Dwinchester
Dwinchester
About
- Username
- Dwinchester
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
There's such an easy fix for this map. Courtyard had 4 entrances to 1st floor and 2 ramps leading to second floor. It would be like the lodge on ormond or the temple of purgation.
-
@JoshHicks said:
I'm just gonna put It simply If you run NOED on an InstaDown killer you are bad. You shouldn't have to waste a slot for an InstaDown perk when you have a free one with your power. It should not be In the bloodweb of InstaDown killers and only In the bloodweb of killers like trapper and all the others who don't have Instadown.
How about no? On someone like Meyers, you can be all stalked out and not have your insta down.
-
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1483489#Comment_1483489
1. locker tech requires timing and angle it's not as broken as you think besides you can always scan the area. Also you can see the locker to know whether or not it's possible and not many people know it.
2. Dumb tech only works on dumb killers hence the name.
3. Coordinated head ons still arent broken and are on cool down of 160 seconds for 4 people cant rally abuse it.
4. Dead Harding through the killer for a flashlights is save is risky because you might not even get the save also it takes skill and positioning to pull it off.
5. There is no such thing as abusing ridiculous angles for saves would you rather think purposely not get the save?
6. Also ayrun is constantly red rank never seen him drank nowadays maybe back in the day but ok.
Locker tech is bs, you can't spend time looking around for people. Magically phasing through someone to get a save is also bs. Both use the janky coding for an exploit.
When you use head on, they don't do it back to back, they keep someone in rotation that has it.
I've seen the dude blind through a freaking wall, if that's not an exploit, I don't know what is. Just because it's in this buggy mess of a game doesn't mean it's not bs.
-
@Snuffleufugus said:
I have been following the development of DbD since release, and have watched how the game has grown and improved into what it is today. It's a beautiful, fun, incredibly unique game that I love very dearly. So, when I give criticism, understand that it comes from a place of love and experience, rather than randomly bashing every part of the game.
As many people have noticed over the years, the game is balanced highly in favor of the killers. Survivor capabilities against any character in the DLC sections of the game are utterly lack-luster in comparison to powers given to the killers, whether they be perks, add-ons, offerings, or general capabilities in game. To a large extent this is important, and I think that it is balanced well for a variety of killers, but there are some killers and perks in the game that need changes, and based on today's patch (07-28-2020) I can tell the developers are not really taking some important things into consideration.
My friend group plays this game constantly, three of which are game designers and developers, including myself. The more we have played and become skilled at the game, the more flaws we have found around the balancing act between killers and players. The game should feel as though in any given game, you have the ability to negate the capabilities of a killer through teamwork, skill, and strategy. Many DLC killers and their perks completely negate that.
Let's take the Spirit as the leading example. She is far too powerful, even without her perk set. Her ability to be undetected and unseen at extremely high speeds is far too strong for survivors to work against with teamwork. I have played many matches against her, and when she has perks and powerful add ons, it feels absolutely helpless, even as and with rank 1 survivors who have plenty of experience against her. Anything that lets her track survivors and slows their progress makes her practically impossible to play against (if the killer is slightly experienced with her, that is. If the killer does not know her, it is entirely possible they play poorly).
The fact that she can simply teleport directly behind a generator without being detected, and grab a survivor just by estimating they are there, makes her mobility and silent movement far too powerful to work against. There's literally no way to know she is there other than an audio pip for her "teleport" (yes I know it's not a teleport, it's just easier to call it that) beginning. Now, imagine this with these perks: Barbecue and Chili, A Nurse's Calling, Bitter Murmur, and Dark Whispers. These are just a few that would make her feel impossible to hide from if combined. There are plenty more I can list. I can apply that to Legion, the Doctor, The Cannibal, the Hag, etc. And it would feel the same for different reasons. The cannibal was already strong in my opinion, literally being just a more powerful form of the hillbilly, instantly downing with a more manageable form of the chainsaw attacks that are insanely hard to use on the hillbilly (which were made better with the changes given in this recent patch, which I'm glad for). Now he's even stronger?
"To make him more threatening to play as and against" shows that there is a sincere bias towards the killers' powers. He was already strong, being able to move across the map and down people instantly in one shot, break through pallets with ease, and see others after hook if they didn't manage to find a locker in time. Now he's even stronger? Why wasn't this update to make barbecue and chili less strong? Or manage how unbeatable you can make Legion (even playing as him feels ridiculously strong). Or nerf how powerful the spirit is? My point is that the DLC killers just feel like better, easier to use versions of non DLC killers. The Spirit is strong and slightly different nurse, the cannibal is stronger hillbilly with an alternate move set, the pig is a better variation of the wraith who is slower and can see through walls (which I say because wraith's invisibility so visible already that it doesn't really feel like invisibility to me). They all just feel like worse versions of non DLC killers, making the only really viable non-DLC killers be the Huntress and the Nurse. I actually find the nurse to be the perfect balance-- hard to play, but strong when mastered. There's a negative to using her ability improperly, but it's very strong when used properly. She's a good example of a non-DLC killer that feels good to play as and play against (in my opinion).
On the flip side of non-DLC killers, the Huntress is insanely strong. If you can aim, she quite literally has just a long ranged attack that she can spam 5 times in a row without negative effects besides slowing down slightly while charging up. It makes the Deathslinger (someone I know a lot of people find powerful, but I don't find to be too hard to play against) feel like chump change to me. On top of this, playing against a skilled huntress feels impossible to beat at times, especially when the hatches literally travel through walls most of the time. Going around corners feels as though it's useless, because I have actual footage of multiple times in matches where I can see a visual effect of the hatchet traveling through walls and hitting me or a teammate. It happens on my side, teammate's sides, etc. Whether our internet is good, bad, or average.
I know I'm a bit all over the place here, but I was kind of just putting my thoughts down without a huge amount or organization. The general fact is that killers are far to strong with certain perks to feel like you even have a chance against, no matter what amount of teamwork you utilize or how many powerful perks you have equipped.
My suggestions for balancing killers:
Spirit:
Give her a cool down on her ability to attack others when she comes out of her state. Either that or make her blindness last a short while after coming out of her state. She needs something to negate how high her mobility is while staying silent.
Deathslinger:
literally just an audible cue to show when he's aiming at you. The one that's there now is not helpful. It needs to be immediate and feel good. Balancing him with that and improving other aspects of him (recovery time, terror radius reduction, reloading weapon, etc) will make him feel like he can be evaded but not make him feel weak.
Cannibal:
Just nerf Barbecue and Chili. The Cannibal himself doesn't feel all that overpowered, because you can avoid his swings in cabinets and by using movement around corners to your advantage, but Barbecue and Chili along with other aura revealing perks makes him super obnoxious to play against and honestly not very fun to play as.
