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FellowKillerMain

FellowKillerMain

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  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525911#Comment_2525911

    Disagree that it is a matter of simply paying attention. For one, stealth Killers are designed to get the jump on someone. It should be difficult for Survivors to notice them. Two, getting grabbed does not boil down to the Survivor simply not paying attention. A lot to the time, grabs happen because of latency. A Survivor can try to exit a locker, get off a gen, or stop doing a totem, but the Killer's grab action takes precedence over their action. (Ex: I have been physically standing up because I ceased the gen-repair action but have gotten "grabbed" off a gen.) You could say, "Well why not get off well in advance?" Because that is not always the right action. Sometimes, you need to stick to the gen, or cleanse the totem, or wait for the Killer to be in range for a head-on stun. Timing is an important part of this game. It is a matter of strategy. But all of that comes with a risk. And that's logical. "If I stick to this gen, the Killer might injure me, but I might get it done in time. Do I risk it?" Grabs are different. They are insta-downs, and they happen arbitrarily. Simply being in the middle of an action does not mean you'll get grabbed. Sometimes you'll be injured with a basic attack, other times, you'll get grabbed as a fully healthy person and on your way to a hook. Three, I don't see how someone "not paying attention" equals them getting insta-downed. If they're not paying attention and they're fully healthy, by all means, land a hit. Injure them. But an insta-down not due to perks, power, or add-ons? How is that balanced?

    More often than not the grabs will fail, even with latency issues. They've been failing since before dedicated servers, even though the developers want to say otherwise.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526087#Comment_2526087

    I mean, Hoarder and Franklin's is more annoying in the terms of Pinhead's chains also affecting the box. I dont think you should be interrupted from fixing the box, while fixing the box, unless Pinhead decides to teleport to you. There is absolutely nothing you can do when a chain hunt has started and you collecting the box, other than essentially keeping the box hostage(which, due to franklins, is quite impossible)

    Solve that issue, and no one would cry about Hoarder and Franklins, because survivors would actually have a chance of solving the box after Pinhead has started the hunt.

    That just brings attention back to survivors, and like you said, the whole hoarder/franklin's thing isn't a thing, it's simply annoying. I'm just tired of seeing BHVR focus on survivors. Killer updates are usually nerfs that help survivors, or bringing the killer upto a speed with killers that are competitive. Killers get fixes to what's broken, survivors get new features, and buffs. Addon passes to killers usually have nerfs involved too, like we're seeing now.

    They need to consider both sides, but beyond balancing, they don't seem to think about whether killer is fun, or if it has synergies. They just seem preoccupied with how it affects survivor gameplay.

  • @ShakeyGames said:

    Making a 4.4m/s killer have a 32m terror radius?

    Making him mediocre at the only thing he was good at, chases?

    Making his terror radius bigger because of a perk that has nothing to do with him whatsoever?

    Making the smallest, most forgettable compensation buffs that do literally nothing?

    There are three things a killer must excel at to be considered good:

    • Map Pressure
    • Chases
    • Finding survivors

    Deathslinger already has terrible map pressure, due to his slow speed. Let's give him a -1 score for that.

    For chases, a Deathslinger with decent aim is a beast. But now, after his nerfs, he would be OK at best. Not terrible, but OK. Let's give him a score of 0 in the category.

    Deathslinger has nothing built into his basekit for finding survivors so he gets a -1 score.

    A total score of -2. It's not looking good for him.

    I really hope I boot up the PTB when it's open and see that the Deathslinger nerfs are minimal and only make him a little more difficult, instead of making him completely useless against survivors with at least a few brain cells.

    I agree, the change to terror radius is super unnecessary, unless they make him move faster. If I had a choice, I would give him a lullaby instead.

    They make these changes while leaving things like standing fast vaults at pallets, and letting survivor perks remain active if they don't impact the killer. i.e. head-on and Blast Mine.

    Overall, it's just like the past. They're removing all of the fun combos killer have and increasing the fun combos for survivors.

  • I really wish BHVR would make some synergies that are fun for killer. Our perks are all mostly only functional on their own. We don't get to use cool combos anymore.

