Avatar

EntitySpawn

EntitySpawn

About

Username
EntitySpawn
Joined
Visits
0
Last Active
—

Comments

  • @kyogul said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889431#Comment_1889431

    When I play killer, I don't really have trouble keeping track of perks. There are only a handful that are used anyway and the lot are irrelevant, so it's never been like a struggle to keep track of them for me. I also see less variety in playstyles of survivors compared to killers, because it's basically to be looped or to not be looped (stealth). And the former only changes based on the quality of how you looped. In pub games it's even more consistent because of how dysfunctional the organisation is, so I never really have a problem.

    That's also a point I was saying to others. Like watching survivor streamers commentate what they're doing in chase, it's pretty impossible to learn from that because it's all variable. Map RNG on top of pallet RNG on top of killer RNG on top of the RNG of the quality of the player behind the killer. On top of the fact that the areas you saw that streamer loop, even if you're on the same map, you may be in a totally different area, or particularly a dead zone. Nothing is the same. Unless your last sentence was referring to bloodlust, I don't disagree with what you're saying. But my point is that it's much more rewarding and successful (being able to win games) being a mediocre killer than as a mediocre survivor. And I can also apply that to being a team of four mediocre survivors versus a mediocre killer. Your DS and unbreakable won't mean much to, say, a tinkerer, surveillance, undying, and ruin freddy or spirit that's mediocre in terms of skill.

    https://forum.deadbydaylight.com/en/discussion/comment/1889432#Comment_1889432

    If I really wanted to, I can just stealth out a game and be more successful, but I find that boring. I find fun in survivor in being chased at least for a decent bit. Just hiding and doing generators is boring, and becomes frustrating when you get downed so easily if the killer finds you.

    Pacing is something I do, but it's all variable. As survivor I find it much harder to predict what someone is trying to do as killer typically other than very obvious ones, like killers walking through a pallet while chasing a survivor around a loop even if there was another entrance way that made more sense to go through.

    Custom games can be fun, but I only pretty much play with the people who introduced me to the game. Tried playing with some people in the DBD discord and some were nice but I'm a pretty shy person as well so it's not so easy for me to make friends in this game

    https://forum.deadbydaylight.com/en/discussion/comment/1889666#Comment_1889666

    Yikes, the incredulity from you is obnoxious. Gonna be a no from me in continuing this conversation, but since I was asked and I'm also interested, I'll throw up screenshots from steam achievements

    https://i.imgur.com/59rgLSl.png

    That was before the most recent rank reset like a week or two ago, am rank 4 in survivor and 3 in killer since I haven't been playing as much. Rank 1 survivor was much more difficult to achieve than rank 1 killer. Almost gave up on trying to do it but luckily had some farming matches when I was rank 2.

    https://forum.deadbydaylight.com/en/discussion/comment/1891835#Comment_1891835

    I have a similar experience. When I play killer it's normally really chill, and if I anticipate some sort of toxicity I can just disable comments. You can say the same for playing survivor, but survivors can't really do the same sort of in-game toxicity as killers can. Like there's nothing a survivor can do that ruins the killer's game that's equivalent to facecamping for example.

    It's also rare for me to go against rude survivors, but it's very common to go against extremely rude killers, either in game and/or in end game chat. I also don't experience SWFs even that often, let alone really good ones. It's mostly pub games which are easy to win.

    I can play DBD for hours if I'm with friends but after a few games of solo queue I'm done and I've had enough. I'm not surprised the really good survivors seclude themselves to SWFs because solo queue is just too much to deal with and is almost designed for you to fail.

    https://forum.deadbydaylight.com/en/discussion/comment/1891896#Comment_1891896

    I understand that, and I've heard that comment as well. It's just that, from what I've noticed, it's much easier to be successful at winning as killer than as survivor in pub games (exception would be a good swf, since swf doesn't automatically equal being good). Like I have probably less than 100 hours in killer but it was significantly easier for me to get rank 1 in killer than in survivor, and I struggled immensely to get rank 1 and it was so frustrating that I vow to never intentionally commit to doing it again. Whereas I can get it anytime with little to no sweat while playing killer if I so chose.

    For me, the fun of survivor, other than playing with friends, is the chases. I like knowing that I did decent in a chase. Like sometimes I'm being chased and I run out of resources and I just die, and that's ok, but many times I know I could have done better.

    https://forum.deadbydaylight.com/en/discussion/comment/1892298#Comment_1892298

    The survivor tricks I don't find easy to emulate at all, since I think to have a better understanding of it is to be very experienced as both a survivor and killer. For me when I play killer I'm not experienced in that, neither survivor, but I find it MUCH easier to apply those tricks I find survivor content creates doing when I play killer as opposed to when I play survivor. Like if LOS at a gym is broken, the survivor is likely to kind of linger around until they see me coming, or go the other way. When I play survivor this isn't really helpful because it's just a variety of things you can do as killer and it's only coincidentally that it works out, and often times I fail at it. As killer it just "clicks" more if that makes sense. Also another thing I have difficulty with is grasping the perspective of a killer when playing survivor, like in third person. That's perhaps one reason why I couldn't 360 well. Whereas when i'm playing killer it's so much easier to imagine what I look like or would look like on their screen.