Legion:
Legion is strong because of his (I will use he for sake of simplicity) killer instinct. His ability to travel from player to player during frenzy makes most of the match into just taking time to recover, and if he has the right aura revealing abilities, he can just travel from player to player constantly injuring them and making others have to either recover or work to get one off a hook. He's so close to being balanced, and I know it's only if another survivor is near-ish, but the situation where one survivor gets hit, and then one is just in range, leading to a chain reaction of the next is just in range, and the next, it makes it too annoying to play against. Making it so that he cannot slide over pallets (or there is some long term negative effect for doing so), would improve it for sure, but making it so that perhaps it just causes a very short audio cue from survivors rather than a visual cue as to where they are would make it strong but not too strong. This is a character I haven't thought as thoroughly about, but he feels awful to play against.
The Huntress:
Simply make her have a cool down on her hatchet throws, or make her slowed down significantly if she throws too many in a row. It just feels like no matter how much movement you use to your advantage, and how many corners you take, you have to implement dodging her axes, which hit your characters massive refrigerator sized hit box most of the time anyways, or travel through walls. She just needs some sort of a negative effect to make her feel less powerful but still threatening, especially at higher levels of play.
A large part of my concern comes from a combination of new players having a horrible experience when they are just learning the mechanics of the game, and the fact that mid-tier players that are learning the game feel the need to quit because there is nothing to do against the killer. If the killer has the right combination of perks, add ons, and offerings (which are honestly not hard to get), no matter what perks and offerings the survivors have, it feels useless. Hooks aren't really far apart when you use petrified oak, the dark mist increasing doesn't really matter if they have aura revealing perks, your luck doesn't really matter past the first hook, chests are only marginally useful, starting together is usually actually bad if the killer is close enough to you, and you can lose your items even if you take the offering that literally say "don't lose your items and add ons," making it pretty much worthless to me in the first place. There are too many powerful perks for killer, and almost no powerful perks for survivors. Useful perks, sure, and ones that can help in niche situations, but not enough ones that make you feel like they really did something.
Autodidact is a powerful perk, calm spirit, self heal, and maybe something like sprint burst or lithe, but quite honestly, those aren't even that amazing in the long term. There are some useful ones like spine chill, alert, premonition, etc. but they don't feel like a structure perk that you should feel good about. They just feel like a slight warning system, and that's it. On the flip side, I could list many many perks on the killers side that are unbelievably strong. Ones that let you instantly kill downed survivors late game, ones that reveal all players to you for 10 seconds on last generator, ones that reveal auras of worked on generators to you, ones that make it so that there are ridiculously hard skill checks to not be revealed while working on a kicked generator, ones that reveal positions from crows to you, ones that make healing feel like a negative rather than a positive, ones that make lockers useless, pallets useless, or heartbeats unheard, which are the few defenses the survivors have. Even wiggling feels completely useless. I've been across the map from a hook and wiggled like there was no tomorrow, and yet I still got hooked with plenty of time to go before I would have been free. Sabotaging a hook is not useful, because it lasts so short, reveals your position, and there are generally 3 hooks right next to the one you just sabotaged. Flashlights almost never work, because they're hard to aim and the killer can just literally look slightly to the left, right, up, or down, and it has absolutely no affect on them. Like, there are so so many issues. All of my friend group agree with these statements, as well, and we are high ranking survivors and killers.
On a last note, there are lots of tactics in the game that make it so that the survivors just don't have fun. Puppy guarding a hooked survivor is unbelievably annoying. Sure, gives you time to go repair generators and such, but like come on. If you are trying to rank up it just has you die with no ability to escape through any means of skill or teamwork, and it doesn't even earn the killer points really. It just is annoying to play against and childish on the killer's part. Having something that makes it a negative to puppy guard (such as having your own heartbeat play through your ears when you're near the hook for too long, or your vision blurs the longer you're there, or something) would not only improve player experience but discourage bad play styles that quite honestly aren't even beneficial for the killer in the first place.
Just, making the survivor's feel like their skill can play into the game more makes it feel less unfair. I get that you're running from a killer, but trust me, a skilled Nurse is far more terrifying and fun to play against to me than a Spirit who decided to pay six bucks for infinite power. Yes that's an extreme exaggeration, but you get my point, I'm sure. Again, I love this game, and these are just my opinions, but the game would feel so much better if there weren't games where I feel like my skill has no part in my survival. No matter what I do, by complete chance and power of the killer, I am killed, hooked, and guarded. Or killed, and then hooked, and I watch as the killer bolts straight for one of the survivors, and they can do almost nothing about it, which causes a hook-and-bolt reaction, getting us all killed. I am absolutely willing to hear people out on counters to this stuff, but this is how I've felt about a lot of things for a long time in the game. It's great to make the killers powerful, and too much balance is not a good thing for any game, because being overpowered can make things more fun, but there's too much going for the killer at almost all times, and almost nothing going for the survivors at any time, if that makes sense.
I hope a developer reads this, and even explains perspectives from a development standpoint, because as a developer I understand that the fan base doesn't always have all the statistics, and perhaps things are less extreme than they seem, even if it feels a certain way from a given player's perspective. I also do not think that the developers are doing a poor job by any means. I love this game. It is a well made game. The anniversary event was awesome. The killer designs and the DLC's are all so cool and fun. The prices aren't too high for what they are, and what the team has to work with. I just want the game to be even better, and from my play-group's perspective, these are a few of the things that could be improved. Again, sorry for the disorganization, this wasn't meant to be as long as it was, and I sort of just spilled my brain onto the page. Hope everyone is safe and healthy. Chit chat with me in the comments if you so desire. My internet is currently poor, so I may not respond immediately, but I'd love to hear other people's thoughts on potential balancing changes.
You pretty much lost all credibility when you said legion is too strong. Your complaints are literally his core power. Spirit, deathslinger, and huntress already have a massive weakness, their move speed. You 100% rely on a strong power to have any hope.
Spirit just needs and indication that she's phasing while in terror radius.
-
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1329812#Comment_1329812
I dont really like ayrun he isnt that good anyways but what broken mechanic does he abuse exactly?
Locker tech, dumb tech, coordinated head on stuns, deranking to get weaker killers, dead hard through the killer to flashlight save, using ridiculous angles for flashlights.
-
@NekoGamerX said:
can we stop cooldown on killer Trapper Wraith and Shape don't need a cooldown jeeze.why make all killer not fun........
That's the joke. This game has one of the worst balance teams of all time and people are pointing that out with sarcasm.
-
@Zwergz112 said:
Everyone has a favorite or preferred Killer but what Killer is at the bottom of your play list? Whether for daily challenges or the Tome, what's the Killer that you wouldn't touch at all and why?
I would say nurse, but I don't hate her, I hate her bugs. Demogorgon is probably my least favorite. He's just so meh, and the stomping gets old.
-
@yogi42 said:
I’m going to a killer addiction at the moment but I’m just so sick of vsing SWF and getting bullied :/
anyone feel the same?
Had a 10 game run of those "rare 1/100 teams" and haven't touched the game in 2 weeks. I will come back once mmr happens, but bhvr has chased me away until that happens.
