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EvilJoshy

EvilJoshy

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EvilJoshy
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  • and survivors wonder why the dc penalty exists. More people would quit if it wasn't in the game.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2149070#Comment_2149070

    That really sucks as the streamers I tend to get are super nice, last one I had was in a 4 mah SWF and they even invited me into a discord server so we could do a KYF because apprently that was the first time any of them saw a good Blight.

    I did run into 1 group that ended up inviting me to their discord and I do ######### with them on a daily basis. But ive had the game for 4 years and that's about the only nice group I've come across.

  • @Shroompy said:

    So youre gonna judge all TTV's because of one bad experience?

    The large majority of TTV's are chill and pretty enjoyable, some of them just have bad days

    I'm not saying all TTVs are asshats. From my experience however most I run into are. Most TTVs I come across often rage quit when they learn I'm not a noob who can easily be bullied.

    I had one match where 2 people were TTV and in a swf. They both had flashlights. I was Nurse. I downed one person early under a pallet. I pretended to pick them up then turned around and hit their buddy. They were hoping for a pallet save. I went back to the downed person by the pallet. Did the same thing and downed their buddy this time. Then a 3rd tried the same thing and I got another down. Literally they are coming to me. My chaser is crap because I can't chase anyone. The downed person used UB and finally left. I went for the 2nd TTV who was downed. I again pretended to pick them up. Turned around and big shock. They're buddy was hoping for a flash light save. I downed him again. He lost his UB, no gens are done and 3 people are bleeding on the ground. Both the TTVs quit. I wasn't slugging. They just kept coming to me hoping to get a pallet stun and I've played long enough to not immediately pick up someone.

    Then in the end game chat the 2 randoms asked me what happened? I explained the 2 TTVs were more concerned with putting on a show then actually playing the game and they left when they found out I wouldn't take the bait. That's my general experience when I see TTV. They don't do objectives, they try to get the killer's attention to show off their chasing skills and rage quit when they can't bully the killer.

  • If you don't want to face the same 2 killers over and over. Then stop begging for nerfs and let them buff the weaker killers.

  • @thrawn3054 said:

    Because they'll never be happy until every semi useful things survivors have to work with gets nerfed.

    It took them 4 years to finally balance DS. It took them 3 months to destroy ruin+undying. I'm sure DH will remain the same for quite a awhile.

  • I feel the biggest issue with killers is gen speeds and the ability to apply pressure. I don't think it's even possible to adjust gen times to be fair for all killers. What would be good for a M1 killer would be broken on a billy or a spirit. Which is why I think we need some sort of program that reads the flow of the match and adjusts things accordingly. Like "The Director" in L4D.

    To make killer viable I would adjust the gen times depending on what killer your up against and how well they are doing. Low mobility killers get a little more repair time. High mobility killers stay the same.

    At the start of a game. If the killer is chasing someone than the other 3 receive a slight penalty to repair speed. I feel the very beginning of the match is the most important part. When the killer is chasing someone and the other 3 are free to repair. I was hoping the devs would introduce that early game warm up idea but I don't expect it anytime soon.

    If 3 gens popped before the killer hooked 1 person the remaining gens take a bit longer. Vice versa. If the killer has 2 people on the hook or dead. Gens go by faster. It never made sense to me how the survivors can complete 3/5s their objective in the time it takes a killer to complete 1/12 theirs and the devs think that's balanced.

    A slight QoL I mentioned in other threads. If I have multiple Hex perks, as the killer, I would like to be able to tell which totem is assigned to which hex. Say Haunted Grounds+Devour Hope. So I know which ones to let go and which to protect.

    Last I would add a swf indicator "at the score screen" not before. It's pretty obvious if we could tell it's a swf in the lobby most killers would back out. I don't see the harm in telling us it was a swf after the match is over. If I got my ass handed to me I wouldn't feel as bad if I knew it was a 4 man swf.

  • Whispers because it doesn't require any conditions to activate and you can't hide from it

    Blood Warden because it's just pure payback. Anyone who falls for it deserved it. If the gates are open you should have left.

    MYC because it adds a fear factor and it's technically not tunneling :P

    Trail of Torment. I kinda like the losing your TR on a killer that isn't stealthy and sneaking up on someone.

  • @IWasLeft2Die said:

    https://forum.deadbydaylight.com/en/discussion/comment/2144922#Comment_2144922

    Yeah im not entirely sure what the solution is. I'm inclined to think that the goal should be to make the less popular side mostly more fun to use. Getting lots of BP but being miserable as a role isn't going to be that motivating longterm.

    I often wonder how random are the daily challenges. It feels like when I'm playing swf with friends I get all killer dailies. If I play killer I start getting survivor dailies again. If someone were to datamine the game and find some hidden algorithm that watches how often you play survivor and that determines your chances of getting killer dailies. I would not be surprised.

