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FootMan2893

FootMan2893

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FootMan2893
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  • @Steel_Eyed said:

    They have nothing to do with each other.

    Yes they do. Billy was a perfectly balanced killer and is getting a huge nerf and limiting factor slapped on him under the guise of "extra counterplay".

    Decisive is a clearly busted perk that can be used in very stupid ways that requires less than half a brain cell on the survivors part but punishes the killer with no counterplay that doesn't end in a negative for him. Problem is that survivors claim that it's perfectly fine and not that good, even though the entirety of red ranks use it in 100% of matches. So since 1 perfectly fine killer is getting gutted with "counterplay" then it's only fair that a perfectly "fine" survivor perk gets slapped with the counterplay it deserves.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414582#Comment_1414582

    Yeah, and then he gets a 4k after survivors do everything in their power, every perk used every method in action and they still lost.

    Point being? If you complain about getting gen rushed and still manage to get a 4k, just don't open your mouth.

    Both teams were also garbage, which is also another sad point to be made about survivors. Even when they were completely terrible at looping and got hooked so damn fast it still took them no skill and no time at all to just hold a button on a gen and melt through their survivor objectives.

  • An even better one is an Otzdarva video from 3 weeks ago where a gen was rushed in 17 seconds before he could even move across the map. Another example is one of Truetalents leatherface games from recently where he went against a potential SWF. He had back to back to back chases and quick downs and he still got gen rushed. 4 gens were finished in 4:45. He never strayed too far away from gens being worked on, he got 4 hooks with 1 hook on each survivor, and a total of 5 downs.


    One of the biggest problems is you have people parroting the same phrase of "Just pressure gens" when there is physically no way you can actually do that. No matter what happens you'll always have to chase a survivor and then the rest of the team will just go do gens like normal. People act like you can just pop up at a gen, yell "BOO!" real quick at the survivor, and forever scare the survivor from coming back to that gen again.

    Otzdarva: https://www.youtube.com/watch?v=7CdIwSJRjFE

    Truetalent: https://www.youtube.com/watch?v=YBEHouthP7M

  • If they buff gens any further by continuing to nerf slow down mechanics. The games are far too fast in red ranks and doesn't leave any gap for error against good survivors. Miss 1 hit and extend a loop for a little longer than it could've been and you'll lose over half the gens instantly. You also don't have room to play anything weak if you want to have fun with weird builds.

  • @rottmeister said:

    Why is it that every time a killer or a very liked perk gets nerfed/reworked in a way people dislike they feel the need to make matches as unenjoyable as possible for the opposing side?

    Every... damn... time...

    Also this: "Ruin the game for every new player or casual friend group that you come across." is straight up disgusting. Purposefully bullying lower ranks/new players is straight up disgusting and petty af.

    Bullying newer players isn't going to get these changes reverted. It didn't work when ruin got changed, it didn't work when other killers got changed and it didn't work when legendary skins (Lisa) were introduced either...

    Really shows what kind of community this is if the first idea is to make the game unenjoyable for everyone involved.

    Well maybe if they listened to feedback and bettered the game then we wouldn't feel the need to search for alternative methods to get our input heard.

  • @Mozzie said:

    In every post about balance I will keep posting this. The devs cannot balance two separate games at one time. You can't have balance for a full swf game and a full solo queue game. Either you isolate the queue's for both and give some sort of incentive for killer's to play swf gamemode or you simply add VOIP to the game and everyone is on the same playing field and balance around it.

    You cannot truly fix anything until one of these two are done.

    Actually I already suggested the second idea and fully support it. Don't know how well built in voice could be implemented but go ahead and give them all the other coordination and communication tools they want. If it means balancing out killers better then screw it. We play against groups pretty often anyways so it's honestly not like it changes much.

  • @Sylorknag said:

    Could you please provide a link for the Twitter thread.

    I'd like to read it.

    Tru3 recently started comparing SWF with moral regular intended players.

    It's busted ASF.

    The devs are so out of touch with their own game it's miracle it survived this long. Guess not having any competition at all allows you to get way with any kind of bs.

    Added it

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410380#Comment_1410380

    And literally, the EXACT same thing could be said about

    1. NOED, you do nothing. Free insta-downs by just eating a burrito from your desk.
    2. BBQ, you said it yourself "You just equip them and just do everything as normally as you always would, no change.
    3. Sloppy Butche, same as above, just strap it on and play normally.
    4. Dying Light, same as above, strap it on and play normally.
    5. Infectious Fright, no cooldown, great slugging potential.
    6. Nurse's Calling? Same exact thing, just strap it on and play normally for Aura Reading buffs.
    7. Pop? Same, strap it on and play normally.
    8. Coulrophobia? Same exact thing, strap it on and play normally.

    You literally said, survivor perks have no way to activate, they're just automatically activated and you named 2.

    I named you a crap ton that do the same, exact thing. Just strap them on, and play normally for added buffs.

    I'm not defending survivors, I'm a killer main, but your post stenches of killer bias, fake, false sense of oppression.

    Calm down.

    NOED is the only second chance perk on that list. It's not about whether or not you have to go out of your way to activate it, it's about how much power they have. The survivor perks can either save them from the biggest fails imaginable or when used at a good time can easily win the game for the survivor side.

