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FriendlyGuy

FriendlyGuy

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  • @DWolfAlpha said:

    https://forum.deadbydaylight.com/en/discussion/comment/664587#Comment_664587

    "The big picture" does not matter if you are a survivor in a match with randos. Likely, you don't care if they escape.

    And no, nurfing the nurse would change the game itself. I'm proposing a quality of life change that incentivizes remaining in the game. The person camping still camps, but the person being camped feels less the need to just leave. It's literally just a small boost to BP for people getting camped. Idk why this seems to be an issue.

    It's how i mentioned:

    Case1: Stay on your hook and explain to the low rank killer at the end why facecamping is a bad strategy.

    Case2: You was toxic, now the killer is toxic too. Good job.

    Case3: It's a meme game. Laugh about it and start memeing too.


    I understand your point, really, but a BP bonus for camping would maybe be abused by farmers to get ridiculous amounts of BP in a short time.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/84757/ruin-buff

    Or you know learn to play effectively without ruin.

    Gatekeeper wants to know your location.

    @TrueLegend said:

    Survivors very often spawn right next to important totems.

    Changing the totem spawn locations is one way of solving this problem, but it still isn't reliable.

    I suggest having hex perks have their totem burn only a set amount of time after the trial has began.

    Say you have ruin, the totem will be selected after say 30 seconds and only then burn so that survivors don't instantly run into the totems while finding an objective to complete.

    I just thought how hilarous it would be, if the survivors just do ALL totems before the gens and ruin is just like it has never been there.

    @dbd_noob said:

    First thought was, hell no, but the more I think about I like that idea. It encourages survivors to do dull totems, it would help with "the noed problem" and with coming perks like inner strength, ...

    Edit: 100% survivor main with 1k hrs

    You got a really good point here. Imagine the next meta really being something like:

    All survivors "Inner Strenght" instead of "Adrenaline", three survivors do one totem and one survivor two totems right at the beginning of the match. When the last gen pops all injured go in a locker to heal up.

  • @DWolfAlpha said:

    https://forum.deadbydaylight.com/en/discussion/comment/664567#Comment_664567

    No, I get it. I can see camping as a strategy. I'm not in any way saying that it should be removed. More, I'm saying there needs to be an incentive for the camped player to actually stay in the game. Otherwise, you end up with people disconnecting so that they can just get to the next game faster.

    That's the player tho. I still see your point. Look at it that way:

    You get in the game and hear a nurse scream. You know you are not good against nurse. So you dc to get in the next game faster. Should nurse be changed in some way because of you now? No, of course not. If you would stayed in that game you likely would have died, but maybe improved your gameplay against nurse in some way. You likely gonna do better against nurse next time.

    Nearly the same thing with facecamp. If the player is not just dying on the hook and struggles till the end he buys a lot of time for his mates and maybe even gets saved.

    It's a big picture.

  • You can motivate killers to not facecamp, if you just do gens. Low rank killers, that think that's a good strategy, learn it that way. Explain in post game chat tho.

    And most important as survivor: Don't be toxic. The killer decides how he'll play in the match and if you teabag him and click with your flashlight, like some Youtubers do, he'll more likely facecamp.

    Sure, sometimes you meet a very enthusiastic LF-Player with a true king basement build, even on higher ranks. Then you just need to hope for a good DS/BT/DH play by you or your mates, but most high rank killers don't play like that cause it gives you literally no BP.

    Hope that my advise can be helpful.

  • It's not fun, but sadly necessary on most killers.

    Yes i know, you CAN do good without ruin, you COULD 4k many times without ruin, but it's very very stressfull and all the other times you just loose, no matter how good you do.

  • You sacrifice your complete map control to prevent loops you can prevent without the addon too...a quite smart move ma pretties!

    (but bodyblock hag is the only useful way to play dae addon)

  • When you a forced to play Third Seal on Wraith to make him actually a bit stealthy.

    #sadlife

  • S: Nurse, Legion

    A: Plague, Huntress, Freddy

    B: Hag, Hillbilly, Pig

    C: Doctor, Spirit

    D: Myers, Leatherface

    E: Trapper, Clown

    F: Wraith, Ghostface


    That's my Fun-List!

  • Em, make hag teleport and rush the hook after, 15 seconds cooldown remember.

  • I think Trapper and Pig would be the worst, because their Beartraps would just rip you apart in reality.

