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EntitySpawn

EntitySpawn

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  • Solos mean nothing. There are just a bunch of bad players out there. I'm a solo and I'm still carrying near every match. However if were talking about taking advantage over no coms then stealth or killers with good mobility etc. Are best you can easily swap targets and keep them guessing. Nothing wrong with solos. Just bad players in ranks they dont belong, killer is the harder role if you actually match with people your skill.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2295019#Comment_2295019

    Because the devs have done an inadequate job actually establishing the win condition of this game, forcing players to decide for themselves. That doesn't mean that wins in asymmetrical games are necessarily/inherently subjective. Among Us, for example, has no problem declaring a winner/loser. Heck, IDENTITY V, A GAME MODELED DIRECTLY AFTER DBD, has no problem with this.

    Are you seriously using among us as an example jeez. Well if you think 1 hook is a win just because the devs state it is then that's stupid. And 2 kills still means 2-10 hooks, once again that's a clear difference. You cant have 2 hooks be a win as well as 10. That's why hooks is better as it shows more of what happened.

  • Gun rush = tunneling, slugging and camping.

    I personally want many chases and to give you all many hooks, but I'm not just gonna let you win because of bad maps, unfair tile layouts etc.

    Losing isn't fun especially when every survivor feels the need to wait at exits to tbag. I want to chase and have fun, but certain maps, spawns and tiles dont allow it. It's why mmr will be horrible.

  • LEE, doesnt even have to be the scream, carrying her is like carrying homer Simpson and ruin any kind of horror aspect... DUH... DEE, DOI, DUH, DOI, DUH....

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292853#Comment_2292853

    "Wins are subjective in asymmetric games."

    No they're not. How do you think Mario Party games decide which side wins coins after a 1v3 mini-game?

    If wins wasnt subjective why are we even discussing this post? And there was no reply to kills being 2-10 hooks. Does that mean someone with 2 hooks did as good at 10 hooks? Because I think not.

  • @Ink_Eyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292864#Comment_2292864

    *Boon totems not boom XD

    ''Well you see that's the issue, if boom totems improve action speeds it's not giving extra things to do its speeding the other up''

    if the time to break one of these new totems is something like 20 seconds and all it does is give you a slight buff it can help stop gen rushing even a little bit, which is what the devs intend by giving survivors more things to do instead of just smashing gens. Now the survivors will have to find hex and boon totems, I just wish they introduce a new mechanic for opening chests that actually forces survivors to open chests and not just when they are wounded and need a med kit

    Lol thought it was boom, the sound I hear most trials in 20seconds lol. But it will depend on the speed, if it increases so much then there wouldn't be a point or why run a perk that makes you cleanse it instead of just doing the gen straight off. Idea is interesting but I feel action speeds is a lazy feature and could be far more interesting ideas out there like sharing info between survivors.

    @Trwth said:

    I think it’ll work like so:

    A boon totem spawns in the trial, either at the beginning or when the perk’s condition is met. The totem can be destroyed by any Survivor. The totem itself:

    • Creates a passive effect that is both positive and negative. You are given the option to cleanse it when you can no longer bear the burden if the game gets intense.
    • OR, it causes an immediate effect after it is cleansed that lasts for a temporary amount of time.

    Some extra notes of mine:

    • Hex perks override will boon perks if the Killer theoretically runs all hexes plus Haunted Ground. OR, Survivors can manually light a dull totem into a boon.
    • Survivors receive the Cursed status effect when affected by a boon, which activates Soul Guard.
    • There needs to be countermeasures to prevent teammates from sabotaging each other’s boons.

    So you dont think killers should be able to interact with them? I kinda feel like running trap boon totems would be interesting and allow for alot more offensive effects that can impact the killer.

    Guess I dont want them limiting the possibilities, they often have great ideas but never fully follow through

  • @Ink_Eyes said:

    I think they are gonna be rather simple, 3 boon totems will spawn, a survivor cleanses it and they will get something like 5% repair bonus speed/heal speed for 30 seconds or something like that. Asking for a killer to break a ''survivor totem'' will put killers at a disadvantage since gen speeds are already super fast...having to look for and spend time destroying a totem will only slow the killer from the main objective, remember that when they anounced boon totems they said their intention was to introduce more objectives for the survivors to have not to distract the killer.

    Well you see that's the issue, if boom totems improve action speeds it's not giving extra things to do its speeding the other up. I get what you're saying about the killer but they shouldn't be so strong a killer has to find them. But if a killer crosses one being able to destroy it to remove a strong perk would be interesting. Plus if both sides can interact with it you have many more possibilities for the effects. Limiting it would be a downside imo. The more something can bring to the game the better!

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292785#Comment_2292785

    Balance should be based on winners and losers. You know, like how most games are balanced.