-
All of nurses addons are bad, except range an cooldown. The rest are meme addons or take the place of one of her perks.
-
@OldHunterLight said:
I'm currently taking a break on dbd, I got burnt out and been meaning to come back for like a week but I need something right now, a reason to come again because coming back again to get ######### talked almost every match gets old and boring.
But don't get me wrong I love this game
Pretty much me right now. Been playing through some vintage games instead.
-
@gofu said:
Killers, I know you're harder to play than survivor, and sometimes stressful. But please, if you finally kill that last tbagging scumbag, rather than nod aggressively and shut hatch in his face, give hatch.
And i know it sounds ridiculous, but that's the challenge behind it. You show that toxicity doesn't affect you really, and trust me you'll be the winner in the end when you're surprised by a thank you from someone you would have never thought said it. You'll feel good and like a man in control rather than following instincts.
I know a lot out there are just scared of having hard games and have the habit of tunneling someone out of the game at 3 gens, please don't let it be the baby Meg or Dwight queued with the clearly superior players. Try going for someone who at least knows fundamentals of looping. Or better not do it at all unless you clearly have to (4 survivors 2 gens etc..)
Survivors, I know sometimes you tbag at pallets and click clack to get the killers attention making time for your team.
But especially with visibily green/yellow rank killers, please don't. Think of the many unfun matches they had to play before yours due to the broken matchmaking.
You could try crouching and nodding, it looks cuter and funnier, and certainly not as annoying and dishumilating as tbagging. You don't want him or her camping you at the end of the day.
I'm hoping one day we all get along and ditch the DS/NOED arguments because of one bad match we had.
Him, let me think. No. If you're being a toxic tool and it's in my power, you're dying. What I will do is kill you, then let one of your teammates go.
-
@BaldursGate2 said:
Toxic survivors? NOED? Tunnel / Camping?
No, it's one thing, that the devs for an unknown reason refuse to fix. MORI. There is absolutly no reason, to use it, besides toxicity against survivors. Nobody in the world would say anything, if you had to get hooked twice that it works, but with only one hook, it leads in many cases just to tunnel the hooked one and kill him off.
If you want to watch the animation, go to youtube.
Just fix this allready please.
Mori in general isn't bad, it's only bad when someone does a one hook mori while camping and tunneling. I will one hook mori you if I am getting dunked on, but I at least give people a chance.
-
@LqF said:
Do you guys think that nerfing some killers will be ok when gen speeds/keys etc. get nerfed, killers like freddy and doctor are just the whole package: good map pressure, good slowdown, good chase potential, good at finding survivors... maybe they could get tuned down a bit? I play both sides and honestly the only thing that i find really broken are some loops (not a surprise for anyone) and gen speeds. maybe once gen speeds are fixed some killers are fixed they could spend time nerfing killers that are overperforming and buffing killers that are underperforming, like clown, pig, trapper...
I wouldnt have a problem with killer nerfs if I had more than 4 minutes and could make more than one mistake against top teams.
If bhvr wants to do their typical, 5% increase in gen times, because that extra 4 seconds is a big deal if you're an umbra level killer, then nerf the crap out of killer, because they're too oppressive to rank 15s, then I won't be ok.
-
@Almo said:
The Princess Bride is not a good movie.
Oh man, I'm really going to catch hell for this one.
I agree, it was terrible. Watch Stardust instead, same concept, but way more entertaining. I will admit to saying "hello, my name is inigo Montoya, you broke my totem, prepare to die".
To follow in your footsteps, Joker was a terrible movie.
-
@Hazerino said:
https://forum.deadbydaylight.com/en/discussion/comment/1468382#Comment_1468382
carry the game how? sure, a god tier can loop for a while, but if the other survivors hide the moment they hear the terror radius, and dont do gens, the game aint going no where. i've had games where i run the killer for over 3 minutes and not one gen got done
If you get people that are allergic to gens, you can't win. For the other 95% of games, one great survivor can definitely carry.
-
@Dsalter said:
i mean both are clearly over-performing if they are in pretty much every build, spine chill especially breaks the ability of stealth of several killers while BBQ allows you to pretty much counter any form of stealthing, especially doubled down with either iron maiden or doctor's powers.
i mean the whole idea of DBD is that its considered a horror game, doesn't having a perk that works from basically just beyond most killers terror radius and know if they are looking at you sort of take the "horror" from the aspect of a horror game? at least premonition has a cooldown.
BBQ not only rewards you for hooking someone with more points but simultaneously rewards you for hooking by letting you find other survivors for a whole 10 seconds just outside of most killers terror radius taking away some of the skill of tracking along with denying other survivors any real stealth, seems kind of cheesy right?
my solution for both of these is:
nerf spine chill to 12/16/20 range for it to activate so you can still get the "oh no im being found" aspect of the perk without completely nullifying a good portion of the killers ability to ambush you and upgrade the speed boost to 8/16/24% so you have that risk reward of finishing what your doing now or legging it before they grab you.
reworking BBQ so that instead of revealing survivors outside the hooks radius it reveals them INSIDE the hooks radius allowing you to know if anyone was following you to attempt to break hooks or borrow time unhook and maybe even while revealed they suffer from the exposed status so that they are punished for trying to follow the killer rather than fearing them which in turn will buy the killer some time knowing that a survivor is not nearby or if they are they get a chance to punish them for trying to unhook so soon.
now your probably wondering why BBQ didn't retain its bonus blood points? i personally think perks that boost your gains outside of matches influence how often something is used to much and with the possible buff to blood gains in future maybe its about time we change those perks to be more functional, speak of...
surprise rework idea for distressing perk for killer and we're gunna live forever!
We're gunna live forever can actually encourage people to play quite destructively, selfish or toxically due to the bonus blood points, so instead of speeding up healing or bonus blood points i suggest that if the survivor unhooking is healthy they are blood bound to the injured survivor, if the healthy survivor takes a hit within 12 seconds that survivor is put into the injured state and the injured other survivor is healed by one health state.
if the unhooked survivor is hit within 10/11/12 seconds of being unhooked the blood bound healthy survivor instead takes the damage and is put into the injured state and the killer is flashlight blinded for 3 seconds.
this rework will discourage tunneling and rewarding sacrifice and protection over the current "i want my blood points" mentality it currently provides.
Distressing now not only increases your terror radius but survivors will breathe 50% louder or 100% louder if they have been inside a locker for 7/6/5 seconds or if you are looking their direction (including inside a locker)
this will make stealthiness harder around distressing without making it impossible and reward a killer with good audio perception similar to how whispers is the spine chill for killers this would be the premonition for killers
Those might be the worst ideas I've ever heard. 24% action speed for spine chill, that would make the vault speed build god tier. You would never get a pallet or window hit.
The bbq rework would make it a slightly better hangman's trick and even further encourage tunneling. I want all of my stacks for the blood point gains. On top of that, it would render the perk useless.