    I do notice some patterns, like what you said about a huntress. But her hatchet hitbox is questionable, and I've had too many questionable hits with her hatchets. In situations like that I will often just walk through a pallet if I hear her raise her hatchet, and I will pre drop it when I have a chance to loop around it. Similar situation for Executioner. Deathslinger on the other hand...I truly believe doesn't really have a counter. Unlike a Huntress, there is no sound notification as to when he's about to shoot you, and his fake is identical to when he's actually about to shoot you. On top of that, trying to look back and forth constantly makes me prone to running into objects as I'm trying to both look at where I'm going and what a Deathslinger is doing. I try to just break LOS and crouch sometimes or go near objects but there's no interaction between a survivor and a Slinger. His only counter I find is to don't let him get near you, which is pretty boring.

    I use Windows all the time and it's one of my favourite perks, and but it doesn't help enough to alleviate the problem, especially against certain killers like a Deathslinger.

    https://forum.deadbydaylight.com/en/discussion/comment/1892366#Comment_1892366

    It doesn't seem as easy as you claim. I think if it was that easy the survivors you go against, especially in red rank, wouldn't be so easy to beat at the very minimum 3 out of 4 times.

    https://forum.deadbydaylight.com/en/discussion/comment/1892379#Comment_1892379

    He came into the thread not wanting to contribute to the actual topic, misrepresented what I said, and put words in my mouth, hence he got ignored. Overall he wanted to be a waste of space, much like you, but you seem like enough of a lapdog to want to stick around to give my thread more views and attention. Enjoy your stay, muppet.

    https://forum.deadbydaylight.com/en/discussion/comment/1892412#Comment_1892412

    If you find the topic uninteresting you can always leave it. The point wasn't about my feeling good about my skills, it's that I don't, that's the point. Not really a set standard as it's variable, but I basically defined it I believe in my OP as going down with little to no fight, or very quickly. 30 seconds on a basic M1 killer from healthy to hooked is not very good in my books.

    https://forum.deadbydaylight.com/en/discussion/comment/1892438#Comment_1892438

    I find immersion boring though. The only killers I feel like I need to do that on are Oni in demon mode or deathslinger because of how uncounterable they can be/their snowball effect with their power.

    I can sympathise with those killer mains because it's a lot more difficult IME to apply what you see as killer when playing survivor than the inverse. When I started actively playing killer I kind of unconsciously absorbed the mind games I saw with killers I versued and so I never really "sucked" at that point, I was able to hold my ground on average. I still go against good survivors when I play killer but as I was saying before, i think it also is very dependent on an understanding of the perspective of your opponent. When I play killer it's easy to imagine what I look like on their screen, but much harder to imagine precisely what it looks like on a killer's screen when I'm playing survivor. Stuff seems more zoomed in and in your face because of the first person camera playing killer.

    https://forum.deadbydaylight.com/en/discussion/comment/1892727#Comment_1892727

    https://forum.deadbydaylight.com/en/discussion/comment/1892746#Comment_1892746

    I only agree survivor is easier if you're in a swf, particularly one with at least some good players. In solo queue, it most definitely is not easier, so I cannot agree with that. And specifically I am talking about looping as survivor. You can say it's easier if you have stealthy survivors sure.

    I think to get good at looping, definitely more skill is needed. Playing killer you are not required in any instance to play other killers. There are many people who have the majority of their overall playtime in the game in one or two killers for example, and not relatively evenly distributed between all 23. You can specialise when you play killer and the practice is linear, but this is not so for survivor. To be a good survivor particularly at looping, you need to know very intimately the nuances and counters to all 23 killers or at least the majority of the popular ones. When playing killer the game isn't going to punish you in emblems for only playing one killer or tell you that you're not doing enough. The game mandates you play against different killers as survivor, but you are not required to play different killers in the slightest

    @GodDamn_Angela I also think your example is poor. You're making assumptions (I'd bet that for a long time their games were a worse experience while learning her than your games learning to play Survivor) and you seemed to have picked the hardest killer for some weird ass reason. I'm actually confused how you thought that was a good point -- "I bet X is like this because I said so even though I actually have no way to objectively say X person had a worse time learning than Y person." I don't tend to say this but that point was very ######### to read. Not going to bother to argue with your hypotheticals considering the quality of that argument, but feel free to linger around the thread to adds views or to give your final comeback or whatever.

    Are you judging how well you do as survivor by if you escape or how many gens your team get done because if so that's the issue, I'm very adept at the game, know every title and map layout, can predict totem spawns and the likely pallet spawns and there are games where very few gens get done, I never played bad though still had really good chases and played well but it's not on me if my team suck, killer on the other hand is far harder because I order to do well you need to beat 4 people meaning its likely your point of view that you aren't doing the best just because your team was bad. You could also be lucky and verse bad survivors when playing killer, sadly I dont get that lol when I play everyone knows the loops and how to run them yet when I play survivor people won't last 5seconds even against average skilled killers always look at your skill as a solo not as a team. If there was 4 of you versing that killer how would the game of gone? For me I couldn't see the killer killing all 4 that's not cocky that's just due to the knowledge I have and how efficient I am with gens, loops etc.