  • @MargretAtWalmart said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410382#Comment_1410382

    I would appreciate examples of weak killers that were nerfed. If you mean nerfs that weren't necessary I understand, the recent hillbilly nerfs were unreasonable and not needed given he is a properly balanced killer, but most their other nerfs were reasonable and made sense. Some of the perks buffs seem to me a little broken. Franklin's will highlight dropped items in a white aura when within a 30 meter range and after dropped, items disappear after 90 seconds. Lightborn makes it so all flashlights and firecrackers are useless (literally! You are immune to being blinded) and the survivors who try get their aura revealed for 8 seconds. I don't really like the changes to knock out and tinkerer but honestly I can see why they are being changed the way they are. You need to understand that it can be difficult balancing a 4 v 1, especially when they are expected to release something completely new and different every chapter. I'm not saying that's an excuse for everything, especially since this game is so buggy and a lot of perks are either must use or useless which makes gameplay quite dry sometimes. This game isn't perfect but the devs are still getting their bearings with things, they are trying to update every texture in the game, they're trying to make this game cross platform. They have a lot on their plate at the moment and a little understanding of everyone's situation at the moment while we wait for balancing and fixes would be nice. In conclusion, Both survivors and killers need to suck it up for two seconds. the game is unbalanced. The game is so buggy it might as well be a bug. Survivors need..... something. Killers need....... something.

    They nerfed legion by removing on hit effects from frenzy stabs so you could no longer synergize with Sloppy Butcher, and that was LONG after his rework to gut him into being a garbage fire for a killer.

  • @hahadrillgobrrr said:

    https://forum.deadbydaylight.com/en/discussion/168196/leave-it-to-the-devs-to-nerf-that-which-was-balanced-for-no-reason-besides-survivor-biased

    Billy will most likely be fine even after the changes. Don't overreact before you have tried him. And that pallet addon actually looks insane. You can chainsaw through pallet AND injure or even down survivor if he/she was injured.

    "Survivors hit with the chainsaw are damaged for a single healthstate." Now unless I'm misreading this because they don't know how to word things properly, this means it's a permanent speed limiter. Yeah, no.

  • @LetsPlayTogether said:

    infinite chainsaw is fine. sure. revving the whole game is fine. sure. his addons were fine. sure. you really didnt think like that, did you? he needed theses adjustments, and they did nothing more than adhusting (despite we dont even know how they changed the addons).

    Does almost nothing of value besides looking cool. Also does nothing. Infact that actually hurts him because he slows down while revving. His addons needed changes, but in exchange for slightly better addons they're also tacking on a nerf and still continuing to create useless clutter for the sake of appearances.

  • @LetsPlayTogether said:

    You got stunned by DS, the survivor is now basically escaped. LOL.

    Actually he did escape. That gen they were squatting on when I killed them was the last gen which they died to complete. The last remaining healthy guy unhooked the other dude and started opening the gate that spawned right next to the hooked person. If I leave that spot then the chance of an unbreakable is high, and even if I don't the third person who was unhooked as I was picking up the 2 gen jockeys easily gets around me to pick those 2 up.

  • @GoodBoyKaru said:

    Hi can I interest you in the concept of either slugging or knowing who you recently hooked to be cautious?

    Like I get dsed when I'm not tunneling sometimes but damn the way people on this forums phrase it its like they get hit by it 4 times a match whilst not trying to tunnel. That doesn't happen unless you're so far ahead DS won't do anything.

    The point is that we shouldn't have to play around clearly broken game design. This absolute joke of a perk shouldn't exist, period. Things like borrowed time and DS has done NOTHING but continue to frustrate killers for years. They'll remove Ruin entirely the moment new players start bitching about it but when killers have a problem with survivors we're LITERALLY told by the devs who aren't even good at their own game that we just aren't playing right.

  • @chase131119 said:

    DS isn't an anti-tunneling perk stated by the devs.

    Whether you disagree with them or not is up to you, but oh well.

    Then it should be removed or gutted because it gives way too much protection.

  • @thottiepippen said:

    You play your own way and throw a fit when it doesnt work. Do you really think this forum is going to be a soft place to land? Grow up.

    I tried a build to actually enjoy the game. If you're telling me I deserve to lose for not playing a maximum try hard build just to compete with overtuned survivor mechanics then this game should probably die out.

  • @IceCreamPrincess said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407058#Comment_1407058

    Well, first off you never mentioned the toolboxes, so thats fair that the gen went faster, but survivors using toolboxes to rush the first gen is actually good for you, since its a waste, and means they dont have more useful tools like medkits and keys. Also, leader doesn't do anything to help with gens.

    As for what you say is our main flaw in our arguments is not that you should slug the guy and chase the second, but instead just wait a mere 5 seconds before hooking the rescuer, so that way the guy they rescued no longer has the endurance effect and can't safely unhook right away. Doesn't require slugging, and forces a 3rd survivor to help

    And the final part, giving up because 2 gens where done, whilst you had 2 survivors injured and 2 hooks on them is stupid. Gens will be done, and 2 gens is not the match over. Of course if you're not having fun then dont play, but this is more a you problem than a systemic issue with the game

    And a point i never said, survivors want to survive, using the best tools at there disposal isn't something to blame them for, or get angry

    This post was never about the game being winnable. It was about how the survivors gained so much pressure and leverage doing things that was practically uncounterable. 2 gens were done in the time span of 2 hooks that happened almost back to back. 2 out of the 5 survivor objectives were done in the time span it took me to get 2 out of the 12 hooks necessary to win the match.