  • If they ever did can you imagine the amount of console players that would cross over to PC so their game can run properly? Which is why I don't think BHVR will ever do cross progression. They want all those people to buy the game again.

  • How long did it take them to get servers vs how long they were saying "were getting servers"? Plus once the servers got here they were terrible. Just like the MMR :P

  • The guy is standing almost on top of GF trying to reveal him. He needs to be further away. The moment GF moves off the center of the screen you lose all progress. The first clip sounds like a salty survivor. If he actually played GF like he claimed he would know how to reveal him.

  • I don't think tunneling increased because of the ds nerf. I think it increased because survivors stopped bringing it because it's not OP anymore. No obsession means no fear of DS. So the killer goes after whoever is the quickest to drop. DS still functions as anti tunnel but survivors are salty it isn't 60 secs of god mode anymore.

  • I find killer has a slightly easier time pipping because they have less rng to worry about. As killer you can pressure gens, hit people, use your power, interrupt survivors. When playing survivor on the other hand I find it's harder to pip if the killer isn't skilled. If we blowing through gens I won't have time to do other objectives. If the killer sucks at finding people I won;t get any chaser. I can't get heals or rescues if the killer isn't able to hook anyone. As killer the requirements to pip are created by how you play. As survivor pipping depends on what opportunities present themselves.

  • @[Deleted User] said:

    Make friends and play with them. I would rather die for a friend than a random that screws you over.

    As much as I hate swf I hate randoms even more.

  • Survivor

    • 1: Windows of Opportunity
    • 2: We'll Make
    • 3: Alert
    • 4: Pharmacy
    • 5: Q&Q

    Killer

    • Whispers
    • Blood Warden
    • MYC
    • Devour Hope
    • I'm All Ears
  • It was bedham when there was only one version of that map. I was in a swf. The killer was mikey. I was the obsession even though I didn't bring DS. Someone else in my party did. Mikey was using PWYF and the add ons that give him unlimited EW3 and M1 kills in EW3. I think he was going for his achievement. Anyway he chases me and breaks off to build stacks. He stalks us enough to go into EW3. Kills 2 people. Chases me around the entire map until he finally catches me. As I died I told my last teammate where the hatch was. I ran over top of it as Mikey was chasing me. This was before killer could close it. Mikey found our 4th. He chased him through the school and our 4th jumped into the hatch denying him his achievement.

  • @Okapi said:

    Whoever picked the IPs for the video games column was smoking crack when they did so. A lot of the IPs on the list were not horror or horror adjacent. Let's keep the crossovers to those only please.

    They're just looking for any excuse to draw in more players. It's all about $$$$$

  • @Artemisha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2140680#Comment_2140680

    I dont think is matter of ability. Macthmaking is created to do matches with similar chances for both sides. There are good survivor and bad survivors, and the same happens with killers.

    Is just a matter of STADISTICS. If killer wins 90% of the times vs solo ques, something isn´t working. Is that simple. Either the matchmaking of the game balance is not working. And honestly, i think is game balance. Because a decent group of survivor vs a "regular / bad killer", killer usually takes more than 2 kills.

    The MM in this game really sucks and the ranking system is a joke. Rank more or less reflects playtime for that month rather than actual skill. It's very hard to derank and pretty easy to rank up if you know what to do. I've seen "red" players that IMO should never have left yellow ranks. The MM is suppose to search for people of similar rank range and if it can't it widens the search. Thing is there aren't many people playing killer. This game has a steep learning curve and getting bullied tends to make people play something else. If 4 survivors are in que for 10 mins the MM throws fairness out the window and tosses the first available killer their way. Could be a rank 20 or a r1. Wait in que long enough and there's no telling what you'll get thrown into a match with.

  • @Artemisha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2140624#Comment_2140624

    Honestly, EvilJpshy, idk because i havent played SWF with or vs them...maybe u are right. But solo que is very far to be tied.

    I admit solo sucks but that's because the skill of your teammates can vary wildly. The thing is the individual can always improve. If we give solo buffs that seem fair now. Once they git gud the buffs may give an unfair advantage when they rank up.

  • Solo doesn't need to be buffed so much as SWF needs to be nerfed.

  • 1: Trapper

    2: Something about getting people to step in traps made me feel like I out smarted them. Like I proved I was a better player than them.

    3: Mostly positive changes over the years. They removed the ability to trap under a hook but I wasn't around when that was in the game. The ability to rearm traps without picking them up was appreciated. Along with the add ons rework. Still could use some more tweaks considering SWF destroys trapper.

    4: Not really. I play many killers but I still switch back to my trapper.

    5: When Corrupt intervention came out I swapped out ruin for it. A few months later when Ruin was reworked I wasn't totally affected by the change. Except for deciding which gen slow down perk to use my trapper hasn't had to adjust.