  • Play both roles, understand the counters to each killer as each killer changes how you need loops and the routing you need to take. Other than that load into a custom match 1v1 check out the tiles and layouts of the maps, alot of structures like killershack, building dont move. Knowing the maps is huge but doing a 1v1 allows you to slowing check out all maps and loops against each killer. Perks like spinechill help, dead hard will as well. Kindred and borrowed are great for you and your team. But YOU DONT HAVE TO BE PERFECT AT CHASES, like seriously I can run killers for ages without perks and I could still die, the important things is you last as long as you can but do good saves and do gens, most games that go bad are due to alot of people going for saves instead of gens etc. Escaping means little though, just have fun tbh

  • Iv been rank 1 on both roles since console release and I haven't learned anything new loop wise on the survivor side in a long long while, the only thing that is new is countering new killer powers. Having said that survivor is far easier as you can have many perks to help in chase not to mention the 4v1 aspect but perks and massive skill isn't needed for survivor just knowledge and optimal time saving is key, alot of loops you can see the killer and many others have points in the loop you can sit and safely to make the window/pallet safely against 115speed killers. The issue I see alot of people have is the lack of confidence and tend to run the loop always the same and get caught out, be tricky and have fun. You'll learn what you need to in time, play both roles and you learn faster what's good/bad against all players

  • Any killer but trapper, f trapper in solo queue lol

  • @chieften333 said:

    Bottom left was perfectly fine as is

    Left or middle I don’t mind which, main thing is that icon size editing to be separate for each icon

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867847#Comment_1867847

    So solo survivors would still be hit hard with this, if they get put in a 3men lobby

    Not personally no, the other 3 will have the debuff due to the extra info they have. If you give a player like me who plays solo the ability to know who’s where, where the killer is, what pallets are used, where traps are etc. It just allows me to use full on meta perks and extend all chases even more. You cannot balance for weaker players, you just can’t or when you do get 4 good players it’s even more unbalanced. Solo players have everything they need to do well, swf is just easy mode and filled with advantages, swf needs a draw back not buffing to unfair 4v1 style that they can create currently. With good Ranking and a swf debuff people would get placed accordingly. Worst thing atm is less skilful player being at red ranks. For example I have seen rank 2 players who don’t look behind have no idea how to lead on chases or run loops and not sure how to be efficient time wise but then players like me that do know every perk, tile spawns, totems spawns and don’t use meta perks and can still lead on very long chases

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867801#Comment_1867801

    Would that give the debuff only to swf? How would that work in a 3 swf and 1 solo per example? Would me as a solo, also have a debuff when repairing? Would I get that debuff when repairing with one of them?

    No only those in the swf would get it. Swf would be shown via a small coloured dot at endgame. (If you have ever played over watch it shows who is grouped together) so if 3 people are together those 3 get 4% debuff but the solo stays as normal. If there are 2 groups of two then everyone gets 2% or if all 4 are in one group then 6% debuff. The game can already tell who’s grouped together as it send you back to your grouped lobby.

  • Simple debuff to action speeds on swf would be enough. 2,4,6% to start with and adjust accordingly whether the % should be increased or not. Swf is strong due to communication but solo get that through perks like kindred which would mean a lot of perk changes and base information just to begin balancing a solo to that level = more time and effort than a simple debuff

  • @NomiNomad said:

    We don't know. Last QnA I submitted a question about it, a question that received the 2nd most amount of upvotes I believe, and they completely ignored it. So, I'm assuming it's nowhere near ready, or it's been scrapped.

    Probably scrapped then, seems to be quite a common issue with the dev`s recently. They seem to say theyre looking into adding a bunch of stuff that would actually improve game health and never add it. For example and Estimated queue time would be legendary to know if its possible to play at off peak times. but shame was looking forward to this change.

  • @Aldofer said:

    no cau'z the data will be exploding in escape rate

    I just cannot believe “high rank” players still don’t do the only objective and are rewarded for it

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845637#Comment_1845637

    That's not what she's saying at all. If you want fast lobbies, then play with crossplay.. if you want console only lobbies, turn it off and wait for longer lobbies because you're restricting yourself. We're all dealing with the same issues that BHVR is trying to fix, so it's not just you.

    As far as hackers are concerned, you can use the in-game report feature along with the following:

    https://forum.deadbydaylight.com/en/kb/articles/139-game-rules#how-to-report-a-player

    Well I don’t mind playing with PS4 as they can’t hack, turning crossplay off and playing the only times I can I’m sitting at 1hour odd lobby times which can easily get a DC, suicides on hooks, keys 4mans etc. Which ruin the fun. As for crossplay with pc the latency is stupid and the increase in hackers is stupid and they aren’t even trying to hide the fact they’re doing it, Myers moving faster that blight with speed addons... and the reports on Xbox are awful. You click a button and that’s it, you can’t see the profile or get the id

  • Have you reminded your account on your new system? So for example Xbox game share does a similar thing where you need to redo the game share on the new console as it’s console bound not account bound. Not missing much on dbd though, all I’ve had is toxic, terrible latency and legit hackers moving at 300plus speed

  • @Mandy said:

    You always have the option to switch crossplay off, however, you will then be matched with other users on your platform that also have crossplay switched off, so yes your queue times could well increase.

    Refunds are between you and the platform you purchased the game on, it would be up to you to contact that platform directly depending on their returns policy.

    So you’re saying don’t bother playing the game, I’m not waiting stupid lobby times to have a single match, so either I have to play unfun and broken games because you added in pc crossplay and don’t allow a report feature of hackers which I never wanted or don’t bother playing... got ya seems fair

  • Split up, do gens, last longer than 5 seconds in a chase, get totems. Hell maybe use a perk to find totems faster and easier? dont complain about a build you can easily beat if you and your team actually play well and do the objectives and chase, especially if you arent willing to change your perk to counter the killers.