    And I would've been further punished if I pursued those unhooked survivors and gained nothing of major value off of it. I could've won, yes. But it would've been a ######### match regardless of what happened and left me equally annoyed. Also they had maybe 1 toolbox, and I meant prove thyself, not leader. I get those mixed up sometimes.

  • @Frareid88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407056#Comment_1407056

    I'm quite happy to play against 4 blemdettees with flashlights and get tea bagged. Do you know why?? I have a life and don't let a game impact my life

    So basically what you're saying is that you have no place in this argument. Good, you can play the game how ever you want and treat it however seriously you want to. We're not obligated to follow the same standards. Go live your life and let us play our little games however we want then. Or are you saying this thread on the internet impacts your life in some meaningful way that makes you want to continue arguing?


    Also you're contradicting yourself with your previous post. If the game doesn't impact you in any way how are people like me ruining it for you?

  • @IceCreamPrincess said:

    From what i read from the post, the issue you have is with the gen speed, RNG of spawns, and "braindead" perks. RNG is RNG, they could of spawned together on a gen you patrol first, or seperate, far away, close by etc. Thats just bad luck, but losing one gen is far from a game loss, especially when you are then close to 3 survivors

    Gen speeds are also being looked at. It takes 3 survivors roughly 30s without toolboxes/perks aiding them, which as wraith i know for a fact is more than enough time for you to get to any generator if you beeline straight for it, so i believe you might be being a bit dramatic with your words

    And as for that hook trading fiasco. Yes it was perks that enabled them to get away, but it was also you who turned that into a "losing" situation. From what you wrote you downed and hooked a guy, they get unhooked whilst you down the savior, and then immediately put the savior onto the hook. Say you waited just a few seconds, you could have hooked the guy and the first survivors borrowed time would have expired, meaning you can then down them and create shedloads of pressure

    2 gens popping early into a match isn't an issue either. Gens happen, if they're not going to happen thats the matchmaking really fouling up and giving you a team to crush. In the Devs idea of a perfect world, if you go against teams your level and skill, all 5 gens will be done and 2 people escaping. Only reason i would say that is bad currently is the way the emblem system works but thats an entirely different story

    There are "braindead" "uncounterable" perks on either side, but you being out played by them is your own fault. They are as much a part of the game as anything, and you yourself admit you where playing around BT in the first place so it wasn't ignorance that got you into your situation. Infact, you could have turned there hubris over there perks into a hook and a slug, which depending on your playstyle is a GG

    Obviously I didn't make a straight line. I walked around the main center building of asylum while looking at the other 2 gens along the way. But considering the area there was no way I could've gotten to that side of the map any faster. They did have leader as well as toolboxes.

    A major flaw in your argument that everyone else is also using is that you assume I can just down them whenever I want. "Just eat the DS." "Just wait out BT and slug." Completely ignoring the fact that they have plenty of pallets around and strong structures. The best thing I could've done was wait about 5 seconds and slug the person who got unhooked first and then attempt a chase after the second. The problem with that though is he'll either have unbreakable or his teammates will get him up in no time because they aren't that far way. We were directly outside of the central building and they were completing the upstairs gen. That place is filled with god pallets.

    I slug the first, chase the second into shack, MAYBE get him at best 20 seconds later, and then by the time I get a hook off 2 people will already be on another gen. It's not impossible, but NOTHING about this game was going to be enjoyable in any way at all.

  • @ccactus623 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404315#Comment_1404315

    What do you want ? You chose to use weaker perks on a weaker killer on a weak killer map. And even with all that it sounds like a okay start don't be afraid of DS the good thing about using it first hook is on their next hook they won't have it .as others have said you can't win them all but DCing is not the answer

    So because survivors are unbalanced I should just accept the fact that I can't play with fun builds. Gotcha. I'll try doing some Spirit games with ebony mori.

  • @Frareid88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404315#Comment_1404315

    https://forum.deadbydaylight.com/en/discussion/comment/1404315#Comment_1404315

    Im so stupid? I didn't DC because I can't handle how other people play. If they both had DS and used it that's it done for the rest of the match. 1 perk down. Your the reason the community is toxic because you want people to use perks you can down them and hook them with

    So again we come back to the point where survivors like you think it's fair that you can gain a massive amount of leverage on killers by using game mechanics that require next to no skill, practice, or thought at all. People like me aren't the problem, it's people like you.

  • @Toxicity23 said:

    https://forum.deadbydaylight.com/en/discussion/167706/can-we-get-iron-will-but-for-killers

    ......

    Please tell me you're meming.

    Please. Please. Tell me you are joking.

    If you aren't.

    I might just go into a long rant with me making fun of a certain OP's intelligence.

