. If survivors were not supposed to be rescued they’d automatically die on first hook.

    Hook cycling is how the game is supposed to go. That’s why you can’t block the unhook prompt or trap too close to the hook and it’s why stuff like BT, Devour Hope and Make Your Choice exist. It’s why survivors are marked down by the emblem system if they leave a teammate to die on hook and why the killer is rewarded for hooking multiple times. The entire game is balanced around it.

    How the game is intended and how the game works are two different stories. Take swf for example, this game was built around people being solos, no comms, but here we are, still dealing with this unbalanced bs.

    I will regurgitate the same answers that survivors give, you don't encounter face camping every game, so take the loss and move on.

  • @Stanley12363 said:

    I have always been against the use of 2+ slowdowns such as Corrupt/Ruin Pop. I find this combo to be overkill especially in public matches. At the top % of games I would understand killers having the need to use it but most games and killers does not. Using these perk combos also encourages bad play because killers can rely on their perks to win games.

    Just saying I am a killer main who does not use slowdowns. I use tracking/chase perks and rely on slugging for pressure.

    Just because you get survivors that allow you to get by without slowdown doesn't mean everyone gets those potato survivors as well.

    I wouldnt have to run those slowdown perks if every map didnt have 20 pallets, or if it took longer than 4 minutes for all gens to be done, or if every survivor didn't bring 4 second chance perks, or if maps like ormond and midwich didnt exist.

  • @johnmwarner said:

    No right or wrong answer here, the code isn’t official because it’s different for everyone. But as survivor/killer split player I know what’s unfun and feels really unfair to each side so I try to avoid those.

    As survivor I don’t teabag or clicky clicky, I feel I can get the killers attention when I want chased better by pretending to be seen when I don’t want.

    I play DS a lot, especially now since cross play started, but I don’t use the locker tech and I don’t run right at the killer or do a gen in their face. I seriously try to only use it for anti tunneling.

    As killer on the flip side I don’t tunnel, although if someone unhooks before I even get away then I will come back and if the savior hides but I see the unhooked player I will hit them to either slug or get BT pressure on them.

    I only bring moris for rituals, eliminating a third of the game has no interest for me.

    I don’t bring the most broken addons, right now basically this means Iri hatchets and the pinky finger. I very very rarely use the other super strong addons like strong freddy combos or the plagues aura reading iridescent.

    Also now that MMR is gone again I will give the last survivor hatch and as survivor if it was clearly an outmatched yellow rank killer I will stick around to let him have a hook or kill.

    None, i react to whatever the survivors or killer gives me. I do what I must to win, so if that means camping, slugging, and noed to win, I will do it.

    Only things i don't like on principle are moris and keys.

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