  • Youd be better of using dragons grip, Oppression and then corrupt and pop. this gives you early game with corrupt, pop for every hook and oppression and dragons for a little extra defense/extra regression and chance of insta down. still think dragons grip is meh, i do like the idea but its better in theory than play. much better and more reliable perks out there

  • @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/214154/buffing-demo-to-move-him-from-the-bottom-to-the-top

    Honestly, I don't think the portals need a giant rework like this. Having portals spawn on the map by themselves would give demo the best early game out of any killer that isn't freddy using the completely fair freddy tech that i'm surprised more people don't use. He could just instantly set down a portal and teleport to the opposite end of the map, starting a chase near insantly. Part of the drawback of the portals' potential strength is the set up time; as mediocre as they are currently, removing the set up time would tip them over the edge into oppressive, especially if they respawned. I think just making rat tail (at least somewhat) basekit, and making the portals less clunky to use would almost entirely fix them.

    My suggestion is make some form of rat tail basekit, increase the speed at which demo moves through the upside down to portals by default, and buff the undetectable after leaving a portal to 4-5 seconds. Then just change his addons. Just my opinion, though.

    well iv been playing him alot at rank 1 (about 45games atm iv got a bunch of cakes left lol) but the biggest issue i have with him is getting set up and keeping the portals up, like you say freddy can go to gens and thats honestly what makes him strong and if demo has a weaker version where survivors could destroy the portals its less annoying as freddy. Obviously all ideas are good and it just sucks his best and reliable add-on is a brown, id just hate to see a small pointless change and the devs call it a day. i hardly ever verse demos and he does need some love, i do understand how my idea would take more time and balancing though the get the timings such a respawns, cooldowns etc. right

  • @bm33 said:

    Mori offerings don't need a secondary effect. Why would a survivor buy a purple luck offering that doesn't guarantee they can unhook themselves and effects nothing but the unhook chance? Why buy a 25% increase in one category of BP for 3k BP when you may get less than 3k back for it? Offerings shouldn't be guaranteed game changers and as a whole they all need adjustments as far as rarity/BP cost - which the latter they said they'd be looking into in last Q&A anyway.

    Moris reduce points, you negate perks like pop, tremors, bbq etc. Not to mention you’re locked in animation. So why would killer want to spend 3-7k on a mori when it has no benefit. At least luck provides passive bonuses and the devs have said luck needs looking into so that’s a terrible example and comparison. Offerings should benefit you in some way no matter the side or offering. MORIS NOW ONLY GIVE AN ANIMATION WITH MANY DRAWBACKS... means pointless and this lazy changed could of been put in place many many months/ years ago. Simply seeing the animation for how rare and costly they are isn’t worth it when I can run a black ward and save 6-14k on addons.

  • well i used to get multiple saves each and every day, sometimes multiple in a game however this patch iv had one in about 7hours of playing. its bugged and crap like the rest of this patch/chapter. like just blinding at pallets feels 5x harder than getting a save in past chapters

  • they just need to add a longer cooldown, this ######### is stupid strong. camp with charlotte and use victor to pressure, he`s 150% speed and respawns in 5 seconds. every match so far has been a 4k you can camp and pressure meaning you get so many free hits and downs with 0 negative... honestly stronger than nurse now, and im not even joking


  • @TheClownIsKing said:

    I’ve actually found it incredibly difficult to successfully land pounces, even using the cat thingy add on that gives a pounce location indicator.

    40/60 land/miss. Survivors seem to be able to dodge it just as easy as Blights rush and Demo’s shred. And I’m punished as severely as Legion missing during FF. I know he respawns quick, but being crushed after one miss feels way too punishing. I’m also having a frustrating time figuring out how to pounce over/through vaults/dropped pallets.

    just get closer and try taking your time, id say its rare id miss when doing that but im on a new console so maybe better frames? alot easier to hit than the other killers though as you can distance and get full control. but being killed he respawns instantly and hes super fast so you lose very little just take your time to land the hit. as for getting over you need to be about a half a killer lunge away and look up slightly. have the top of the pallet under your fingers, just finished a game as survivor, easy 4k after iv killed victor 10times they just camped and used victor to get hits and downs and respawned him every 5seconds

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1787704#Comment_1787704

    Ok, I confidently say after quite a few more matches with Doc, Clown, Demo, Blight, and Bubba that there is definitely something wrong with 115% m/s killers. They all feel sluggish as heck since the chapter release.

    You tried flashlights yet? honestly the game feels off since this patch and that goes for a number of things. Side note you dont play charlotte you just play victor, he`s OP as F with such little cooldown if they kill him and if they dont its a 3v1 so its also a win.

  • @BioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1784488#Comment_1784488

    all of those were random(ish) assets found during matches, not something brought.

    Knowledge working against set perks when you want those buffed, you know as well as I that that is not an option, DS, Unbreakable, Adrenaline create impossible scenarios that win the game for the survivor rather then it being skill and knowledge of the game.

    But in the end it does not matter, i dont agree that perks should become more powerful, they should become far less powerful so it comes down to the player and relatively subtle boosts from perks.

    Adrenaline is pretty pointless, one time perk that can only activate after all the gens are done? weak perk and i dont care for it, DS is strong only due to the length of 60seconds, it will be nerfed like pop and unbreakable is fine also. but the reson perks likes DS, Unbreakable and BT are used is because most other perks so damn bad you wouldnt wanna run them, obviously there are some good perks but alot, and i mean ALOT need a buff to make them worthy of running. the meta only become so strong because everyone uses them, when more perks are buffed you will see a bigger range, means more interesting games and more unique games.

    @BioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1784702#Comment_1784702

    if they remove perks first, (this also needs to be done for addons) then balance the game, then reintroduce perks in nerfed capacity, a lot could be done to make this game a lot more fair, thats all.