    6: Nurse

    7: I'll keep using trapper because it's fun for me but when I get frustrated. I take out my frustration by switching to Nurse so survivors can't bully me.

  • @Mistikus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2140043#Comment_2140043

    yeah i know i just forgot to add that was the reson before ruin change, but situations like 3 gens clouse to each other can hapen and image now that you are playing survivor where killer since the begining was lucky with hex and gen spawn with 2 gates near and is able to patrol that gens with 3 stack of devourek it could lead to really unfun expirence and heling the hame hostage on both sides since survior wond give up nether the killer.

    im all for killer bufff so maybe now they could show which hex is on what place at the begining of match for like 10 sec so killer could plam some sort of defence for it

    If the killer gets a 3 gen thats your teams own fault. If the killer was guarding a particular area and not committing to a chase. You should expect there is a reason for it and the killer is not breaking any rules for playing that way.

    As for Devour Hope. Again, it's a hex perk. High risk high reward. If the killer is hooking people and hauling ass away from it you should be worried. In fact just assume the killer is running the worst possible perks in the game until you can prove otherwise. I always assume the killer has Devour, Noed, Ruin, BBQ until I find evidence to the contrary. Same with survivors. I always expect BT, DS, UB, Adren, Dead hard.

    As for "this wouldnt be fun". We all have a different opinion of what is fun and what isnt. Balancing a game around "fun" is not a way to go because whats fun for one is not fun for the other.

  • @FondaDix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2140056#Comment_2140056

    You say that but with a SWF team the whole team will now know how many totems are left if one person is running it. The information is to powerful for a SWF team.

    SWF is kind of a whole different set of problems -.- Much like how their data claimed OoO isn't used that much but failed to consider only 1 person needs to run it for 4 people to get value out of it.

  • @Zixology said:

    I still think that killers should have to place their hex perks at dull totems before they become active to prevent people from spawning on their totems.

    I also think that the totem counter should've be relegated to perks like Thrill and Small Game. Just make it part of the base HUD for killer and survivor.

    I also think that the totem counter should've be relegated to perks like Thrill and Small Game. Just make it part of the base HUD for killer and survivor.

    I think making it basekit would be too powerful. I don't mind small game giving a totem counter because survivors have to equip the perk to have the counter. It was designed to find totems so it makes sense that it helps. If it was base kit then it's a flat buff to all survivors. At least making the counter tied to small game forces them to take off 1 meta perk to get the benefit.

  • @Mistikus said:

    but it was designed for killest exacly so they couldnt camp they ruin or whaterer hex perk

    If a killer is camping his ruin he isn't getting value out of it. Ruin only works if you push people off the gens. Unless the killer got lucky RNG with totem placement he isn't protecting his totem and applying pressure.

  • @mihalis00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139352#Comment_2139352

    The exit gates were open so even if I chased her she would've left honestly I think I did the dumb thing by not chasing her out.

    I'm going to try to explain assuming I have the situation correct.

    You got survivor A on the hook.

    You hit survivor B. Survivor B unhooks A. You downed survivor B

    Survivor A has BT

    You hooked survivor B. Survivor A unhooks B and both have BT now.

    If I got the situation right. When survivor A had BT and survivor B was on the ground. You could have hit survivor A at least once to take away their BT. They would still be standing but they would probably leave. If they stuck around you could have downed them. Then you hook survivor B.

    In this situation if A was still standing and tried to make a save they would have traded places on the hook because you took away their BT. They wouldn't have been able to rescue B without sacrificing themselves. If A managed to save B but got hit. B would have BTed all the way to the exit but A would have been left on the ground bleeding. Depending on the distance to the gate you could have left them on the ground, counted to 60 for fear of DS then hooked them.

  • If you think BT is bad now you should have played back when it applied to both the rescuer and the unhooked. Also when someone went for the unhook you did right by going for the rescuer. The person who was pulled off the hook could have had BT+DS which would have been a waste of time for you. However you should have chased away the unhooked survivor who had BT so they couldn't do what they did to you. If you hit them before picking up the 2nd survivor then they would have had to leave or else they would have traded places and got put back on the hook. If they had DS you could have just left them on the floor or took the stun.

  • What I want to know about the data. The skill of the people participating in every match. Meaning how many matches are there where the killer got 4k but the survivors were noobs? Or all 4 survivors escaped but the killer wasn't any good?

  • I like playing trapper but i acknowledge his place in the tier lists. Headsets destroy him. If one person see's you plant a trap they all know where it is. He also requires time to setup. Which is something killers dont have against competent survivors.

  • "So long as you play by their rules. You'll never win"

  • 95% of the time when i hook someone i go hunting. Its just a better use of my time. However, if i hooked someone and somebody made a bad save. Im going to hook them close by and not leave. They made a bad play and i am capitalizing on their mistakes.