  • @scorpio42084 said:

    This game is already very survivor sided especially at high levels if they keep nerfing Killers into the ground the game will die the killer has to have fun too and if they make it to where it's not fun to play killer anymore people will simply not play it and you have to have killers to play the game they have to stop looking at it from only the survivors perspective look at things from the killer's perspective. The killer already have way more to do that it's a 4v1 and they keep adding more stuff for the killer to do I think these Boone totems are going to be terrible for the game the killer doesn't have time to go hunt totems when he's got four survivors working on gens. They've already basically killed Billy and Freddy by nerfing them now Spirit is going to die and I expect Nurse will probably be next then Blight because they are the only two killers that can actually compete at high levels. Instead of nerfing strong killers how about buffing the weaker ones like Pig or Myers or Ghostface.

    People have been on them for years about this, and I think this is the most consideration I've seen in a while. I think they needed to do another addon pass to buff stuff, because the deathslinger and spirit nerfs were a bit much. I agree the spirit needed a change, and I'm glad they pushed back the visual cue til later. But, I still think the phasing shouldn't be directional.

    The deathslinger changes are hard to say. As a console player, he was great because you could get a survivor in the center of your screen, then quickly fire to catch them. Now, playing deathslinger is going to be a lot harder. The increased terror radius is too much without a speed boost.

  • @baseballfan4877 said:

    I mostly agree, but DS was a pretty crazy nerf. Even though I don't think it should be in the game and is still used in a way that is stupid. But I agree. The changes to the killer perks are drastically overshadowed by the changes to survivor perks. Very mediocre changes to the killer perks and quite huge buffs to the survivor perks.

    RIght? As a side note, they changed DS? Like, decisive strike, or do you mean deathslinger?

  • @LapisInfernalis said:

    Hmmmm, they nerfed Object, DS..... two very strong or annoying perks in the past. And now I can sleep well when I see keys too. I'm totally fine with Spirit/Slinger changes. Spirit was broken from the beginning and Slinger got the same treatment as PH got (finally). PH is still fine, and so Slinger will be.

    Have you seen the add-on changes? EWII Mirror is finally useful, Pig gets more interesting add-ons as well and Nurse gets her 3 blinks back which are acually usable (i hope). Plus a lot of other add-on buffs we didn't see yet.

    Where are you seeing these? I don't see any notes on addons specifically outside of what was provided in the dev update.

    I did see the addendum to part 2, the nurse dust cue will not be making it into the PTB.

  • @LapisInfernalis said:

    Hmmmm, they nerfed Object, DS..... two very strong or annoying perks in the past. And now I can sleep well when I see keys too. I'm totally fine with Spirit/Slinger changes. Spirit was broken from the beginning and Slinger got the same treatment as PH got (finally). PH is still fine, and so Slinger will be.

    Have you seen the add-on changes? EWII Mirror is finally useful, Pig gets more interesting add-ons as well and Nurse gets her 3 blinks back which are acually usable (i hope). Plus a lot of other add-on buffs we didn't see yet.

    Wait, they released those? I did not see them. I've been waiting until today to get back on here. :goes to check the news section:

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525872#Comment_2525872

    It can be completely countered by....breaking the pallet.

    You're repeating yourself. Let me refer you to my previous response.

  • @Apollos said:

    I'm concerned that it took them this long to look over everything. I feel like that's something they should be doing regularly.

    Some of the changes are good, some of them are OK, and some are bad. I imagine the bad ones are gonna be revised either in PTB or some time down the road.

    It's not enough for me to sing their praises. It's basically just the work they should be doing for the health of the game. The fact that we're so happy about it really kind of speaks for itself.

    I agree that they're going in the right direction, and that map redesign is mostly done. I'm not happy with many maps, but it's nice that killers are at least getting moderate consideration.

    But, I agree with you that the praises are weird, because I will guarantee you that these boon totems are going to result in weeks of dealing with bugs over the coming year. Totems will get stuck, fail to function, and most of that will probably benefit survivors. I'm not even being cynical here, this is just reality, assuming past behavior predicts future behavior.