The we're going to live forever change is the absolute worst. Swf will abuse it with body blocking to blind and bully the killer, and solos will screw over the person that just unhooked them, just for the fun of it.
Distressing is ok, I still don't think you would see it much.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1468602#Comment_1468602
A 68% kill rate is nothing to be complaining about and the pip rate is meant to be low in red ranks. The devs are also working on MMR. The game can't just be balanced around the strongest survivors you face or you'll be even more oppressive to the potatoes. A 50% kill rate seems like the most sensible target for balance; not sure what BHVR thinks, though.
Again, that kill rate is against weaker survivors. The vast majority of strong survivors I play winds up with a 1k or 2k. The pips are important, they show how long the match lasted and how well you did. If I don't pip, I 100% lost that match. A brutal means the survivors controlled the entire match.
The problem with 50% balance is where they're balancing for. If you balance for idiots, the top teams will wreck you. So it has to be balanced for around 75% in the middle so you at least have a chance against the top.
-
@Guiltron said:
He literally made a critical mistake the first minute of the match by committing to the dude holding W instead of patrolling.
Lol, you can't possibly believe that. Abandoning the chase would have been incredibly stupid. First off, its rotten fields, so just getting to another gen is going to take more time than he "wasted", the survivor is going to dip at the first sound of the terror radius, putting just as much distance as the guy he would have left, he had nothing like ruin, so the one gen he pressured wouldn't regress.
Stop to kick the gen and you waste even more time, and it's likely that someone will be right back on, including the guy he abandoned. Sooner or later, you have to commit to a chase, might as well be on the injured person.
Even assuming that he did make a mistake, which he didn't, why should one mistake cost you the entire match?
-
@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1468464#Comment_1468464
I hate to be that guy, but I'm about as "killer biased" as you can get and even I have to say, if you're getting "super strong" survivors that often, there's an element of "you need to get good" to this.
I see survivors with between 1500 and 9000 hours on a regular basis. The average rank I go against is 2.9. I have a 68% kill rate, but a dismal 27% pip rate.
I try moon walk or mind games, they don't work, I try slugging, they're up in 20 seconds, I try hit and run, healed as far as possible. Body block, sabotage, flashlight squad, coordinated head on are all common. Basically, ridiculously strong survivors and my kill rate is bolstered by those three games where I get potatoes and dominate.
All I can say is vpn to sao paulo servers and see for yourself. I wish you luck.
-
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1468391#Comment_1468391
How often do you see the best survivors? That's true but not common. Another thing is you can say the same.thing for survivors you can only win if the killer makes mistakes like chasing a good survivor too long. Thats hoe any game works your opponent madonna mistake you capitalize on it and win.
7 out of 10 matches I get super strong survivors. People are under the misconception that your don't get them very often, I do.
-
@azame said:
After using this forum for some time the amount of killer bias here is insane. Any thing that even slightly benefits survivors is looked down upon. I think the main reason for this bias is do to the fact that in the past survivors were op but nowadays they arent that strong.
But because of the effects of 2016-rarly 2018 real survivor problems are ignored and that's not good. If we continue to ignore problems survivors face the player base will decline and the killer wait times will increase and inevitably the game will die.
Killer mains stop looking at survivors as someone out to ruin your game and look st them as a human wanting to have fun playing too.
I'm tired of the us vs them mentality why cant it be just "us." Why can't we look at all the problems as a whole and work to fix them. I ask killer mains and survivor mains alike play the opposite side and get good at it try to understand their struggles.
For you killer mains that say survivor is op go plag solo survivor at rank 1 and ask yourself do you want to play swf or that. For you survivor mains that think killer is op go play wraith on ormond and ask yourself is this even fair.
You guys know moris and keys right? Yeah they are both broken they both need reworks. The point I'm trying to make is that we need to get together and combine the community rather than divide and only then will dbd improve its health.
Here's a fact that just about everyone can agree on. The best survivors in the game will win against the best killer in the game. Meaning the game is survivor sided.
That means as killer, your only chance of winning comes from a survivor making a mistake. I don't like going into a game knowing that I can play perfect and still lose. That's the definition of bad game balance.
Then you have survivors that are just bad at the game screaming for nerfs when they already have the ability to git gud and win every time.
-
@Hazerino said:
https://forum.deadbydaylight.com/en/discussion/comment/1453922#Comment_1453922
i was just causally reading this thread but your comment made me reply because of how absurd it is. a two man swf with two other randoms is quite literally nothing. even if those two are god tier because they aren't going to be able to pull the full weight of the game on their shoulders. and thats not even taking into account what the two randoms are like. if the two randoms are average then maybe you'll get a 2k but if they're dogshit you're absolutely going to win that game because two man team simply cannot carry all that weight.
Have you ever seen aryun and one friend play? Heck, one God tier survivor can carry a game, two can absolutely carry.
-
@28_stabs said:
It is not useless, but your idea is good.
The stacks shouldnt stay after obsession is dead tho, because that would encourage to tunnel the obsession to keep stacks, and 20% or more slowdown would make it become a new meta. Less than 15% would be weak.
I absolutely agree. It would function the same as it does now, obsession gets the boost and you lose the stacks when the obsession dies.
-
@CWill22 said:
https://forum.deadbydaylight.com/en/discussion/comment/1461343#Comment_1461343
I get that but I'm just saying a killer shouldn't be rewarded for playing badly all game long. Someone shouldn't be one hooked because of a perk.
https://forum.deadbydaylight.com/en/discussion/comment/1461346#Comment_1461346
Yeah but camping shouldn't be an option. It's a scummy way to play and ruins the game for someone who did well all game and then dies on first hook because of a NOED camper.
The game is balanced around a 2k, doesn't matter how they get it. Gen rushing is a scummy way to play and ruins the game, but it still happens. Doing well, then losing to a ds at the gate is just as bad.
-
@RedditUser69 said:
I'd run that and just slug everyone. It also doesn't quite thematically fit the name of the perk. The whole point is you're building dread by slowly killing their hope. Personally I think the obsession dying shouldn't deactivate the penalty you've built up. It should just keep you from gaining more stacks akin to STBFL.
You could slug now with colourophobia and be more effective. I don't care about the lore, I care about functionality.
@Khakuate said:
well, that would kinda be a camping buff, but dont get me wrong, the idea is really good, but it doesn't fit the perk lore
It would be a slight camping buff, but I don't know that many killers that enjoy camping, they do it as a last resort. Again, don't care about the lore, they've changed perks entirely, see ruin.
-
@CWill22 said:
https://forum.deadbydaylight.com/en/discussion/comment/1461279#Comment_1461279
I don't see how BT is OP it literally only activates if your terror radius is at that hook. DS I understand but then again you shouldn't get a free kill for tunneling at the end of the game after you were outplayed.
Because camping is the only viable option at each. Bt allows you to make a reckless play, but you can punish it with noed.