    Or just buff the crap perks which is 1000times easier and would give the same affect, the game i good anyway its why people play it, sure there are bugs and some balance things that need sorting like moris, keys, maps, swf etc. but t the end of the day the game is good and fun, just the lack of good perks means you keep running into the same build which often forces the same play style and thats why the game lacks, buff the perks and you change that. like ######### uses distortion? dont think iv seen that perk used in a year

  • @BioX said:

    I completely and fully DISSAGREE with this.

    Imo we need to nerf more perks.

    Seriously, do we want our skill and knowledge and experience to win games or do we want a perk to do it for us? because that is kinda what the current meta is all about, letting perks do it for you.

    L4D was a great game, no levels to gain, no perks to us, just you and your skill.

    Now because of this it was obviously also easier to balance then dbd, but I maintain that a game is more fun when its more about you and less about what you use.

    if you are wanting to nerf stuff then your skill/knowledge of the game isnt very high just yet. perks change it up, they change how the game needs to be played on either sides and those people more experienced will know how to counter what theyre versing. besides what would the point of perks be if they made near no impact into the game, itd be even more boring and very unbalanced. by default killer has a rough time without gen defense at high level play, remove all perks for either side and survivors will still have the advantage unless the killer slugged all 4 or tunneled. having played this game for 4 years i can safely say alot of perks need to be buffed, buffing all the unused and weak ones would make for a bigger and better game as each game would feel more unique due to the range of perks youd see, not only that but the true top % will be identifying the perks being used and apply their knowledge to counter and over come the odds. i for one know what all the perks do on either side, but ill only see about 10 used on either side... even the new perks wont be used, especially killer ones, too weak. just look at the last time a kller perk became meta before undying, yeah yikes

  • @TheClownIsKing said:

    Many MANY players have gotten effective, game winning use out of Surge. You’ll find many posts on these forums alone supporting how underrated it is. With that in mind it’s safe to say that if these players are stomping survivors, then if Surge’s cooldown were removed it would be way too OP.

    Unnerving could use maybe some small tweaks, but it’s not totally ineffective. Players get too caught up on its current effect on gens, and dismiss how it also affects healing as well. With that in mind Unnerving can actually compliment a slugging build pretty well. Survivors trying to help teammates up before the killer has left the area are much more likely to be less focused on the smaller skill checks because they’re too busy trying to get their teammate up and watching for if the killer returns.

    It’s really silly to form a solid opinion on Coup De Grace until after it’s been extensively used live. Remember, sometimes what changes the course of a game can be that one down that occurred fast instead of a long chase. Think of instances where an injured survivor goes to vault a window but a lunge just misses. In theory Coup De Grace could guarantee a hit in those circumstances even when initiating the lunge earlier than usual. All I’m saying is screaming “weak” after only a fortnight of use to a limited player base is way too early.

    No one is saying surge is OP, the point is its one perk which has a range limitation, 40sec cooldown limitation as well as a basic hit only limitation. so many many times when you get a down it will either be on cooldown, be out of range or you didnt use a basic attack because you decided to use the power that made your killer unique so all of those negatives will hardly ever out weigh the chance of a small regression, perks need to be buffed so when people pick perks they are all equally as useful or beneficial on a common basis. its why ruin is now popular because undying makes the perk get more value, strength of ruin hasnt changed just the chance of losing it at game start has and now look, pretty meta (but you know nerf pop for no reason, honestly in what world was pop considered op when you can kick 1 gen)

    @Ryan489x said:

    https://forum.deadbydaylight.com/en/discussion/209499/we-need-to-start-mega-buffing-perks-its-about-time-all-the-unused-perks-get-some-love

    How about instead of doing that, they make the game less reliant on meta perks. where every high rank player runs at least one or 2 of the same ones. this goes for killers and survivors and you have red rank killers complaining that powerful killers need a buff.

    One thing that could work to start is have spine chill be reliant on Terror radius again so that you could actually sneak up on people without them knowing you're coming a mile away. or shrink it's range.

    well the whole idea of different characters and perks is so you have goal to get the perks you want, to improve your strength or overall power within a trail. the perks are what makes games different but because so many are trash you never see them resulting in more bland gameplay but we cant blame the players for using them and honestly no perk is strong in the sense of OP currently.

    @Ryan489x said:

    This is just my opinion, if someone is using a perk that can look and feels like someone is cheating maybe it's not balanced right. I'm looking at you tinkerer

    Tinkerer is awful unless stacked with ruin, and honestly its only effective because so many survivors either cant led on a chase or pressure gens. you have to think theres 4 survivors, even with ruin being up and him having tinkerer he cannot protect all the gens unless people are dropping stupid fast or you have players not doing gens (shocking i know but some player dont do them) at high skill level alot of players wont bother going out their way to remove ruin etc. because they know if everyone can do a chase well enough the killer either drops it and still loses at least 1 gen or commits and loses 2. there are rank 2s that dont look behind them nor understand loops, counter or perks. we cant balance at that level of skill. usually the better side wins, a bad killer can run meta perks and get destroyed, just depends on what the survivors do

  • @TheClownIsKing said:

    Most aren’t as useless as many claim. There just isn’t a willingness to either experiment with them to properly understand them, or unwilling to change the way they play to get the best use out of the perk(s).