    Wins are subjective in asymmetric games. For me as a survivor a win is doing well, Escaping just isn't possible if my team has no idea how to play, no matter how hard I try. But hooks is better than kills, 2 kills could be 2-10 hooks which is a big difference.

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292792#Comment_2292792

    That wasn’t what I said at all. You got defensive but have no facts or data. The escape ratio to kill is drastically killer favored on ALL ranks.

    You're clearly new and have lots to learn. Some of us have been rank 1 for 4+ years, I promise you the only reason I lose as a survivor is because or a terrible team bot because of the killer. I would share my many captures of rank 1 players not doing anything and going down in seconds for no reason. But my settings are private because I dont want a bunch of hate mail from players that cant play well and still trash talk because they lose. If killer is so easy play it. We need more killer players.

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292792#Comment_2292792

    That wasn’t what I said at all. You got defensive but have no facts or data. The escape ratio to kill is drastically killer favored on ALL ranks.

    Yes its killer favoured because bad survivors are in ranks they dont belong. Seriously half the red rank players shouldn't be near the rank they are. It's not defensive I'm just tired of these silly discussions. Wait till we actually have mmr, if players arent doing gens, dont understand tiles and cant lead on a chase then why should they be at red rank? Seriously I get teammates that last 5seconds on the game map. Its filled with god pallets. Most survivors are terrible that's why killers win. If survivors actually know how to play the killer loses.

  • Let's see... maybe because there are rank 1 survivors that should be rank 15? Like god damn you expect to escape versing a good killer when you have no game understanding... like hello I'm gonna get a 4k if no one does gens...

  • No. Balance should be on hooks not kills. Seriously kills show nothing that happened in the match.

  • Hello new player, none. They need buffs. Have a good day.

  • Bad survivors. Like there are red rank survivors that have no idea of loops/tiles, some of them even miss skill checks and cant look behind them... pairing that with a somewhat decent killer has an obvious outcome lol

  • @Neamy said:

    Used to main spirit a decent while ago, used stridor once, didn't like it. Couldn't judge distance from survivors when the breathing and noises could be heard from farther away.

    Yes you described stridor. Well it's not hard to re judge it's a matter of getting use to it. But a single perk shouldn't counter spirit, and at high level when people actually know how to play and manipulate their movements stridor is fair and useful. Some would argue its needed.

    @C3Tooth said:

    First question. Do you think people use Stridor on Spirit because it helps them to easier tracking Survivor's overall breathing. Or to counter Ironwill?

    For me, make phasing has lightly distorted sounds. And volume adjust from Stridor & IW has no effect on phase realm (this can go with Nurse blink too).

    To counter iron will, if I knew no one had iron I wouldn't waste the perk slot. Id rather use it when I dont need it than not run it when I do. Good players with iron will can naturally cost you important time.

  • @gilgamer said:

    That sounds like more of a buff for spirit though, she no longer ever has to run stridor and wont ever be countered by iron will if she decides not to bring it. Lets be clear stridor counters Iron will more then Iron will counters stridor

    @odra said:

    so its a buff for spirit then ? as i know spirit user use stridor to counter iron will from survivors

    I'm guessing you people dont understand. Spirit currently hears at 100% so making it 50% that isn't affected by either perk isn't a buff? That's a straight out nerf, it also means survivors dont need iron will to try counter spirit. She will naturally be harder to hear survivors. Just removes the silly iron will and stridor debates.

  • You know what would be cool, the zombies get better as you tier up. So slower at tier 1 but faster at tier 3, this way by default they can be faster.

    (Detection still needs addressing, I can physically run past most of them and even touch them if they're facing the other way sometimes)

  • Tell them to get better and for the devs to fix the ranking. Honestly solo is 100% fine, people are just in ranks they dont belong and alot of people cant accept that. When rank 1/2s can play worse than what rank 15s use to a few years back yeah it's an issue.

  • People says it's harder for stacks but let's me real most survivors use meta perks instead. Hardly any killer uses bbq for aura unless its certain killers but you can still get very little use from the aura. Honestly bp should just be doubled and these perks should be changed

  • Buff. While he isn't a terrible killer the zombies are dreadful compared to the ptb and he has the issue of being addon dependent if you wish to hit tier 3 and get use out of it. Basically up the default of his tier up and reduce the addons. Similar treatment to most killer get.

  • If that's a huge issue for you use corrupt. Best perk to counter the devs silly early game of spawning survivors on separate gens

  • @Seraphor said:

    I expect giving us weaker versions of hex perks that aren't hexes would probably result in everyone not using hex perks anymore, so that's probably why they don't do it.

    A weaker Ruin that only activated after leaving a hooked survivor for x seconds would be amazing but then why bother with Ruin?