You shouldn't get a free escape for hitting an easy skill check.
-
@Sinister0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1461273#Comment_1461273
Problem is devs, even if capable of balancing their game, would do it at a really slow pace. To expedite the process they need experienced players to give feedback, this survey malarky I have been filling out for ages doesn't seem to get the point across (and they don't even show the results for us to see the overall picture).
I dont think that's true, but even if it is, they need to hire a better balance team, not listen to people that will almost assuredly have an agenda.
-
@CWill22 said:
NOED isn't as strong as many people say at the moment but the only problem I have with it is that as a survivor you can completely outplay the killer all game and they still get 1-2k because they camp with NOED and anyone who tries to save is dead. I get the whole just cleanse totems argument but unless in a 4 man SWF you can't keep track of totems.
I think to make NOED more balanced the exposed effect should go away when the killer is within a certain distance from the hook allowing people to still get saved if the killer is camping.
Only if ds and borrowed time get deactivated once gens are done. You can't give survivors a free unhook when op crap like that is available
-
@slunder said:
In dbd, a lot of players complain about multiple problems. However, a lot of people have biased opinions or will just get ignored while making valid complains. I am gonna say, in my opinion, what people should be listened at.
To put it simply, people that play killer and survivor equally. These people have almost no possibility of having a biased opinion: they play both sides equally, which means that they can feel the frustrations of both sides. If you only play one side (or 80-20), the chances of you having a bias are really high. You will not get to play the other side, so you will not experience their frustrations. Killer mains and survivor mains are not all entitled, but they are very likely to naturally see their problems first, even if they try to understand the other side. Now, there is another thing to mention: if you only ever use 1 build or 1&2 killers, then you will defend those since you play them and due to your psychology, you will notice negative experiences with them more than the positive ones. So with these builds or killers, you will think they are balanced while they are not.
The second thing players want to know is: are the players complaining pro at the game? Well, this is a bad factor for multiple reasons: first of all, dbd is an arcade game, not a competitive one. So it should be meant to be fun for most of the players instead of being meant for people tryharding it that want to reach the top. Not to mention that dbd is already frustrating enough for players that are new to the game. Second of all, how can you know who is good? Ranking system is not accurate (killers need to play certain characters and do specific things instead of killing like they should do and survivors can rank up just by playing the game a lot). Finally, balancing around top players also mean balancing around tryharding people: if you balance around the top players, you are basically balancing the game around 4 man swf while most survivors are solos, 2 or 3 man swf. The same applies for killers: if you balance around the top players, you will balance the game around pro nurses who have invested thousands of hours in the game and can pop an ebony&broken add ons almost every game.
And now, lets take a look at how true stats are. Technically, if something is balanced, then it should be proved by the stats, right? Well, this is true, BUT: the stats do not show the fun factor. T-bagging technically does not give an advantage to survivors, yet is it cool for the killer? The same applies for camping: survivors can do gens and escape, but is it fun? Also, swf on coms is broken, but a lot of swf play without coms, so that would lower the survival rate of SWF. Even when it comes to balancing, stats are not perfect.
In conclusion, the devs should just listen to people who play both sides equally, the rest of players are probably + or - wanting to get a 4k every game. Other factors are bad due to not reflecting the community or not taking certain things int account. Now, time for me to get raided by killer mains, survivor mains, and pro players.
The dev's shouldn't be listening to us at all. When they listen to us, you get crap like ds and unbreakable and freddy.
The dev's should be capable of making a balanced and fun game on their own, but they're not.
@Sinister0208 said:
They should listen to content creators on both sides, because they promote the game and they usually have more experience and skill than average - plus they usually have evidence (clips) to back their opinions.
They shouldn't do that either. Content creators are concerned with growing their audience, which usually means they need exciting content, which is not in the best interest of the game. The dev's need to watch the content creators to see what's broken, but nothing beyond that.
-
@ZaKzan said:
the game is broken at high levels because the devs insist on balancing it towards the middle ranks. Their monetization of the game revolves around you buying the game, buying a dlc or two, playing for a bit, buying a cosmetic or two, then leaving the game. It's not necessarily the wrong way to monetize a game, since it makes gobs of money, but it's not good for the long term health of the game.
Yeah, when you can play your absolute best, making zero mistakes and still don't have a chance at winning, it tends to put players off.
As for their monetary strategy, it will work right up until there are no killers left, so rank 20s will be playing rank 1s, then the game will die.
-
@exf310n said:
https://forum.deadbydaylight.com/en/discussion/comment/1454850#Comment_1454850
I completely agree with you on all points. Winning is a very ephemeral notion in this game. Everyone wants to have fun and enjoy themselves though, which is also a very abstract and case by case situation as well. But perhaps we can agree that the pip and ranking system are no help at all. So maybe they should be done away with. Also, I think the game should choose match making based upon play time. I'm just trying to brain storm some ways to mildly improve most player's enjoyment of the game. What do you think? And do you have any suggestions?
I don't think play time will work. I'm closing in on 500 hours, but I've been playing against ridiculous teams for so long that I decimate survivors that don't have thousands of hours.
-
@Venoxxie said:
And yet how many killer buffs and updates have been added to the game recently vs the amount of things survivors get? Killers are getting so many changes in good ways for them (aside from poor Billy but that's just one killer). Meanwhile survivors get like 1-2 'buffs' for every like... 5-10 killer buffs and changes.
How many uncounterable and loop ending and sneak ending killers/killer perks are there? Oh look, one was recently added. Deathslinger has next to no counter. Slinger AND Huntress rely heavily on Dedicated Servers more than other killers. Hag can teleport and forces us to go slower with crouching to save people. Doctor can screw over sneak and end loops same with Pyramid Head and Trapper and Hag, etc. Nurse can get across the map super fast. Billy can get across the map super fast. Spirit we cannot tell where she is and is the best mind gamer (and its usually hard to do anything about). A lot of killers have one shots. Etc.
Let me give you a harsh truth for killers that complain.
1) Faster. You can already go faster than us plus you get bloodlust making you even faster. How are we supposed to get away from that? Bring me to...
2) Looping. Sure, a lot of survivors are good at looping but HOW MANY loops were nerfed because killers complained (and they still complain because the killers dunno how to loop, not our fault)? How many maps have like 100 unsafe loops or dead areas we cannot get away in? You realize pallets are eventually wasted by the end-ish (depends on what everyone else has been doing) so even if you can't get iridescent in gatekeeper, you can still probably get a 4k providing you're good... which brings me to...
3) Sorry the game takes SKILL. You already have a lot going for you, you just need to get smart.
4) Survs doing objective too fast? Sorry you dunno how to pressure and killers with SKILL actually do.
5) Information? I don't think spine chill tells me the direction the killer is. I didn't think it was that hard for killers to moonwalk at loops to mindgame (I'm a bad killer and even I can do that). Chase music does not hinder killers, fix your sound. We don't always know when we're hexed, and if we do (like for Ruin) we dunno where it is (some totems spawns are bs). SWF, sorry we have friends and you don't... sorry if some teams are coordinated and you don't even know how to tie your shoes... practice dude as I've seen skilled killers slaughter SWFs.