  • @VikingDragonXii said:

    I have to agree survivors get constant buffs and any nerfs they get are minor or just meh while killers get large nerfs to their perks and abilities.....its too early to tell on the Spirits nerf but the biggest issue is giving a directional notification and now you cant fake out players......I agree she did need a good counter play but I think the Nurse should of been the first one not Spirit.

    Yeah. I mean, the phasing cue is reasonable (I don't know why it's directional). But the visual cue is too much.

    I mean, if you consider how safely they played with blood favor, it's hard to understand why they're so harsh on killers - they don't play it safe at all when nerfing killers.

  • @indieeden7 said:

    Or....just break the pallet

    The problem isn't that I don't know how to break pallets, it's that fast vaulting while standing still is unfair.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525849#Comment_2525849

    We haven't even tested it yet. Boon Totems are still a bad idea but if the perks aren't too strong then whatever, but we need to at least see how Slinger is now. Spirit sucks and isn't fun to play against at all and can be F tier for all I care lol, cheap easy win Killer.

    That's true, but if you've played for long enough you can imagine how a lot of these will impact the game. Most of my games are over in less than 10 minutes because gens are too fast. Survivors simply need no buffs.

    For spirit, that's true at lower MMR, but at higher MMR it's extremely easy to make the wrong call and go the wrong way. Either way, the nerf for her AND deathslinger are both too extreme.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525833#Comment_2525833

    The frequency and willingness to make many changes at once, mostly for the better. The only Killer changes I disagree with is Slinger, he got nerfed too hard but we should let them know. I love tons of addon changes, I love weaker perks being buffed so we can have more build diversity, I love the changes to Hatch and Keys. If you don’t like something let them know, but I would MUCH rather have this than the Cenobite PTB where only him and Nemesis get changed.

    You're either a survivor main, or haven't been playing the game for very long.

  • For about 3 years now.

    Oh, you mean like that. When you're injured, why should the killer have to knock you down, then pick you up. If he grabs you, you're down.

    @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525788#Comment_2525788

    That's not true. You can grab a perfectly healthy survivor off of a gen or from a window.

    You can grab health survivors off of gens and totems (will probably fail), but to interrupt while vaulting they have to be injured.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525799#Comment_2525799

    Bro the Slinger changes are a bit too much but why are you crying?? Submit feedback and tell them it’s too much. That’s the point, it’s a test. This is a GOOD update, massive addon changes, buffs to weak Killers, Hatch finally being somewhat fixed, and tons of perk adjustments. Not all of it is great but let them know then, and stop being a baby!

    Curb your ageism.

  • What did you like, or what was it they're doing that you think is amazing?

  • I don't know if it's fair to specifically target nerfing addons, because it focuses much more on killers than it does survivors. If we're going to nerf a bunch of addons, we should also consider taking away standing fast vaults at pallets.

  • @TicTac said:

    I just want to know which addons (survivor/killer) would you nerf. If you want you can add why and how. The reason doesnt need to be that they are too strong.

    My list:

    Survivor: BNP (Toolbox), Styptic (Medkit)

    Killer: Mother Daughter Ring (Spirit), Tombstone piece (Myers), Tampered timer (Pig), Pinky Finger (Clown), Engineers Fang (Cenobite)

    Jigsaw's sketch + crate of gears is just as deadly as (if not more than) Tampered Timer + crate of gears/jigsaw's sketch. The pig doesn't need her traps nerfed, survivors just need to learn to not heal before going to check jigsaw boxes. Sloppy butcher, Jigsaw's sketch + crate of gears almost always results in death if the survivor heals before checking boxes.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2516065#Comment_2516065

    What if there was a boon that made gens... Even faster. Think about the potential, FellowKillerMain.

    Someone would have to report me for unsportsmanlike conduct! XD

  • @blue4zion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2516051#Comment_2516051

    Well, its constantly tossed around about a survivor rebuilding a totem into a boon. So, break the dull or lit totem then create a boon.

    If a killer just defends all the totems constantly, then well ignore your boon and gen rush, ez win.