    I thought the sarcasm was implied well enough. But I do think the growling is way too loud. Should be removed entirely in my opinion.

  • @Jasuo said:

    This perk is so ######### weird to me. People claim it's insane at finding people and providing info, and popular streamers tend to gravitate towards it as well.

    However when I use it it feels like it doesn't really help me find people. I walk toward an area, it lights up, and then I patrol the ENTIRE ######### place without finding anybody, so I start walking to a different area and it stays lit up the entire time. It feels like I'm trying to find my way around in the dark.

    Do I just suck at utilizing this perk? Or is it overrated for what it is?

    Play doctor. Whispers is such a damn good perk because it basically tells you when to use your static blast as they share the same range. Walk around and wait till whispers pops, use static blast, find survivor, chase and down survivor, rinse and repeat.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404275#Comment_1404275

    The issue is nowadays everyone thinks he is the best gamer in the world. Losing always means bad game mechanic and never less skill

    I'm sure it was TOTALLY a problem of lack of skill and if I held W better I could've totally walked to that Gen faster so they couldn't complete it by the time it took me to walk an almost straight path to them. I could've also probably pressed space bar better to hook those guys while the other 2 did a gen.

    Also as a reply to your second comment: If you think this post was me complaining about that game being unwinnable then you've completely missed the point. Try again.

  • @Artick said:

    So you admit Spirit can easily 4k, which by definition is terrible game design. But at the same time you say survivors are the ones carried by terrible game design.

    ???

    I'm saying that at the very least I'm not a bad player and if I was playing something strong and meta I could've wiped that lobby with no where near the same level of frustration and effort. A bad killer is not going to win those matches, and even a good killer will struggle. Huntress is considered top tier and players like Ralph still regularly lose to coordinated groups.

  • @Johnny_XMan said:

    "Over privileged survivors" 🤣 I can't. I really can't.

    And meanwhile they were all being altruistic and no one was on a gen.

    Did you miss the part where a gen got done in the time it took me to kill and hook a guy suiciding for a trade?

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404528#Comment_1404528

    I am so sorry i didnt get that you only wanted to tunnel those two survivors carelessly. LOL

    The point was that I was punished by game mechanics from the survivor side that took no skill, effort, or thought at all.

  • @LetsPlayTogether said:

    Disconnecting cause 3 gens got done. Its always amazing to see how kill players lack game sense, just thinking the game is done after 3 gens.

    You're not the first and probably not the last, but I'll still correct you. You missed the entire point of the post. Read it again and then read the comments. Also it was 2, not 3.

  • @tippy2k2 said:

    So 2 gens popped and you had the opportunity to punish bad plays by making them piss away DS that early but instead quit the match because they gifted you easy hooks?

    Or if you didn't want to eat the DS, you could have slugged them and made them waste a bunch of time getting them back up.

    Like, am I misunderstanding what went down here because it sounds like you absolutely could have and should have punished survivors doing bad plays but decided to quit instead...

    1 person has BT and is on the move and I'm not chasing him into shack just to get a DS slug, the unhooker probably still had a few seconds of BT up, and even if he didn't that's still a DS slug. I can go and waste my time ATTEMPTING to find 1 of the other 2 guys but that's unlikely to happen successfully. Even if I do find 1 they've really wasted nothing. DS would still up for the both of the suicide survivors until I eat it, it's not like BT has limited uses, and in that short period of time that resulted in only like 2 pallets wasted and 2 hooks 2 whole gens flew by.

    Maybe I'm just bad at math here, feel free to tell me if I am. But even IF the match continues at that pace I'm still only going to kill 1 damn person, MAYBE 2.

    Hypothetically speaking though, even IF I kill all damn 4 of them and have my self a ######### victory dance around the hatch, what was the point? I've gained nothing of value having to play against that brainless broken ass gameplay that does nothing but frustrate killers.

  • @Frareid88 said:

    https://forum.deadbydaylight.com/en/discussion/167732/survivors-are-carried-by-terrible-game-design-and-pretend-theyre-not-heres-proof

    Just because you weren't going to win doesn't mean you need to throw your toys out the pram. This game has turned into people saying poor me poor me. It's a game. Your not going to win 100% of games. Instead of DCing just farm some points and get on to the next one

    You COMPLETELY missed the entire point of the post. They didn't outskill me. They held space bar on a gen quicker than I could physically move my character at the start of the game. While part of their team continued to hold down space bar on a gen their other teammate just runs at me and gets the guy off the hook. The other guy then comes back and unhooks the second dude and they both PUNISH ME by having a perk that literally requires no skillful action or thought to use as a get out of jail free card.


    If you think that it's fair they can gain so much power and leverage by doing nothing that I couldn't teach a 5 year old to do in a day then you're the exactly the sort of delusional player that I'm talking about.

  • It finally happened. Someone is actually asking for clown nerfs. Damn......

  • I love lightborn actually. Spot 3-4 flashlights in a lobby and I just swap over to my billy and proceed to counter the bully squad. People get really confused and start to panic when they're firing 3 laser beams at my head all at once while picking someone up and it doesn't do a damn thing. It's a rare occurence, but so beautiful when it happens.