    No alot of perks really arent useful or beneficial compared to other perks, like seriously you go through all the perks and say which are actually useful. look at perks like unnerving etc. way outdated and pretty pointless in using, then other perks like surge have so many limitations on them the max uses and reliability drops too much to become useful. look at coupe de grace or whatever its called, pointless. way too many perks are either just full out to weak or just surrounded by limitations and downsides. its no surprise perks like ruin, undying, DS, BT, DH etc. you know the most used perks are used, why would people use weak stuff that has very little effect. (i dont hate those perks btw i just nt the other buffed to similar strengths)

  • just toxic plyers tbh, i still play killer but id be lying if i dont worry about toxic players because its never fun to go against those type of players, im a good player and i play fair dont go being a dick because i didnt want to slug everyone, play meta killers or sweat. i wanna have fun and that can take the fun outta it. plus PC, seen a few hackers and played against people with major edited settings, its not fun. most games can be okay though just those few are off putting (FYI i dont mind all pc players, just they tend to be more toxic and if i can avoid hackers or people with edited setting for an advantage i will. normal PC players are fine, i dont care about keyboard/mouse)

  • cool killer, love the style theme and play style. hes not the strongest killer against players that can actually play and actually ends up being pretty weak especially at certain loops but hes fun to play and verse on either side. i know people moan about him but there are so many loops he cant use his weapon (this is actually increasing with reworks) plus he cant down you over pallets (hence why hes balanced with faster aiming) plus hes 110% but damn do i love wearing my waist cost lol.

  • Have not watched the video but... beating a strong 4man is really hard, like very hard. the killer, the map, the RNG, the items they use as well as the perks they use can all make it even harder, that not including the perks you use but thats why most killers have a set META build. Honestly as someone whos been rank 1 for both sides and plays every killer since game release, A good 4man swf getting a brutal killer is a win. the game is survivor sided and honestly as a full team the game becomes pretty easy but just play to have fun and try your best, dont expect to win every game and versing a swf just go for a draw. Dont worry about being most meta, everyone saying oh you ran BBQ or thana its your fault, dont listen its boring using and versing the same perks so im glad you added thana even if its not the strongest. Just have fun with it dude some games you can never win even if you play perfectly.

  • PC gives advantages, console is set at default. Obviously a mouse is easier to aim too.

  • i mean i lost my ruin and undying within 25seconds... but yeah totally OP to use two perk slots to help slow gens while pressuring, honestly no point in normal regression. killer want games to last longer, its not like the perk is making them stupid powerful at loops etc. its purely to regress gens if people arent on them, but theres 4 survivors and you need 2-5 totems which take 10seconds each max, plenty of perks and items out there to help you if you want to counter it... your choice at that point but dont complain about having to use a perk to counter something, thats the whole point of perks... you know like killers using undying and ruin to counter gen speeds....

  • you have to cleanse 2-4 totems to get rid of the killers perk, it requires 2 perks just so you cant lose it within 10seconds. survivors can still get undying first then ruin within a few mins. Totems are a second objective, which survivors actually need. maybe people should learn to loop, counter and actually play the game before complaining. im sick of playing survivor and having a brain dead team, its not ruin or undying that makes the survivors never do gens or able to lead on a chase. BALANCING THE GAME FOR BAD PLAYERS ISNT THE ANSWER. remember when red ranks could always hit great skill checks against nurse/spirit before their nerfs and still escape? yeah i miss those days when red ranks could play.

  • he fine, if anything its pretty weak and with map reworks he getting less line of sights and less chances to shoot over loops (for example bloodlodge rework have lifted the cars). Maybe if people actually kept a look out and didnt run in a straight line they wouldnt struggle so much. i played two games of him the other day, one game was against potatoes at red ranks who didnt do gens or even try to dodge anything they just ran straight. the other game... well damn did they counter the F outta me and fly through gens. DONT NERF KILLERS BECAUSE OF BAD SURVIVORS.

  • @JayDoesGames said:

    Id take bots in the game for this reason and the fact people suicide on the fiurst hook at the start of the game,. This has just happened two times in a row. Its a joke.

    yeah its stupid AF, never use to be this bad at all but ever since that ruin/rank reset change the matches have slowly been going down hill. Game needs to be more harsh.

  • Id be okay with that, just make it deactivate if you hook someone else.honestly it should just be an anti-tunnel perk anyway having 60seconds of not being able to be picked up again is insane when youre high level and everyone has DS abusing the fact they dont need to worry about the killer downing them. Any other perk shouldnt be, but i do believe at base a killer kicking a gen should remove X% progress because at default it can be pretty pointless kicking gens

  • Never, and i mean never go full stealth. i dont mean this in a mean way or anything like that but always going full stealth will hurt your team just because the killer will be hooking the other 3 more often and as soon as the game becomes a 3v1 then its much easier on the killer especially if they have gen regression perks etc. as usually 1 person is on a hook and one is being chased meaning all the 3rd can do is save tbh. Having said that stealth can help, when it comes to the killer trying to slug in say Tier 3 myers or ONI in his power they can get alot of pressure with many downs so avoiding that can be game changing. But most of all if you are so use to stealth play then those same people tend to struggle in chases more and chases is the biggest thing to separate a rank 20-1. (personally i like being chased, most fun part of the game and when you do well you feel kinda good lol)

  • well im a console player and since crossplay has been put on every game seems to be filled with bad players. dont go doing that console players suck when games have never been this potato. i was more than happy before crossplay as players actually done gens, but now im stuck with players that dont do anything as well as PC players with bad wifi and potato PC`s editing their setting trying to get advantages. LETS HOPE THE DEVS LET US PICK WHICH PLATFORMS TO PLAY WITH.

  • if they make every loop like hawkins sure, way too many infinites that force you to break the pallet this goes for reworked maps as well. if you play 110% killer youre F`d against alot of loops because you cant shoot/throw over so no. BL is staying and will need to stay for most of the game to be playable and fair at actual high level play, theres no point looking at bad players who have no idea of tiles, counters etc. sounds like you dont have much experience in the matter when it comes how alot of the maps work and the loops/tiles they spawn.