    This keeps the normal number of totems in the match as well as making it take some time for a survivor to put up.

    Didn't think about rebuilding totems! That's gotta be it. But damn... survivors are already strong. I can't imagine it being a valuable time investment versus working on a gen.

  • @Tsulan said:

    It will be a perk that only activates when survivors "bless" a totem and which only stays active as long as there's a totem.

    Since its "high risk" it will have massive benefits.

    If survivors can already bang out 5 gens in less than 10 minutes, how massive could those benefits be? Also, why are they necessary? Unless there is some major nerf coming to survivors, or major buffs coming to killers, I don't see why they would need boon totems.

  • @KayTwoAyy said:

    Sometimes y'all act like your opponent is just a punching bag who's supposed to stand there and not punch back.

    #########' a.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2516015#Comment_2516015

    Yes you can, there are 5 totems. Even if they run Haunted, it turns dull afterwards so they can use a boon.

    At the beginning of the match, all 5 totems will be occupied, meaning that no boon can exist until at least one is cleansed. So, say the killer does a damn fine job, and prevents any survivors from cleansing any totems. No boon will ever be allowed on the board, ergo my point stands.

  • @Brokenbones said:

    Alright

    Spirit is much easier to play than Nurse, her power is much more simpler. You phase at survivors during chase or you phase to quickly traverse the map.

    Spirit is much easier to pick up and play because compared to Nurse, you don't need to learn as much to do well with her. To play nurse well, you need to invest a decent chunk of time and essentially learn survivor movement patterns and so on. Spirit on the other hand can easily capitalise on injured survivors and close the gap with healthy ones. Conclusion - playing Spirit well takes less time than playing Nurse well

    And finally - Spirit has nowhere near the amount of frustrating bugs that Nurse does. Fake/False blinks, M1 lunges that don't work properly, bugged blinks, blinks that send you straight to the basement and so on and so forth. Dead Hard is also a big frustration for Nurse, not so much Spirit.

    There, I hope that satisfies. :)

    You never got good at spirit, or went against good survivors with spirit. You absolutely MUST know survivor movements to do well against good survivors. It's even harder sometimes in my opinion because, just like nurse, when you lose sight of a survivor it becomes a guessing game. The spirit loses line of sight every time she phases.

    The spirit also moves MUCH slower than the nurse which makes that loss of visibility that much harder to contend with.

    Both the spirit and the nurse are hard killers to face because to counter them, the survivors require creative thinking to adapt to situations dynamically. If the survivors become predictable, it will be over. To beat them you have to punish them for making incorrect guesses. However, the spirit comes off as being easier to play because her power is much easier to trick survivors with.

    The reason they're nerfing the spirit is not because she's too strong, it's that the majority of survivors that play this game don't want to think that hard. This isn't a slight against those people either, it's a statistical fact. There are far fewer creative people in the world than pragmatic ones. Hence, BHVR adding cues for those pragmatists to respond to.

  • @Haddix said:

    Just curious.

    I think survivors were underperforming. They should probably just nerf the pig instead.

  • @NoObzBoiYT said:

    thank you for nerfing spirit. she had no counter play and was too easy to play. now can you nerf nurse and blight because they are also hard to play against and plus nurse has no counter play. nurse is broken. please hold my hand

    Bubba is just trying to lure you into his basement...

  • @FaceCampinBuba said:

    Possibly a perk slot just for hex for killer.

    If this were the case, then are they adding more totems? Because you can't accommodate a killer running 4 hex perks, and a survivor running a boon perk, simultaneously, without more totems.

  • My queues got a lot longer after the initial test, not sure why. But, after I complained here a few days ago, my queues have gotten a lot shorter... so maybe yours will get better! Posting on here might be like cleansing a totem...

    @Uistreel said:

    What can they do about it, increase the pool of players that you can be matched with? Then it isn't an mmr system anymore, it's just the old ranking system again where your mmr/rank doesn't noticeably affect anything.