  • Actually me and him were both wrong on that one. It's 92% for 1 second while switching modes, then it drops him down to 110% while actually moving with it. Combine the initial slow down and the turning problems in a loop and in practice you're still losing ground on survivors.

  • @CookieBaws said:

    He already moves at 115 while channeling, why do you need more?

    This is incorrect. He moves at 92% while channeling.

  • @rpqu said:

    Legion is an exceptional killer, being able to apply pressure to everyone at once and even see people in lockers. If you think legion is bad you're probably playing him wrong because not only is he super fun but he keeps everyone injured easily, not to mention he's good for locating survivors as well.

    No, he doesn't apply pressure to everyone at once. Hate to break it to ya but even with his best addons to increase ability duration you aren't doing ######### unless everyone is right ontop of each other. Survivors that are farther than pissing distance just have to hold that magical W key and run in a straight line and they'll outlast you. Now you're punished because you're waiting out your stun recovery and whoever you hit before probably just dipped and is another area code by now.

    If you're trying to use his power as an easy first hit then ghost face is better. If you're trying to just make everyone injured then plague. It also doesn't mean ######### even if everyone IS injured because then they don't have to care about healing and just power through it. Or they just heal because it's not like it takes that much time, and it's not like he's really pressuring the rest of the map that much.

    Playing against some red ranks and getting a 4k also doesn't mean much when the ranking systen is about as scuffed as legion is. The amount of people in red ranks who just camp pallets and couldn't run a loop on a nascar track is way too damn high.

    What he does as a killer is just not impactful on the game at all, and to make matters worse he's not even good at what he does.

  • I'd like to see the ability to be able pop gens using his bottles from a distance, and then also an addon the makes survivors wobble when intoxicated.

  • @flufflypillow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031138#Comment_1031138

    That’s not even close but okay. I did give logic behind my argument, but if you wanna think that then go ahead. Sure some parts what I said wasn’t too nice but you really shouldn’t be talking cause you’re doing the same thing.

    The only point you made is that you personally don't like protecting every single gen, and everything else was you telling me how it should be with no argument or logic to back up anything you said.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031949#Comment_1031949

    Who cares why BL was changed? It's still a buff for killers since survivors can't use it to extend chases against M1 killers as much as before. The developers wouldn't change BL if they were survivor mains.

    Instaheals provide more counterplay for the killer, and could've been left in a broke state if the developers didn't care about killers.

    As we all know, EGC is extremely favorable for the killer, and finding the hatch is pretty easy once it's spawned in. All you have to do is slug, find the hatch, hook near the hatch, and use the sacrifice animation to reach the hatch before the last survivor does. This effectively, approximately 84% of the time, guarantees the killer gets a 4K every time they get a 3K. The only thing saving that survivor is if they get an indoor map or hope geometry is against the killer's favor. Developers, again, added a mechanic that makes 3Ks into 4Ks just to end the game.

    About DS, if the developers didn't care about killers, they would've left it in its original broken state. However, again, you don't look at that, and only focus on the part you wanna see. I know DS can be strong, but unlike before, it has way more counterplay. You have to take everything into consideration of you want to get an accurate view of balance.

    Overall, the developers aren't biased at all, they will make changes where they see fit. Just because X got changed doesn't automatically mean they are Y biased. If you take a look into the patch notes and see everything, you would understand my opinion better.

    I'm willing to argue this further, since I'm trying to break the stereotype that developers are survivor biased.

    I've said this 1000 times and I'll say it again. Making necessary changes to the game is not the same as normal balance. If those changes weren't made killer would've been/remained unplayable. In this case though with the removal of Ruin killer is still very much playable, it's just a decent bit weaker overall. The nerf probably won't affect higher end killers much for killers who were already weak and relied on slow games to even function properly this change is death.

    They can afford that. And I'm not making them out to be some cliche movie villains who just want to destroy killer because they can. Their goals are very clear, which is to say survivors are the cash cow of the game and how they keep the lights on. I've also said this before but I don't think they're terrible people for looking at it from a business perspective, I just think they're bad developers.


    Also you should read the patch notes yourself. They've directly stated, multiple times in fact, that the reason for nerfing Ruin was because it negatively affected new survivors who somehow couldn't hit skillchecks or find bright glowing totems.

  • @bumbewildered said:

    What I don't understand is where was the gen speed complaint 2 years ago? It's been more or less the same since I started playing and I only started hearing complaints about when EGC was added. As mentioned before recent patches have been trades. A perk that could possibly make one map slightly harder for killers to down a survivor on got nerfed across the board. A perk that literally only affected players with bad computers or no experience got changed to affect everyone evenly. An add-on that could extend a chase 2 health states got changed. A killer that could use a rediculous combination of add-ons to make any survivor have no chance of escaping had add-ons nerfed. Moves and countermoves.

    Because metas change and people grow. Early years saw survivors running the map a hell of a lot more. "brawling" the killer so to speak with much stronger mechanics like the looping which had things like pallet vacuums and much stronger god loops or infinites. Altruism was also different as a lot more people did things like sabotaging hooks, body blocking, spamming insta blind flash lights, ect.