    Well devour has 3 different effects so its completely different. And hexs are meant to be strong hence being a hex so weaker versions could exist. However I'm not asking for that, just for a perk to give haste after hooking without the exposed/mori attachment making it a hex

  • Wait just the corner? Iv been round half a loop and still been hit 😂 but then iv had hatchets go straight through survivors so god knows with huntress lol.

  • @WexlerWendigo said:

    I’d like it, always felt like the haste was an overlooked aspect of this perk

    Agreed. It's legit the best part imo, hardly ever have haste perks/effects for killer so its about time we got more lol.

    @GoodBoyKaru said:

    I still want devour's first effect to work.

    Well I dont use devour because ew hex, rather not have my perks go in the first 30seconds. Haste idea on basic perk would be nice lol.

  • Zombies are the big issue, half the time they watch me do actions or just walk the opposite way... they also get stuck alot, I legit had a zombie on top of my gen while working on it lol, no idea why they got so nerfed after the ptb. They're hardly ever useful and that's the issue, what good is a zombie in the corner of a map...

  • Zombies are bad though and hes pretty much a basic killer with his mobility making decent survivors that split up and do gens have a pretty easy time especially on larger maps.

    Besides most thrill uses protect their totem too much, simply do gens and ignore the totems and you'll be fine especially at the start. He cannot protect all totems, do chases and protect gens it's just not possible unless the survivors arent doing much and are scared/new

  • @Gylfie said:

    Now that you mention it, someone tried to blind me during a pick-up yesterday and they missed the timing ever so slightly. I was blinded but still carrying the survivor. Got flamed for it in the post-game chat too.

    hOw DoEs It FeEl To WiN bY rNg?

    Nothing rng about it lol, just gotta learn the timing but sadly cant do customs so it's rare to practice as often as I'd like. Just need to see it once so I can see the frames lol

  • Flashlights are easy, crackers etc. Is easier if you know the timing as you dont need to be as accurate aiming wise (just cant do it over objects as much)

  • Man got ruin and undying already lol

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278015#Comment_2278015

    Yes but hitting a hatchet is already rewarding enough. Having exhaustion on them is just dumb

    It’s why I want all of them removed but her’s and pigs are seemingly exceptions

    Not really, hitting a hatchet just makes up for being 110speed. And huntress isn't even strong providing players actually look what's happening and understand the killer. And dude you seriously want pig nerfed more 😂 come on I havent seen her in ages and most of her stuff is garbage anyway let alone removing and addon which she has to get a down before she can even apply the effect

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2277658#Comment_2277658

    But why does huntress get to keep her exhaustion add on when demo, clown and doc all got theirs removed?

    Not to mention poor billy got both his charge time and cooldown add ons removed while huntress keeps both.

    Not sure how good flight speed are but they seem okay

    Why should every killer get nerfed. Like seriously it's kinda stupid... clowns exhaustion addons weren't fair as missing a bottle/smoke was impossible, hitting hatchets takes something of skill.

  • @Phasmamain said:

    Yep her hitbox is outdated for the current state of the game but nah let’s just changed her add ons slightly without even removing one of her problematic ones

    Huntress addons are fine.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2276254#Comment_2276254

    There needs to be a range limitation though. Otherwise they’re just going to e constantly turning ad icing towards every single noise, which in this game is a lot.

    Okay range limit is fine, but just because the zombie is facing the other way doesnt mean it cant hear the actions which is a huge issue, alot of the issues are things that shouldn't be happening but are. If theres a small loop of a few metres how can the zombie lose them, why are survivors able to do gens with 4metre of a zombie etc.

    @[Deleted User] said:

    If you see zombies standing still near gens the survivors are probably keeping blinding them

    Nah you can easily tell stunned zombies, it was just standing there watching them. Once I chased them off the gen the zombie moved again

  • @TheClownIsKing said:

    They’re Zombies. They’re brain dead. You can’t expect them to behave intelligently.

    It's also a video game. Things shouldn't be bad just because, and if I remember correctly in most zombie films they actually walk towards noise meaning every gen, fast vault, chest opened, running survivor, grunts of pain etc. Would attract them, which it's not

  • I just wish the hit box was slightly more generous, feel like deathslinger has an easier time on actually hitting survivors...

  • @Sonzaishinai said:

    It will never cease to amaze me how people can trick their own mind to only see the things they want to see.

    Litterally every single perk of nemesis got buffed. Some massivelly even.