6) Perk strength... don't even get me started. NoEd? You don't even need to get a hook the entire time and you can still get a few kills before the match is completely over. Pop + Thana + Dying Light? Bamboozle to end window loops? Brutal Strength so you don't lose us easily at pallets? Infectious so you can slug forever? Sloppy + Nurses + Thana? STBFL for some super faster downs? Yeah okay, have you not looked at killer perks? Sure we have some unfair perks + perk combos but um... so do you?
7) Map Favor? lololololololplfseolf,keswo;lfkesofkwe I can't. All indoor maps = killer sided (except for a select few like Nurse unless you're SKILLED). Quite a few outdoor maps have dead zones. Quite a few maps are small enough it's easy enough to pressure. Most killers can do very good/super amazing on most maps. You just can't find anyone and are bad at finding people and get corn blind and blah blah... just admit you're not good.
8) RNG... you're joking right? You know how often Kobe's happen? How often myself and others get out of a trapper trap within the first 5 tries? HOOK SPAWNS? You're actually kidding about that one right? You realize an update came out to make them spawn a bit closer to each other right? Sorry that other killers know how to manage their hooks.
9) Matchmaking I'll give you that. It's messed up. I saw my friend, a rank 5, get into a match with everyone else around rank 15. But it can occasionally screw over low rank survivors as well.
10) The biggest thing in a killer's favor is dedicated servers. I've seen people take like 5+ steps through a window and still get hit through it. I've seen people land their feet on the other side of a pallet and still get hit. I've seen the killer facing the opposite direction and still get the hit. I've seen people spamming space before the killer gets to it and still go down as the killer gets stunned at the same time.
If you're relying on bloodlust against my survivors, you're going to lose badly. The time required to get it will see three gens pop.
Those loop nerfs weren't nerfs. The doors barely help, they've added a ton of long wall into pallet into jungle gym, and they buffed vaulting. As for pallets, every map has more than enough for the game to be over.
I've got the skill, just I play against top survivors and as stated, top teams will always win.
Ormond, badham, haddonfield, coldwin, dead dog, midwich are all survivor sided. Macmillian, haddonfield, and lerys is killer.
Hook rng is as the crow flies, doesn't account for lower levels, swamp buildings, or the great wall of haddonfield.
Perks strength is no contest, ds and dead hard alone save 6 or 7 hooks per match, no killer perk grants 7 hooks for free.
-
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1453992#Comment_1453992
Both sides have OP and broken #########. Your initial post is saying a survivor isnt allowed to call out killer OP broken ######### because survivor OP broken ######### exists. If someone complains about a mori, instead of coming at them like "Yeah, moris are broken...keys are broken too. Lets address both" you're coming at them like "STOP COMPLAINING!!! YOU HAVE KEYS!!!"
Because survivors don't want their broken stuff fixed, they want to keep it AND nerf killers.
-
@mentalpopcorn said:
https://forum.deadbydaylight.com/en/discussion/172623/harsh-truths-for-survivors-that-complain
I somewhat disagree with "survivors have the advantage"
I main killer, most non sfw games end up in 4ks for me if I'm playing one of my main killers. while survivors have better add on type things (keys, some great offerings) killer in general has an advantage over a normal game (non sfw) due to survivors having a lack of information. Yes they get more info than killers, but it's 4 people. This leads to disorganization and time wasting. Not knowing who is being chased for if anyone at all for example. Killer also has a faster movement speed and has time on their side granted their not tunneling. once you're down to 3 or 4 gens left it's so easy to halt all gen progression for the most part. Yes, genrushing sucks, but people tunnel too much which makes it so easy. Get a hit, don't commit to the chase, go get someone at the gen you know they'll be at.
Sfw with voice chat however is such an insane advantage it's ridiculous. To list a few things it lets you know when someone's being chased to rush gens, it lets you know the exact best moment to rescue from hooks, it takes away room for survivor error as 1 person's knowledge becomes the rest easily.
I play survivor sometimes, and sfw a few times. The difference is insane. Its such an advantage I'd compare it to wallhack in a fps games.
My problem is that I'm in a region with extremely strong survivors. I watch a bunch of streamers and they have time and survivors that screw up. When otz or bronx is having what they call a tough game, that's the kind of survivor play I see all of the time.
@exf310n said:
Can we talk about what really is winning in this game? We all basically know that rank does not determine your skill level at this game, yes? So even if you don't kill a single person in match, but manage to gain 20k plus points, I consider that a win. Points are what advance character level, buy add-ons, and perks for characters, not rank. Yes, everyone wants to dominate a match and crush the killer/survivors, but perhaps we should shift our focus away from those metrics of performance. Points reward us. Points are awarded based on a number of factors during a match, not just surviving or sacrificing. Sure, there are matches where killers very quickly end a match and very few points go to survivors. There are also matches where survivors manage to keep a killer occupied long enough to open the gates and prevent them from securing hooks by using perks or items. This happens because people are focused on the wrong goals, and they are only concerned for their enjoyment of the game, and their rewards. If we would all think more about earning points through extended match play and performing different tasks during matches, then perhaps more people would enjoy this game and be less stressed. 🌾🌾🌾🚜
Pips are the win condition.
-
@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1454104#Comment_1454104
Do you not see the flaw in your argument? What if the survivor is equally as good a player?
You seem to want the survivors to be able to 1v1 the killer and win, which would be fine if the gen speeds weren't at lightning levels. A really good killer player vs a really good player, the killer should always win, because there are 3 more survivors working.
-
@Sinister0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1454074#Comment_1454074
Yeah I am not suggesting that this would be the total extent of his rework - just aspects that I would like.
I don't might the idea of a longer ads, but he would need something major to compensate, reload or cooldown alone wouldnt do it. Think about how many obstacles there are, how hard it is to get a long range hatchet, or even hit someone with plagues puke.
It would have to be 115% or losing the chain mechanic. Because if you need 2 seconds to steady the aim, then another 4 to reel them in, then another 3 to wipe your weapon, then another 3 to reload, then 8 to carry them to a hook, he will be garbage.
-
@Sinister0208 said:
I would love for him to have a sort of sniper mechanic, slower ADS but much better aim - which gets more and more accurate (like Huntresses hatchets) and a faster reload by default (rework his reload add ons). Not sure how viable this would be.
He would be crap. 110% move speed, can't down people from range, and no quick scope. He would make clown look good. The only way to make this work is to lose the chain mechanic and have it be a hit scan, instant damage with a longer reload.
-
@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1453913#Comment_1453913
You're right, Deathslinger has infinite shots.
Infinite shots on him, with a 3 second reload, which is more than enough time to make a loop. Not like he has a Tommy gun. 15 seconds to reload 5 shots, compared to what 3 seconds for huntress? On top of that, a good huntress won't have to reload mid chase.