    Basically people focused more on fighting the killer and didn't figure out how quickly gens could be done until all of those previously strong tactics had been toned down like they should've been.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/1032076#Comment_1032076

    Um, game was in a functional state during The Last Breath. I think you need to stop misusing the word until you understand what it actually means. "Broken" means it can't be played at all - and it was most definitely playable.

    I also don't recall saying they were perfect. I said they make a lot of questionable decisions. And when those decisions were badly made, they've backtracked as necessary.

    So to sit here and accuse them of survivor bias just doesn't fly with me because I'm not seeing. And I come to you from the perspective of somebody who has played this game 75% of the time AS A KILLER.

    Frankly, I think many of my fellow killer's need to stop accepting Tru3's word's as the gospel because he's so goddamn close the subject matter, he's ceased seeing the forest from the trees. While he's good at the game, he has so many damned mental shackles on himself about how the game should be played that it's become impossible to take him seriously anymore.

    You mean during the same era as infinites on just about every map, the rise of literally unbeatable SWF teams, insta blind flashlights, and survivors clearing maps of all hooks then body blocking to prevent anyone from dying? Legit the worst era in dbd history besides beta? I mean sure, I could press a button to queue up and get into a match, and I could "play" it, but that doesn't mean it was even remotely playable.

    I listen to very little of what he actually says. I use his GAMEPLAY though as reference material because realistically as someone who plays the game for a living he gets in a hell of a lot more hours than I can which makes good study material for when I'm not playing. Otherwise though he's the type of person to fail chase mechanics hard and start ranting on with "These survivors are so damn optimal. Literally top 0.5% of the playerbase".

    Same thing with Otz. I think he's a really nice person and he can be a very damn good killer, but then you have cases like him running around with new ruin on PTB, seeing a gen regress for like 2 seconds, and then saying "Wow, Ruin is doing so much for us this game. Getting so much value." in a completely serious non ironic manner.He's also prone to playing by the survivor handbook which I think is so damn stupid.

  • @FrenziedRoach said:

    FFS, the devs are not survivor-sided

    If they were survivor-sided we'd still be in the dark days. We'd still have true-infinites and a host of other BS things the survivors used to be able to do.

    I'm not saying they're perfect, but if you look at this game in the long term like I have, they're going in the right direction.

    Making necessary changes to keep the game in a functional state does not make them neutral. And going from making a ######### ton of horrible balance decisions to slight under a ######### ton of horrible balance decisions doesn't suddenly mean they're no longer making horrible balance decisions.

  • @Aura_babyy said:

    This will mostly be directed to the Killer mains who have preven to be the most upset, as the outcry has snowballed from actual feedback to just plain nonsensical insulting.

    *Survivors whined about Spirit and Nurse and they were gutted!

    - Yes, they were. Nurse and Spirit had the highest Kill ratio in the game, coincidentally, it was mostly because of ridiculously powerful addon combinations that just pretty much guaranteed you a win even if you were a potato.

    *Survivors cried about Ruin constantly and that is why it was nerfed to the ground. You can hardly have a good match as a killer now because of gens going too quick. And some Killers needed Ruin in order to have a slight chance at the game ie. Clown!

    - Actually, Ruin was mostly complained about by both sides in amounts that are almost parallel to one another. Killers would complain that, A) Ruin was gone so early in the game. Or B) Good Survivors would just power through it, making it an useless perk against them. Survivors on the other hand complained about it's use in almost all of the games they played, and was a heavy punishment perk for mid to higher ranks ( most notably Console). As for Killers that "need" Ruin to get something out of a match, These are just Killers that should be the next target for reworks. I do not count Trapper and Hag as a Killer that needs Ruin though. They have extremely powerful late game potential and should make the most of it.

    *Killers are the only ones to get nerfed, Ruin gets gutted and Survivors still have DS, BT, Adrenaline, and Keys!.

    - This is such an ignorant thing to say and you should never look at things for events that happen within a month - 3 month span. When Ruin was nerfed, hysterical killer mains fail to see what the future may hold and completely dismissed logical thought that changes to GENS or MAPS or how survivors INTERACT with gens would be introduced in due time. BHVR had made it known that with the changes to Ruin, they would be able to collect proper data and see where their focus should be at seeing as the players all have different opinions on it. By the by, if you take DS statistics and times it by X4, there is absolutely no way it should reach a margin of 45% use in ALL GAMES, Which was Ruin's percentage. Don't ignore what the devs could possibly be trying to achieve here.

    *Devs are Survivor biased. No doubt about it.

    - Okay. This is a bit of an oddball one. This seems to change whenever each side is nerfed and the claims start to shift depending on what gets nerfed. In recent posts, a lot of people and some notable streamers have said that devs are really survivor biased. Now, the most common people you see from the BHVR team on the forums is @Peanits and @Almo . Whatever they post or respond to almost always seemed to be flagged as survivor biased or incompetency (being rude to someone who hasn't with you is what this was). I can assure anyone who bothered reading this that it is most likely not the Intention of these 2 lovely people to convey themselves as favoring one side. Could they change up their posts a bit so it is more polished and maybe cue in the playerbase as to more in the why and what the future plan is with an update is? Of course they can. But these are people, like us, that make mistakes and are not perfect or omniscient. We should also take note and remember that whatever Almo and Peanits say does not reflect the views of all of the development team. This is far too common of a bad habit, and we should look at past history as to why it's bad. Racial Stereotypes that were frowned upon and we managed to move past as a society is a good example as to why it's bad to place labels like we are doing now.