    2 addons of a killer getting a barelly noticable nerf and all that doesn't matter anymore

    Btw 5% is a big percentage when it comes to actions. Brutal I'd only 20% so when you're nerfing addons by 5% it is noticeable... nerf wasnt needed at all though its demo, like come on I hardly ever verse him or even see one doing well at rank 1. The issue is why are things being nerfed that didnt need to be, that's the real question

  • No. This will encourage people to farm especially as a survivor like no I already get bad players just hook farming and never touching a gen. A BETTER way would simple remove the bp gains from the perks and double the your bp every match regardless. Makes less grind and dont need to waste a perk to do so

  • @GPdMK2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2267235#Comment_2267235

    So why we still are locked into ranked matches? That's exactly the point of a casual mode. This game is not nearly close to be balanced so we can have some variety when it comes to high rank matches. It's not every time that I want to play nurse/ spirit, or suffer playing a m1 killer. I can win matches with regular killers, even at the red ranks. But more often than not you face good survivors that know that you're as intimidating as a potato bag rolling after then as long as they have you running in a good loop. DBD is not a game that I want to test my skills in every match, because I know that are too many factors out of my control in every game that already determines who will "win" before it even started. Just give me a casual mode where people don't care that much about who will win, and specially mixing people of all skill levels.

    Either that or make every killer somewhat viable. But I figure that creating a casual mode would be easier than that, considering that we still have the same type of problems that we had 5 years ago when it comes to balance, and honestly I don't even know if this game can be balanced at all. (Once again, you can win games with every killer even at the high ranks, but as soon as you get two survivor teams in a row, that can play with you in any way they want unless you are a Nurse/ hag or spirit, it can feel very underwhelming)

    I play every killer at rank one, alot of games can be very chill and casual, while others arent. They will never buff alot of the killers because alot of the player base already complains now imagine if they was buffed lol.

  • Iv got every adept to date, but a change is needed... atm it's just luck based and not really on skill. Iv never quite understood why you couldnt use a 4th perk... either way at the very least it should be like the tome challenges of getting a 3k using their 3perks.

  • Because it wastes alot of time to make the game balanced... like why do I have to make the game actually balanced when that should be the default state of the game.

    Not to mention most god loops was removed, but later breakable walls was readded.

    And ######### is the breakable wall not on all killershacks? A good survivor can react to have no mind game at that loop vs basic attack killers

  • As sweaty as possible to carry.

    DS, I'm likely to get farmed so this stops unnecessary pressure from the killer.

    BT, survivors often dont know which way to run and panic even if I'd take a hit so I just use bt so I dont have to worry as much about them (so many times iv taken a hit for them to still drop a pallet in me and sandbags me)

    DH, have to extend chases even longer, maybe they will get a gen done or it will make up for them not being so good at loops.

    Resilience, gotta have faster time on gens, end up having to push most gens and dont have the option to heal as itd waste alot of time I cant spare.

    I would rather ruse wglf, ds and then random each match

  • With range addon and recovery by far the best and more reliable killer, but you will still have games that annoy you, from bugs to maps and even strong yet toxic survivors.

    Still have to be very focused as nurse though, requires a bunch of time and commitment which is why I stopped playing her

  • Like most pc things, if they're editing something it's for an advantage. Whether its survivor or killer the VPN thing will make it near impossible to play against. Its honestly why I wish I could avoid most pc players, feel kinda scummy to play with advantages and sadly most do and gives pc a bad name

  • Oooo cant wait for those juicy killer buffs to allow high level play. Finally be able to the balance better and sort it out

  • If I see the only few killers I will stop playing survivor. If I'm not able to play most killers at high mmr I'll stop playing killer.

    The reason the game can be fun is due to the range of killers and perks used. Perks are already limited and honestly if killers are too then what's the point.

    I dont mind versing any killer or even playing any killer but that dont mean I only wanna see the same 3 odd.

    Like i always said though solos dont need buffs, if ranking (mmr) works then most killers will struggle, looks like i was right...

  • Not harsh enough, other players should also be more rewarded.

  • I had it once... killer was afk, had rotten fields like 30odd times though 😂 such fun....

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2259842#Comment_2259842

    I know what you're saying. I'm saying that's my analysis based on points. The fact that there's a kill kinda throws your argument out of the water, though, because it gives us a frame of reference for how long the trial lasted before and after the first kill.

    Well actually the points would show that kill was at the end of the match, meaning this killer could have gotten 1 hook the whole game. That doesnt seem all that balanced to me, 1 hook at the end with bubba is at least 1 kill. Kills mean nothing and show nothing that happened in the trial.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2259822#Comment_2259822

    I can only go off of what's been presented. Without more details, that's my analysis.

    I'm just saying I had a rank 20 killer who had one hook all game and got similar points, you cant judge how the game went by points. If anything points show the length of the match, I have dominated as killer and ended up with under 20k points. I would really stay away from using points

  • @Orion said:

    Looks like it was close, though. And based on your loadout, I'm guessing you deranked due to not playing for a while.

    You do know he could of done terrible and still got that amount of points in a game right? Considering you can get 8k in chaser without ever getting a hit. This could of been a single hook game... points for chasing, points for downing, probably bonus points for hooking in EGC... lol

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