  • we should just remove hatch tbh, worst idea in the game and when its down to two players it becomes hide an seek. it sucks as survivor and as killer. removing hatch and not punishing the killer s much because someone escaped would reduce slugging for 4k massively

  • @FFirebrandd said:

    Honestly loops haven't even been the worst part of this experiment. The issues I've been having today is people holding W like mad. Like they see you coming from like 15m away and just run. They don't run to the nearest loop... they just run. Why? Because there's no longer a punishment for running in a straight line for 15s before starting to loop.

    Honestly if they do keep Bloodlust's removal... any killer that can't muster up insane mobility, insane range, or insane stealth just straight up won't work. Heck, I feel like I have to run M&A on Deathslinger now because otherwise the survivors can and will just hold W too hard. Like... the match where I had M&A and Marshal's Badge went insanely better than the one where I didn't.

    Thats just what a good survivor does, run as far as they can before looping the drop the pallet after abit to break the bloodlust and repeat, which is fine but its while at loops the lack of bloodlust can hurt so much at certain loops or as certain killers which is the issue.

    @thesuicidefox said:

    I agree that it would be okay to keep just Bloodlust 1 if only to break certain really strong loops, just increase the time to 20 seconds so that it's harder to force it. Bloodlust 2 and 3 are the problems IMO.

    As Spirit, I don't have much of a problem with loopers because my power is so strong, but for Huntress and Slinger I can understand. I played a bunch of Hag games as well and yes, she suffers but less than the others.

    I would say in the specific case of Huntress part of her power is she gets a stronger Bloodlust effect. Something like +7.5% instead of the normal +5%. Because unlike Spirit, Hag, and Nurse she does not have a movement ability, and unlike Slinger she has to leave a loop to reload. Also unlike Slinger her shots are harder to hit around loops (Slinger can literally shoot through holes in the wall). So out of all the 110 she needs Bloodlust the most. Plus one of her perks is based on Bloodlust, so it makes sense in a few ways.

    I'd also say that they should give a killer bloodlust in other situations. For example, after hooking a survivor for the first time (ie. the BBQ stack) the killer gets Bloodlust for 10 seconds or until they hit a survivor or use their power. This would encourage killers to not camp hooks, using the speed boost to get another survivor or pressure a gen. It'd also disproportionately help killers based on their tier rankings. For example, Slinger and Clown get more map pressure, but Billy or Nurse (being ones to just use their power after a hook) won't really benefit. It's a simple thing that could go a long way. Or maybe they get it after a gen pops to help killers with poor map pressure. Stuff like that.

    On that point, why not make haste perks instead give bloodlust? Nothing changes in terms of effect, it's just a technical thing. So for example, when NOED procs the card could just read "Killer gets bloodlust". Seems a good time to simplify some things.

    yeah like i said tier 3 isnt needed, and personally tier one is all you need on most loops if its a strong loop against your killer etc. i do like the idea of moving faster after a hook etc. im not sure about tying it to a perk but i do like that effect as it happens with devour, honestly if they made bloodlust 1 at 15seconds and tier 2 and 35seconds and completely remove tier 3. slightly longer time for tier 2 but keeps tie one for those 110%killers are the many loops you cannot use powers at

  • @gatsby said:

    No 110% Killer should be looping without using their power. The reason 110 Killers have the slow movement speed is because their powers own Survivors in chase if you know what you’re doing.

    means every rock and pallet beats them, even the new cars on mc millian reworks have lifted cars which you cant always shoot/throw over. im just saying 0 bloodlust will hurt alot of killers. Imagine wanting to chase a survivor but they run to a big rock but you just have to leave chase because the rock beats a killer lol.

  • (Side note) My misses has also been playing, shes not a very good looper and doesnt really know map layouts but shes found it easier to loop killers as well. alot of my games was pretty easy providing people actually did gens, i dunno why but people dont do gens. but all killers were within 4 ranks except one who was a rank 9 and got 1/2 hooks. i tested a bunch but its hard to remember everything, like i said overall much easier and breaks maps/killers.

  • @HollowsGrief said:

    This nerf was very likely intended to combat pig dash and probably demo. That being said, I mean, come on bro even though the dash is nuts it's pretty overly restricted in how you get tokens and even without the nerf this perk is honestly a meme trash tier perk, nerfing this reminds me of gearhead.

    Thats what im saying, im sick of seeing pointless perks being added into the game. its not like i mind different and qwerky perks but theres no need to make everything so weak, even before the nerf like you said it was bad. even leaving it 100% and get a stack per hook (not affecting dashes etc. they was bugs) wouldnt make it meta but at least youre more likely to get use from it even if its little

  • because the devs dont get how their game works, so many more infinites and even on reworked maps having spinechill and resilience makes some basic loops infinites till the killer breaks the pallet. imagine being able to sit at a pallet and just keep vaulting it till the killer breaks it and call that gameplay lol

  • Just so you know if you stick on spine chill and resilience some of the basic loops on mac millian become infinites. these are the loops kinda like a Z shape i guess, its hard to describe but pallet in the middle with a long junk/box pile either side. you vault so fast the killer cant lunge enough to catch you in time... so yeah its pretty broken i could spend the whole time at this loop until he broke the pallet, thats 115% killer btw. So either loops all need to be mega unsafe which means no killer will break pallets or just keep bloodlust in, it actually allows for gameplay

  • @UltraKill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763689#Comment_1763689

    Well, there is only one piece of data we have, and it is that OP is hooked early on in the game while all of his teammates are apparently alive and just running around.. OP is ruining their fun, he is making their game WAY harder by giving up early

    Let's talk about adapting for a sec.. even the top boxers in the world can lose the early rounds.. then they learn the opponent they are up against (the killer/survivor) how they fight, how they move, and THEN they come alive and take over and win the fight. With the OP just giving up early once he decides he can read everyone's minds, he is giving no room for skilled/adaptive high ranked people that can actually learn and adjust to their opponent.. Surely we have all had games where you did bad early and then the player underestimates you massively and they lose the game because they ever chase you all game thinking you are an easy kill or you kill them all because they thought you were a noob killer and then you prove them way wrong.