    It sounds like your real problem is horrible teammates. In that case play swf. Its all i can suggest because randoms suck.

  • @OldHunterLight said:

    So when is breakdown abuse going to be banable? I thought people were exaggerating until I played against 3 swf with the same build and less hooks offering.

    So it is ok to abuse that bug? Good to know

    Its only okay if survivors abuse bugs. If killer does it they get banned. Like the bug with running 2 legion add ons that increased mending time.

  • I would stop balancing the game around rank 20s and require every person on the design team to play killer at r1.

  • @shinymon said:

    Of those, #6

    We need a killer that can screw survivor teamwork. Like Among Us 🤣

    As much as i like the idea. Headsets would completely ruin it.

  • Even if the devs make a perk to counter expose most survivors wont run it. Look at the buff to small game. Great idea to counter noed but most dont want to take off their meta perks.

  • Id say bubba is the best to get first because of bbq. It really cuts down on the grind.

    Plague or clown for corrupt intervention or pop goes the weasel for gen slow downs.

    After that it depends on which killer you play. Do not depend too much on the shrine. It would be better to save up shards to unlock a non licensed killer.

  • The emblem system is already a joke. Do we need more ways for crappy survivors to get to red ranks?

  • @glitchboi said:

    I think they're upset about his upcoming nerf.

    Im actually looking forward to the bt change for this very reason. Saving against a camping freddy is damn near impossible.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2136720#Comment_2136720

    Basically yeah.

    You use a gaming mouse that has a DPI toggle button, you set the DPI to whatever you want it to be in your software (3200 is the usual minimum, though 8000+ tends to work for most) for the toggle button, and then you go to DBD as Blight, lethal rush, hold the DPI toggle button while moving your camera left or right depending on which way you want to flick, and once your cam is pointed to that direction to the max (which is pretty quick btw), you swing while holding left or right. You can do this at walls to hit survivors at spots you normally can't hit them through.

    I don't support the usage of this exploit, but I don't mind Blights using it either. Personally I do pretty well as Blight without it.

    Okay. Ty. I really really hate it when oni dashing does stuff like that.

  • Question. I have a pretty good idea but just so im on the same page. What does j flick mean? Is it where you crank up your sensitivity so you can rush as blight, turn your mouse and hit someone around a corner?

  • I dunno about rambo but it gives me an idea. If we had a soldier with ptsd. He see's survivors and thinks theyre the Vietcong.

  • Useful: if the killer is face camping, do gens.

    Funny: if the killer downs you he is op and needs a nerf.

  • The add ons that still freak me out. A billy with tinkerer and a muffler. That can be a good jump scare. Turn the corner and right into a chainsaw.

  • The problem with taking advice from the community. Most dont care about actual balance. They just want buffs for their side. Theres very few people on these forums that arent bias and its really hard to find them with all the noise.

  • Im not a billy main so can someone please explain to me why overheat is so bad? The only thing it seems to prevent is billy just looping you with the chainsaw reved until he gets in point blank range.

    And if you think billy got screwed look at nurse. Shes still the best killer in the game but playing her is so damn frustrating with all her bugs.

  • @Sup3rCatTree said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134816#Comment_2134816

    That's literally not the point, the point is that Bubba needs counterplay when he is face camping. Second, he had iron grasp, Agitation, and mad grit so he didn't go down right next to the basement, the killer planned to camp survivors. Lastly, You're not getting the point, you say "Do gens and get out". That's how I know you're a killer main because survivors aren't just going to let their teammates die, and its not as easy as "Do gens and get out".

    I just told you his counter play. You just want a simple solution that lets all 4 of you escape. Until you learn you will continue to die to face campers. You know why? Because over altruism kills. At r1 you dont see any face campers. Thats because experienced survivors punish bubba for face camping. If you stop feeding bubba hooks he wont get more than 1-2k, next to no bloodpoints and not even a safety pip. Eventually bubba will learn "this isnt working, maybe i should apply pressure?" But bubba isnt learning that because you keep making face camping work for him.

    Also i play both but i am mostly a killer main. That makes my advice even better than if i was a survivor because i know how they think. Who better to tell you a killers weakness than a killer? I never face camp because the survivors i face dont fall for it. Running all perks for a basement build just means my plan will fail even harder if it doesnt work.

  • Your teammate went down near the basement. Mistake #1.

    Mistake #2. You knew bubba was camping and you attempted a rescue.

    The solution is dont go down near the basement. If bubba is camping then dont bother saving. Do gens and get out. Face camping only works if your team lets it. Which yours did.

  • Maybe we can have puddles of water all over the map and she can portal to them?

    While were on the subject of urban legends. Hes not nearly as popular but id like to see the jersey devil :p

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