    Well, they can't restrict the pools too much, otherwise they will run into problems like long queue times. I imagine that they're calculating a mean from some set of data, and the pool of players you're matched with stay within a variance from that mean. Like, if no players are available within the mean of a persons SBMM, then venture out one standard deviation, etc..

    Granted, I don'tknow how they calculate that mean. Find the mean of a given player's performance, then take the mean of a portion of the population that falls within s certain range? I've heard setting up an MMR system is incredibly complicated.

  • @Dino7281 said:

    I mean, better than nothing.

    I was asking for perk balance patch for long time, so I am really happy about it. Well, we need to wait for full patch notes to see how this goes.

    We will get lot of addon changes too, which is nice.

    About Spirit, I am happy about 1st change, because standing mindgame was lame af. I am little worried about visual cue, but we will see how big it will be, if it is just some small dust moving on ground, which will be hard to visible anywhere else than deadzones, then we might be fine.

    Of course as any killer with more than 10 hours, I am super worried about boon totems. I have no idea how they want to balance something like that, it will be either op or useless.

    It is better than nothing, it's just kind of insulting sometimes that preferring the killer role you don't get the same quality of consideration from the devs as do the survivors. Well, that's how I interpret it because it's been going on for years. But, something is better than nothing.

    I forgot about the addon balancing, that should be nice. Especially since Ghostface is literally just the same addons at different intensities. Although, it worries me because they said they're focusing on perks that are too strong as well.

    As for the boon totems, I don't even know what to expect either. I was imagining that survivors will be able to convert dull totems into a benefit until they're injured, or a generator is damaged or something. It could serve as a distraction... except why would they need them? The gens finish so fast.

  • When people say outrageous things to make it sound like they're deep in the scene. His blight gameplay is especially stupid-good. Most people just say bad things about him because he speculates and says things he can't readily prove - but that doesn't mean he's wrong, he's definitely got insight.

  • @KerJuice said:

    It’s not survivor sided-it’s SWF sided. The reason why some things get nerfed on the killer side is because ######### is so busted for solo que. Half the stuff helps to compete on a sweaty SWF level, but absolutely destroys us solo ques. That’s why the game will never have true balance. SWF needs to be private only- as in Kill your friends’ private mode. Look at Wraith speed buff. That helps him against SWF yet players say it’s a good start but he needs more. Us solo ques? We hate that #########. It’s ######### busted as hell! We can’t call out who he’s with or where he went or who’s going for the save and who stays on gens. All the time he’s zooming all over the ######### map knocking us down 1 by 1 in succession. I would have preferred him getting nerfed over spirit, cause at least she required skill and didn’t have some half ass lazy fix.

    Definintely not solo que sided:

    • maps were nerfed smaller than launch (survivors are now constantly unintentionally sandbaggIng each other, yet killers want even smaller maps)
    • barrels were nerfed
    • breakaway walls with the killer’s decision to end loops or let be and keep dead ends
    • fog severely nerfed (how is fog whisperers or “people of the fog” still even a thing now?)
    • Indoor maps have a higher probability in the map algorithm now
    • Blowing up gens when you abruptly leave them- especially if within killer terror radius (such ######### horse #########. It’s not random. It’s intentional. You don’t even see the skill check. DBD official Twitter even joked about it last year. Smh.) This was NOT in the game for the first 2-3 years.
    • less Windows
    • less lockers
    • more dead zones
    • More bad pallets
    • more mind gameable 50/50 pallets
    • swamp and Lery’s have a bad RNG where 4-5 gens can create a 3 gen within a ridiculous small radius. So ridiculous that both killer and survivor can look at all 3 gens at the same time, and would be able to do the same on Lery’s if It weren’t for the walls. Run Dejavu and/or Visionary to witness the fuckeries.

    I main killer, and I play solo queue survivor and don't feel like wraith is too strong. Sure, he can be obnoxious, and is actually scary to go against now. But it's really a matter of not panicking. Well, for the most part. I do think that they could make him more visible when he's within 12m or so.