    Anyway, Casing point... Can we PLEASE stop going at each other's throats, witch hunting the devs, and cursing those that wanna improve the game by just playing it and making constructive feedback?

    I know it's too much to ask for people to leave behind the sarcasm and insults. This is not a thread meant to be provocative.

    And for a different topic to think about while you are here. What's your favorite cookie? Mine are Oreos, they're devilishly tempting and I absolutely love them, goes great with any kind of milk.

    Nurse and Spirit were the killer's tools for countering maximum try hard SWF groups were/still are not only capable of fighting on equal terms with an optimal killer but even manage to beat them as well.. By performing nerfs to appease solo survivors they're saying it's fine for the killers to suffer so the survivors can enjoy the game more.


    The excuse that Ruin is inconsistent is exactly that, an excuse. Just because it didn't work 100% of the time doesn't mean it's ok to take it away. The biggest reason for outrage was because their real reason for removing it was because of the negative effect it had on newer players. Because it prompted new players to learn a challenging aspect to the game it wasn't fair, so without any regard to high tier play they scrapped it. And yes, I consider Ruin as having been removed entirely because the mangled leftovers they gave use can't even be considered a perk outside of its combo with surveillance.


    We know what they're going to do, that's why we're pissed. Their entire stream was them specifically telling us that they aren't patching/balancing anything in return for the Ruin nerf. They're not counter balancing survivor either. They stated that what they currently have/the direction this patch is leading the game into is what they want. The only POTENTIAL changes they said might happen is a toolbox rework and map reworks, both of which are vague IDEAS they mentioned and made no specific promises on.


    The devs are survivor biased, and this last argument you made has nothing to do with them not being biased. The only thing you talked about was how a couple devs conduct themselves when commenting on posts. What does anything you said have to do with balance decisions favoring survivors?

  • Sounds like someone beating the devil out of a really old banjo. It's actually pretty distracting as a killer.

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030486#Comment_1030486

    I never said the game is balanced. I said it is much better than it was. I also said survivors have been nerfed significantly, of which they have. Old DS, old healing, MoM (a fiasco from the start that never should have been added to the game), and several other things.

    Killers are better off than what the whiners on this forum make it seem as well. There are lots of things that need to be addressed, but not so it tips balance. For instance, I'd like to see a perk to protect totems for a set amount of time similar to Corrupt Intervention.

    The answer is in looking for things that do not cripple an entire bracket of survivors or killers. Gen time changes favor bad killer who hang out at lower ranks just to focus on camping and tunneling. That makes it harder to attract and keep new players and hurts the game as a whole. I'd rather see other, more creative ways, to help killers get more map pressure, not ways that assist lazy play styles.

    Your idea wouldn't be bad at all if the whole point of this thread was about them being biased. As I said, they're survivor sided. They see NOTHING wrong with the current state of killers and if anything still see them as needing further nerfs/tuning. They've made it very clear that adding in perks or mechanics to buff the safety of hex totems is the last thing they'll ever do.


    Also, I'm not against weeding out bad/lazy players. It's just that bad gen times hurt the majority of lower tier killers, and it also boosts the survivors as well. Who needs to learn anything skillful about survivor when you just hold M1 on some gens for a few minutes and escape? Maybe grab a dull totem or 2, and if you get unlucky, get found, and caught and die big whoop try again.

  • @flufflypillow said:

    https://us.v-cdn.net/6030815/uploads/815/Z85R0DR845J6.jpeg

    Gens speeds is a risky one for them to do in my opinion cause both sides will complain. If they make it way too slow survivors will get upset so they’ll have to WASTE their time fixing it. Gen speed is fine it’s in a good spot right now and I see what they’re trying to. I don’t wanna waste my time protecting bad gen spots so I’ll let them pop and let survivors three gen themselves. I don’t know why you’re complaining (ruin change most likely) about gen speeds when their are bigger issues. If you’re that upset over something stupid then I suggest taking time off this game. Gen speed is fine by how it is right now and will they change it in the future most likely, but not right now cause people aren’t complaining like crazy.

    btw this game is NOT “Killer sided” or “Survivor sided” you sound like a five year old when you say that even though it’s clearly not. How about try playing both sides a lot and remember about old updates or just take a break.

    You just basically said "I'm right, you're wrong. Shut up." and gave no logic behind your argument besides "you're a big dumb dumb".

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1029540#Comment_1029540

    Not exactly worried about having your faith. Facts are facts. If you learn to focus more on the gens than individual survivors, you do better. The highly coordinated SWF is another thing all together. If all survivors played that well, this would be a huge issue. I got owned by one last night, but that was a 1 time match out of more than 20.

    As for boxes, they will make them more fun, but likely address their speed.

    Survivors spent 18 months getting nerfed. It was some of those nerfs, combined with the high propensity for crappy teams and camping killers, that pushed me into killer mode almost 2 years ago. To say they are survivor sided is short sighted and lacking memory.