-
@Jukenobi said:
https://forum.deadbydaylight.com/en/discussion/comment/1453922#Comment_1453922
I would bet everything I have.
You'd lose. I play in sweat city. Try slugging, they're up in 20 seconds. Hit and run, they're healed back up. Down someone, there's two people waiting for a pallet stun or flashlight, chase one and the other is healing. Everyone knows where the pallets are broken.
@LordGlint said:
Posts like this one just go to further incite this stupid killer vs survivor mindset on the forums. You can't get anyone to sympathize with your problems and stressers if your going to turn a blind eye to theirs and claim that they dont matter.
I understand the frustrations of playing survivor, but they need to buff solos, not nerf killers. Its not the strength of the killer, it's the weaknesses of your teammates.
@bingbongboi90 said:
Ugh this is such a useless threat.
This thread is basically idiot killer main VS idiot survivor main. There are no winners.
The game is in a way balanced state if you dont focus on all the bugs and matchmaking.
I can't help but notice the bugs and matchmaking, since it mostly hurts killers.
-
@Jukenobi said:
https://forum.deadbydaylight.com/en/discussion/comment/1453871#Comment_1453871
Not a chance that all your games are SWF, that is a flat out lie.
Wanna bet? They're not all 4 mans, but at least 70% of my matches have at least a 2 man.
-
@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1453741#Comment_1453741
See I don't get that, you basically just said "blindly guess when he is going to shoot and the dodge before that." You're saying the counter is to see into the future. You have absolutely no idea when he is going to shoot. He might not shoot at all, because you guessed wrong five times and then he just M1s you or zoned you into a place where you can't dodge.
To your example of hatchets, yes, they are unreactable once its fully charged. However, the Huntress is drastically slowed and also has to wind up the charge, and also has an audio cue when the charge is finished. Its not even remotely comparable. The comparison would be if Huntress could instantly throw a fully charged hatchet at any time.
What is the "optimal time to shoot" as a DS? The DS can shoot whenever he has line of sight to you, which is going to happen very, very often. You are going to make 20 guesses a second every time he's in line of sight?
To me no, the survivor's experience is irrelevant when being chased by a Deathslinger. Almost every good survivor I know shares the sentiment. You can understand how Deathslinger works to the very bone, but the fact is you have to make a ridiculous number of guesses per second the Deathslinger can see you, and eventually you are going to lose one of those guesses, with "eventually" being seconds.
Deathslinger is the only killer in the game that zones people by literally existing, and I think that's silly.
Huntress has 5 shots base and can down you from anywhere, deathslinger doesn't have that. Umbra destroyed me when I was playing slinger. I landed a lot of shots, but she used the delay to drop the pallet, or get through a window. Then her team genrushed me into oblivion.
I would be fine with slinger not having quick scope, but he would need at least three shots and the ability to down you over a pallet, otherwise he would just be a trash version of huntress.
-
Same problem, same hook, same rock. I posted here as well.
-
@Jukenobi said:
What loops? All the new maps have updated loops, and they are a joke. Even the new updates that added doors for the killer to walk through and smack survivors are a joke. The game is definitely favoring killer sided game play going forward. Playing killer is not hard, it's easier than it has ever been, and they still complain. They get bullied by a SWF Rank 1 squad and the game is survivor sided.
Can we just stop treating this game like an e sport, and just have some fun, no sweat, etc?
What happens when the only thing you face is rank 1 swf? That's the whole point of this thread, at the very top, survivors destroy killers. If you're dying as survivor, you can improve to the point of never dying. Asking for nerfs to killers will only widen the gap at the top, making killers leave the game.
That leads to red ranks sucking up the entire killer base, making life miserable for everyone except red rank survivors.
-
The problem with adding counter play is that he is already incredibly weak with map pressure, the 1v1 is all he has. So if you add a delay, simply decreasing the reload speed won't do it, you will have to give him the ability to down you from range, or he will be the worst killer in the game.
Huntress has the lullaby and a slowdown, but she carries 5 hatchets base and can down you over a pallet. You want deathslinger to have the same weaknesses as her, but on a single shot and deep wound over a pallet.
-
@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/172623/harsh-truths-for-survivors-that-complain
You think you know what you’re talking about, but you don’t 😂 survivors don’t have the advantage. Slugging and proxy camping 3 gens is OP and not really fair either. I can tell you right now I main plague Lvl50 prestige 3 red rank killer and it’s ezzzzzz. If plague can do it anyone can do it. Okay okay maybe I use 4th gen Astro A50s and have an elite controller. But still, you use the right perk combination on the right killer with awareness you’ll be 3-4K every game. Killers are A little privileged
Most streamers will disagree with you. Unless you're arrogant enough to think your opinion trumps the opinion of people that play this game for a living.
@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1451332#Comment_1451332
Hell no survivors are not overpowered. After playing both sides It’s safe to say it’s too ez to get kills. I find the hit boxes slanted in killers favor heavily!
VPN to the Sao paulo servers and play at 1am CST, then come back.
-
@Ghoste said:
Hilarious that people are upset by Petrified Oak offerings in this thread. The devs put them in the game, so players are free to use them, and it's not toxic to do so.
Frankly, if you dodge matches because of offerings, then you should stop queueing and go play something else.
First, everything in this game was designed without voice chat in mind. So something that might barely affect the match is solo becomes lethal when you can communicate.
Second off, the dev's are known for implementing things without thinking them through. Take pyramid head camping for instance.
-
@Predated said:
https://forum.deadbydaylight.com/en/discussion/172623/harsh-truths-for-survivors-that-complain
Objective timers have the potential to be done in 3 minutes, if killer does nothing to prevent it and survivors have prepared for a genrush.
"You see in 3rd person, you have a 32m head start on the killer" You see in 3rd person because its the best way we can create the feeling of being the prey, killers look in 1st person, because predators all have a first person look. The 3rd person view isnt neccesarily better, you can see more, but you focus on less. The 1st person view has a lot more focus, but sees less. Let alone that as killer, you know where all the gens are at all times. Survivors dont. Which might not seem like a big deal. But it is. You can decide from the moment the game starts, which generators you give up and which ones you dont. You can easily give up 3 gens on the opposite side of the map, if you have 4 generators huddled together. That is information you get before survivors even know where their teammates are.
"you know which way the killer is facing at a loop." Yeah, considering killer is the only character that can actually do harm where survivors rely on their surroundings. That's neccesary. Let alone that killers can moonwalk and remove that information at any given time, if they are good enough.
"You also know when you're hexed." So? Thats the point of hex totems: forcing survivors to clean totems instead of working on generators, of face the consequences of the hex. Considering the power hex totems have, that's more than fair. Sure, it can lead to a very early cleanse, essentially removing a perk, but that is RNG. It can be found the first second of the match, or never be found at all.