    @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513773#Comment_2513773

    Ah yes i see that you ignore the fact that most survivor perks have no earning requirement to use them, way more survivor sided maps than killer sided ones, toolboxes and medkits, fast gen speeds, a perk with literal I frames allowing you to walk over a trapper trap, etc. Funny how they reworked a lot of maps but they're still so ######### for killer instead of them being balanced out.

    Don't forget fast vaulting pallets while standing next to them! When you consider that almost every loop once the pallet is dropped is basically an infinite, it's hard to understand why standing fast vaults at pallets are still a thing.

  • All I'm good at is finding what's wrong with things, which makes me really cynical, but at the same time I can't help but find a sprig of hope from this developer update only being part one of TWO. I am probably deluding myself here, but I'm really hoping that their next announcement will be that they're making changes to the base game that will make killers stronger. Because if it's not, I'm pretty sure I'm done. I'm downloading the elder scrolls online as we speak.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510971#Comment_2510971

    Could be.

    but I have seen many people claiming all sorts of things about how high their MMR is or how high their opponents MMRs are. And you could tell that they were not really that good… and we also know that it was always intended that killers you don’t have experience with won’t start at zero if you are an experienced killer player.

    That's true, I remember them saying something about there being some kind of averaging of someone's MMR across all killers at the beginning.

  • @ThiccBudhha said:

    No, it is based on mmr and time of day (plus region), my survivor queues get LONG during the night. There is no killer waiting for me, fam. And given I get instant queues as killer at the same time, I am not waiting for anybody either.

    Yeah, it's a stretch. It's just an idea that popped into my mind. I appreciate your response, though, because I'm really trying to gauge just how far out there the idea is. I haven't heard many people say that their killer queues are short, or even instant.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510944#Comment_2510944

    This.

    and even if they tried to implement something like this would you really expect such a system to work without bugs? I mean.. I am often defending the devs but even I know that almost everything they release comes with tons of bugs.

    Maybe one of the bugs with it is that people aren't experiencing an individual MMR for each killer; people have reported facing the same survivors on new killers as they do with their mains, i.e. high MMR survivors.

  • @GrimoireWeiss said:

    This would take tons of code to work and makes no sense. There's no guarantee the survivor that is finishing a match is going to play another one.

    I don't understand the relevance of the amount of code it would take. Also, how do you know how much code it would take?

    There is no guarantee that a survivor is going to queue when they exit the match, which is why you don't target individual survivors, and instead target a pool of survivors, specifically ones that are going to finish the match soon.

    Who will leave the match soon? Those in matches with 2 survivors alive, or 1 gen left. Say when a match reaches one of these conditions, the survivors are marked for matchmaking, even though they are in a game. Then, when four of those survivors from that pool leave their match, if they queue then they are matched with whatever killer matches their SBMM. The ones that don't queue, don't need to, and they are forgotten by the system.

    Faster matchmaking could be from survivors that are not in a game and queue up.

    As for explaining how it would work technically, I don't think that's really worth arguing here, because we know there are systems in the game that work, even though we don't understand how they work, or why. But, as an example, if you give survivors a session id of some sort, or a token to represent them in a database, like their cloud id, the match making system could use that information. But, it is fair to question the ability to crunch so much data so quickly.

  • @[Deleted User] said:

    the faster the change in community comes the better. if we keep making these complaints but the income stays the same for BHVR, then they're going to simply invest in more fruitful opportunities in case dead by daylight declines. if you really want the big corpo to care, you have to hit them where it hurts. Which simply isn't happening because the survivor main community, including me, is rejoicing in having good gameplay experience and we give the most money due to multitude of factors.

    Except their last endeavor failed (death garden), so i have a hard time believing they have anything else in the works. Honestly, they make the strangest decisions... no one asked for better graphics, people wanted better performance. What do they do? Improve the graphics, after telling everyone they were going to focus on performance. At this point, though, I think everyone would just like some balancing. I've even heard SWFs complaining that the game isn't really fun at times because it's too easy. Granted, players with comms are making it that easy.

    edit: wait, so are you saying that you think the game is fine and it's fun?

  • You have to let him came.