    Someone just giving up early on a hook is just the lamest form of 'I quit' IMO, you are buying your team no time, giving them no chances, there is this expectation from minute 1 and if anyones not living up to it RIP game here i go, suicide on the hook. How do we know that OP just doesn't suicide on hook even when his teammates have been repairing gens RIGHT UNTIL he was hooked and if he didn't get hooked the gens would still be going and then are trying to help. A key part of this conversation is that OP is on the hook that is all we know. I saw someone earlier give up on a hook on their first hook when we were down to 2 gens and they were the only one to die.. they were timing out but someone was coming..

    i honestly couldnt give 2 F`s about their experience if they refuse to attempt to do the objectives, iv played this game since release so im damn good at chases so when i do go down im expecting someone to at least be doing a gen, theres 3 people if they all rather not play or even try then im not staying in the game, i refuse to do all the chases and gens to carry them. its not fun to feel like you never progress in the game and feel like youre dragging rank 20`s through the match which do nothing but waste pallets and unsafe hook you. the game wouldnt be so hard for them IF THEY DID GENS.

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763764#Comment_1763764

    I meant a regular claudette not a blendy one, but I mean you already answered that you are not her so that is great.

    wait there are claudetts that dont blend? lol

    @Terra92 said:

    This is such a blanket statement on a really niche amount of players.

    I understand you're frustrated that people aren't doing objectives or getting you off hook at an optimal time/before 2nd phase but you really need to understand that there are five perspectives in every match. Four of those perspectives are not yours, and your perspective doesn't have any authority or meaning above any of the other four. They're all doing whatever they want or need to do in order to play the game they think is the right way to play.

    Sorry if you had a teammate who crouched in circles in the corner of a map. Move on and play the next game.

    im not being funny but i wouldnt mind one person not doing something, but like i said if im chased at game start from 30-120seconds when i go down i should see at least someone doing a gen. i dont mind people not being perfect or being the best but i expect them to actually do something, there is no reason not to be on a gen and when im running perks to help the team (kindred,better together,sole survivor etc.) they have plenty of info to actually do something. its just too common, its why iv gave up carrying people and just kill myself on first hook and i shall continue to do so every game like such

  • @OldHunterLight said:

    Are you a claudette that has been killing herself every match?

    Edit: for like 3 matches I've been playing with a claudette that has been killing herself every time she goes down, which is like 10 seconds when found.

    No im not really that fond of claudette, and i dont think iv had a chase that bad in a few years lol, i dont do the hiding thing

    @CorneliusCloud said:

    I play killer at rank 1 and im very confused by the player skill. Match after match rank 1-4 players just throw the game and drop their items in front of me or give me the pointy finger to leave them alone. I also read a lot of names like "Don't kill me" or "Please no chase". Or maybe if they don't give up i just kill everyone. And then i got matches against players who just roll over me, the gens pop everywhere and i can barely get enough hooks before the gates are open. The randomness of this game is just frustrating because u never know what ur up against.

    The games where gens fly by are not necceserely SWF groups. Sometimes it's just randoms who are very effective. But then i don't understand how all the others made their rank. There seems to be a huge skill gap even among red ranks.

    well thats the issue, ranking really needs to be fixed and changed i dont get how killers can kill everyone with 4/5gens left. like even i do it as killer and its always shocking to see them all rank 2 etc. but yeah all good players f killer over, which also isnt fun its why i wont do survivor as a 4 man a the killer would be lucky to get many hooks. my point is i dont mind people not doing great but theres 1 objective at rank 1,2 you should at least try doing them

  • @ThGameIsHardButSoAmI said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763521#Comment_1763521

    Bad survivors not playing as well as you would want them to is not the same as trolling/throwing the game on purpose because you dont like them.

    SPOILER ALERT *You need to do gens to escape or progress the match* there a difference between bad players and mistakes or bad reads to opting to never do gens or anything useful. i wouldnt mind if at least someone was on a gen, but if all 3 of you cant do a single gen then no, im out.

  • @Switzerland44 said:

    Whats the point of this post? Its an online game with people at varying skill levels, find some friends and get on voice chat if you want an elite team.

    im rank 1 versing rank 1, i wanna actually play the game and have fun not have 3 people not do a thing. IMAGINE saying you have to be elite to do the only objective.... Oh boy its really not that hard to sit on a gen every so often and run away from the killer ffs.

  • Id say its a mix and match tbh, had made lobby times longer but does usually mean you have better average connection. doesnt mean you wont get people with god damn awful connection and latency issues even on the same server. I WISH THEY WOULD SHOW THE CONNECTION OF ALL PLAYERS. this has 0 downside but nothing is worse than seeing you have perfect connect to the server but the survivors or killers have awful connection and the games garbage.

1 … 66 67 68 69 70 71