"Add in swf and you get even more info." This is the only legitimate point you got, but, it has a defect: thats assuming the swf work perfectly together. Teamwork is what makes SWF strong. But lets take a very short example: Teamwork of 4 people can finish a house within a few days. Solo building a house can take up to weeks if not months. Its why co-op times on generators have been nerfed, but not solo times. But the average SWF, even with additional information on if someone is in chase or not, only gets you so far if your teammate is bad at giving you information. I've had a friend of mine say "I found a burning totem, its behind me where I was hooked", only for it to be on the opposite side of the map, because he was too focussed on the chase. Losing us a lot of time than if I were playing solo and just continued to work on my gen. SWF can shoot itself in the foot real fast. Killers often ignore this because 1% of SWF is so efficient that it lasts in their memory, yet 99% of SWF tends to be like 4 randoms playing very altruistically. And too much altruism is the biggest weakness on survivors. I rather face 100 rounds against the average SWF than 1 round against 4 random solo survivors.
"Meanwhile killer is crippled by awful fov and deafening chase music." Its far from awful FOV, its just regular 1st person. And you do realize that music settings can be changed? If you cant hear someone speedvaulting because of the music, then your settings are not proper.
"Perk strength is heavily slanted to survivors. Look at prove thyself vs thanataphobia, one grants 40% faster gen speeds, the other gives 16% slowdown. Don't get me started on object, ds, dh, unbreakable, spine chill, and soul guard." You're looking at it wrong. Stackable positive and stackable negative works differently. Let alone, that for prove thyself to apply the full efficiency, it requires at least 2 other survivors being nearby the survivor running the perk, while Thanatophobia works regardless of their location. As for the other perks. Object of Obsession is the only legitimate complaint you could have. Soul guard is perfectly fine. Spine chill is perfectly fine, Unbreakable and DS are only slightly powerful when applied together, but even then are still fine. Deadhard is more than fine, and extremely easy to bait.
"Map strength is in your favor. Killer has like two maps that are strong, survivors have the rest." Someone else already mentioned it, but "survivor sided" maps where the killrate was 55%(even though a 50% killrate is BALANCED), were nerfed, yet a 70-ish% killrate map has been left untouched(practically 3k standard). Do killers really think a 3k average is balanced? Because its not. A 3k is essentially a 4k with RNG. Yet there is no map that has lower than 50% killrate. So technically speaking, there are no survivor sided maps. They are all killersided.
"Rng is in your favor. Kobe's, trap escapes, map offerings, hook spawns all trend toward survivors." Really? You think a Kobe is in survivor favor? It's literally 4%. You literally need to use a perk slot or 4 offerings and a perk slot to start having reliable Kobe's, and even then, the odds are stacked against you. Trap escapes can last 5 seconds to eternity, map offerings are rarely worth talking about at all especially considering Ebony Mori is more common than any other thing in the game. Hook spawns are ALWAYS within 20 meters on any spot of the map without hook alterations, including other hooks. You can walk 50 meters as a killer, meaning that there are at least 5 hooks within your carry distance at any given time(counting the basement as 1 hook too). Let alone that killer offerings in general have a heavier weight than survivor offerings. Meaning, that most of your complaints here, are actually killer favor RNG. Seriously, how is any of this survivor RNG?
"Finally, matchmaking is in your favor, there's far more yellow rank killers facing red rank survivors than the reverse." It used to be flipped. More red rank killers than there were Red, Purple and Green survivors combined. Meaning you had Yellow survivors facing Red killers. That is a match made in hell. At least Yellow rank killers tend to be able to handle themselves, it would be an extremely hard match(even though the lowest I've seen was a green rank 9 killer, so I am claiming your yellow rank killer claim is BS). Let alone that I as a red rank survivor have been put up against a red rank killer and have my teammates be brown ranks before. Matchmaking is in no-ones favor at the moment.
"So basically what I'm saying is that no killer or killer perk is overpowered." Spirit is extremely overpowered. No way to counter her other than guessing. I mean, thats like walking into corona affected hospital wings without any facial protection and hoping you dodge all the corona droplets.
Let alone that Pop is extremely punishing.
Basically, what I am saying, is that survivors are not overpowered. They have greater potential than the killer because of teamwork, but they cant make any mistakes if they do so. If you are facing a team and you cant even get 2 kills, that's 100% on you not being skilled enough to defeat the team you were facing against. Doesnt have anything to do with perks, doesnt have anything to do with SWF. Even the sweatiest SWF can be beaten by any killer in the game.
Yes, but you can't pressure 4 people at once, and with garbage gen regression perks, hit and run doesn't work. You need hooks for pop, but if you commit, you lose. Ain't that a #########?
No, the Fov isn't even close to a normal fps. You literally can't see a survivor that's right in front of you. With a hex, you don't want them to find it and every survivor with more than 100 hours knows every totem spawn.
You're seriously going with swf isnt OP because people can't communicate well?
Chase music can not be modified, look it up.
Ds, unbreakable, and soul guard can't be countered when used together.
2k is a loss at red ranks, if the ranking system agreed with bhvr, it wouldnt be an issue.
Kobe always seems to work when killer is doing well, so no, I don't buy a flat 4%.
The way certain maps are designed, the hook is within 20m, but can't be reached, see haddonfield.
There was a thread today with a rank 19 going against red rank survivors, call bs all you want, it happens.
-
@Pryzm said:
Most of the people who post this nonsense were never survivor mains. I started as a survivor main and switched to killer around 3 years ago. I get the frustration on both sides. I laugh when I see the one sided posts from killers or survivors. They are typically short-sighted and sometimes entitled.
Everything the OP said can easily be turned back on the killer side as well. The game is just FUBAR and too few get it.
I started as a survivor main too, then switched. But again, I play both sides and all killers.
Again, give me examples of killer having the advantage, I want to hear this. Moris are better than keys, and they get more points. That's all I've got.
The whole thing here is that both sides are frustrating, but you don't get to be the power role and still ask for nerfs.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/1451194#Comment_1451194
Exactly, the data is after the Killer - Ruin nerf, the Survivor - Small Map Nerf, the Survivor - Toolbox Nerf, the Survivor - Instaheal Nerf, the Survivor - God-loop Nerf and the Survivor - Gen Slowdown Nerf when multiple survivors work a gen. And honestly, Ruin is still used and is still useful.
That data is only 8 months old with 4 major survivor nerfs, 1 medium Killer nerf and 1 medium Survivor nerf. (There were individual killers, such as Nurse and now Billy, who got nerfed).
And the data shows massive kill rates for all killers except Nurse. Usually hovering around 10% or more, better kill rates.
Those weren't major survivor nerfs, ruin was major. 70% isn't even a 3k average and it didn't count suicide and dc.
-
@thrawn3054 said:
Where are you getting your numbers? Prove Thy Self does not give a 40% boost.
Damn it, wrong again, stupid wiki. Its 15% for every survivor in 4m, so it's actually 45%