  • @TragicSolitude said:

    I really can't tell whether or not this is sarcasm/joking. It's counterintuitive enough to seem like the latter, since matches where the gens are done quickly end quickly and there's hardly any interaction with the killer at all.

    That's essentially what trolling is, right? I mean, most of us have seen enough trolling that it's hard to find it entertaining anymore. I usually assume that a person who does it now is just younger and hasn't burnt out on it yet.

  • @Underdawg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509922#Comment_2509922

    If you hate playing that way, then why do you play that way? Is this like when people hate watch a TV show? Are you hate-playing DBD?

    I'm not who you asked, but I can relate. Personally, I start playing and will be having fun, but then certain things happen that make me rage, whether it be a bug or new queue times. They're usually things that seem temporary, and should be fixed eventually. When those things I hate are removed from the game, or fixed, I won't be playing while feeling hate towards the game.

  • Jesus ######### christ, so much this. I've been trying to stay even keel, but it's validating to read this. Playing killer right now is miserable. I swear I could handle it if I could get into games more quickly, but waiting all that time just to deal with bullshit is infuriating. I'd rather go back to dealing with the lag of realm vs realm combat in elder scrolls online, because BHVR, I don't want to play survivor!!!

  • With survivor queue times being so fast, is it really that big of a deal? I mean, as killer, the queue times are making me play more angrily. So, if they could fix queue times, maybe they would prevent face camping.

  • Weird... I feel that SBMM allowed me to get them right away. I knocked out all adept trophies as soon as they released SBMM because I knew I'd be up against n00bs. Now I have no adepts to get :/

  • I'm Happy that they changed the intro screen to the playstation version - been stressing over avoiding that screen for years now. Pretty sure the damaged VRAM chips in my PS4 is from this game. They did it quickly after that petition, which makes me wonder why they put it off so long if it was that easy.

    I'm annoyed with the killer queue times to the extent I've been looking for a new game. I hate waiting 5-15 minutes just to deal with people who are going to quit if they're the first one downed, or you outplay some strategy that fails horribly. I feel like they want me to play survivor more than killer.

    I hate that there are often more survivor than killer challenges in the archives. I want to play killer more than survivor, and not be forced to play survivor more, which is the case right now with the archives and killer queue times.

    Beyond that, there are 15-25 perks in the game that could be removed and no one would notice. Most of those are killer perks, with some of the perks being like a tax on your bloodpoints. Having to buy perks like monstrous shrine, unrelenting, blood favor, hoarder, gearhead, dead man's switch, territorial imperative, and many more, is so incredibly frustrating with how grindy the game is already.

    I guess that too, the grind is getting to me. When a new killer or survivor is released, it takes ~1m bp to unlock the perks. Then 240k per character to unlock those perks on every killer, which amounts to about 13-14m BP. On top of that the new killer takes 6.4m to get to P3-50, and then another ~7m(?) BP to unlock all of the perks. So, the new killer to P3-50 and all perks is ~13m BP; then getting those new perks on other killers is about 12-13m BP. So, it takes almost 30m BP to integrate the new content into your progress so far. It's nearly impossible to keep up with this release schedule and keep your characters primed for playing.

    On top of this, they've made the entity so much more of an ######### on killer bloodwebs. You used to be able to trick the entity into canceling most of the bloodweb to save points, but they addressed that. I swear sometimes it seems like they just don't like people who play killer. Granted, the whole perk/BP issue for survivors is much grindier.

  • @[Deleted User] said:

    It's averaging around 5 minutes. Me thinks more people wanna play killer now

    That would make sense, especially considering that they released two licensed killers back-toback. However, the queues are long regardless of the time of day, and this has never been the case.

  • @VikingWilson said:

    The higher the killer SBMM, the longer the queue. That's what it is.

    I think the lower the SBMM the longer the queue as well. I don't play a ton, but when I do I tend to play different killers each match, and I feel perpetually stuck in low SBMM limbo. My queues never seem to get faster either.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2478567#Comment_2478567

    I have to give you a props for talking to me like I am am entitled survivor main.

    For your further arguments, please treat me like a 60-40 player, 60% being killer.

    Your reasoning is all that matters.

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