    It's because I remember how the game was and how hard killers had to fight both the survivors and the devs for changes that I think they're completely biased. I remember what launch was like and I'll never forget it. How long did it take, how many months of forum posts and feedback for them to start giving killers the buffs and survivors the nerfs that was needed? All the while spouting that ######### was "fine". Anytime I hear someone talk about survivors getting "nerfed" from way back when I immediately lose any interest in talking to that person.


    If you think survivor was balanced a year or 2 ago and that those nerfs were wrong then you're delusional.

  • @Skywclu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026825#Comment_1026825

    Who said they are making it less powerful? Just because it cant synergize with other slowdown perks doesn't make it a "nerf", it just means that they are changing the way the perk operates.

    Because the perks as solo aren't good and in order to make them viable they're usually stacked with multiple others. By changing the perks so that there are mechanical limitations that prevent multiple from being used it's a hidden nerf as no one will use them by themselves. You only see things like thana on legion because it's really the only thing that synergizes with his kit, not because it's statistically good.

  • @Warlock_2020 said:

    They are also looking to nerf toolboxes. You guys have to get over yourself. Of my last 25 matches at red ranks, I've had only 7 escapes. 4 of them came in one match where I tried a new build and strategy where I made a ton of mistakes.

    Killer is harder than survivor, but not hard to play. The problem with most of the whining is that too many killers don't know how to adapt, they don't keep gen pressure in mind, and they zero in on the chase over all else.

    I feel like a parrot at this point with how often I'm replying to similar questions. But I guess ya gotta work for a cause.


    Toolboxes are NOT getting nerfed, atleast not definitively. They SAID they're looking at them, and looking for potential ways to make them more "fun". You can choose to interpret that as "We're going to nerf them", but I strong believe in taking that as "If by some chance we do change them we'll look for a way to make them mechanically different, maybe even add in a mini game."

    They literally already said they're not only fine with 4-5 minute games but that's basically what they want out of DBD. What reason do they have to nerf toolboxes?


    Also you lost my faith when you said gen pressure. Nice meme. Even I thought it was only a rare occurrence until I also started getting matches where literally just walking to a gen was enough time for ######### to fly. Chase a survivor? If they have safe pallets or strong loops god have mercy on the other gens cause those ######### things are gone.

  • @monstermaster42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026777#Comment_1026777

    Really??? Wow how dare they, people that create the game and literally control every aspect of it, that know what they're trying to do with it, not to mention knowing what future updates will come out, say they are happy with how something turned out and express that they won't change it because thats how its supposed to be, i am shocked and appalled that they dare tell me, a player, how to play their game

    We also know what future updates will come out as well. They literally said all of this ######### on stream and said what direction they want to take the game mechanics in. They're not balancing things out in the future, or at the very least they have 0 plans on it right now and won't do it until it becomes a major problem enough to destroy the killer playerbase.

    And I hate to break it to ya but just because you get a paycheck to balance/design the game doesn't mean you "know what you're doing". They've made terrible decisions and have absolutely no clue what they're doing at all. The only thing in their eyes is catering to survivors for revenue.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1027970#Comment_1027970

    It's the best we have, and the ranking system more likely than not, will match red rank killers against red rank survivors.

    If you don't want to believe the statistics, I'll go ahead and pick the top 3 recent (from today's comment) videos from a random content creator.

    I'll be using Tru3ta1ent since he's the first that comes to mind and he's a great red rank killer:

    https://youtu.be/d1WJRewDblI

    https://youtu.be/Ze38KaWnNWc

    https://youtu.be/eWPAZaRVJNc

    I haven't watched the videos, but I can almost guarantee he gets at least a 2K in all of the videos. 😁

    Problem is a 2k doesn't fulfull either win condition. If you're a traditional player then a 2k is a tie at best, and if you're a rank based player then a 2k is probably a depip on a lot of killers. The issue is that win conditions, both from a player perspective AND balance perspective, are not tuned properly. I have an entire rant I'd like to go on with that specific topic but unfortunately I require sleep. I'll be sure to come back to the thread (if it's even still active) once I wake up.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1027290#Comment_1027290

    https://forum.deadbydaylight.com/en/discussion/comment/1027389#Comment_1027389

    Here's my counter arguement:

    If the developers are survivor sided and doesn't care about killers, then why does statistics show otherwise? Killers are above their 2K standard for the developers with the lowest killer being an average of 2.4Ks of all red rank matches.

    As I mentioned in my previous comment, Freddy's rework made him one of the strongest killers in the game.

    I don't see any survivor bias here nor killer bias, the developers are just making changes where they see fit — not because they want their favorite role to be OP. 😁

    https://us.v-cdn.net/6030815/uploads/768/6ODGJMZJA4GR.jpg

    But sure, let's pretend the developers don't care about killers. Didn't make changes that benefit both sides, and act like the game is still how it was in 2016.

    You can't keep using the developers past as a way to say the developers are survivor biased, obviously the developers in 2016 and the developers present day are two completely different set of people. :P

    This is the one thing I'm not entirely certain on, but I vaguely remember this exact poster getting thrown around on reddit and then the devs calling it out to say that this was not an accurate statistic.

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