  • I personally would prefer PWYF to maximize the speed. It's a meme build anyway. :D

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/663023#Comment_663023

    It isn't much for a killer game, but that's toward the high end of a survivor game.

    My point is, I walked out of an easy match with the amount of BP they would have gotten if they made it to the end of the match AND escaped.

    Ok, misunderstood it tho.

  • DS on it's own is fine, but the combination with Deliverance, BT and DH is just too strong. In my opinion DH should be changed in some way, but i have no idea how.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/662959#Comment_662959

    https://us.v-cdn.net/6030815/uploads/833/6GZRHVYH1CQ2.png

    I got plenty of plenty of points from that match and either pipped or safety pipped so that argument is invalid.

    Oh boy, 18k is not much xD

    My BP per match variate between 25 and 30k, except i use a meme build.

  • I think that idea with tokens for kills is quite nice. 4 tokens per kill, but every token kept till the end of the match gains you a 25% BP Bonus or smth like that.

  • Yes would be weird. A locker with Myers head on top 🤣

  • The real enemy on the map is the map!

    #changemymind

  • Woop woop! Nice QoL change devs.

  • Maybe because he is bad? I mean even Wraith get's some utility through his speedboost. GF got...magical uncloak because of a downed survivor 40 meters away.

  • Em, i think he's weak, but giving him mobility would be weird. Maybe he could have the ability to port to lockers to scare survivors. Would be iconic.

  • One and maybe no one, depends on my addons.

    But i'm only a Nurse Main no ProLeague Hag Main.

  • Shirtless Huntress ffs.

  • Moris are one of a few things that are still not fixed. Killers can end the match super quick, but if they do they probably depip and the survivors too.

    Additionally there's the fact, that pipping means nothing in DbD. No rank rewards.

    Moris are just bad designed for both sides.

  • Definitly Myers. Ghostface is trash, till they fix lean and uncloak mechanics.

  • MDR + Beads is lit!

    Gen Grabber Spirit is strong af, i'm not sure about Beads being legit tho.

  • Billy. I see so freaking many people crying for Billy nerfs because he's sooooo op, but against decent survivors he's just a M1 Killer.

  • @bummer_bloops said:

    https://forum.deadbydaylight.com/en/discussion/comment/661611#Comment_661611

    Proof hexes need some kind of change to stop them from going out within the first minute of the game

    Like no? Small Game Meg is hungry af!

    Seriously, Hex Perks should be risky to use and their effects are (in most cases, i look at you Huntress Lullaby and The third Seal) very powerful. I mean you get infinite exposed from Devour after three hooks. Ruin slows the game down massively, especially at lower ranks. I even thought about another Item for survivors: An axe to destroy totems faster/instantly.

  • There's a major difference between vaults.

    Slow Vault: Your hitbox is in the window, as long as you are vaulting and in the moment after that you can still get hit because the killer weapon can hit things in a short range over objects.

    Fast Vault: Your hitbox skips the window very fast and the killer only got a short amount of time to hit you.

  • My expectation is two to three...decades i think. Yes decades is definitly the right unit.

    Jk i think after the Release of the next DLC the experiments with the ranking system will stop.

  • It's not necessary on the meta killers.

    @altruistic said:

    Ruin is a crutch, like so many other things in this game for Killer. There are plenty of crutches for Survivor, don't get me wrong.

    But it's not uncommon, in the games I've tracked over 90% of R1 Killers use Ruin. That's fine though, my Small Game Meg loves eating totems.

    At least you're someway forced to do totems at all. Ruin is, even in a bad spawn, very useful to build up hook pressure with killers without mobility before three gens pop. Yes that happens to my poor Trapper regulary with Ruin+Corrupt Intervention LMAO.

  • @prayer_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/661479#Comment_661479

    Whe this game appear it seems an horror game and I'm sure this was what devs tryed.

    But survs were OP, so devs began to improve killers and their perks. So, as surv you couldn't hide from a killer anymore. He could find you when you do gens, when running, when cleansing totems, when you exit a closet or even when you are near crows or doing nothing. And also they could hear us.

    But survs had loops yet. So devs did perks and improved killers and maps, so you knew you couldn't escape from them. At the end they will find you and hit you.

    But survs could heal!. So devs nerfed healing. And what have survs now? They only can do gens. This isn't not a game with 4 survs and a killer, it's a game against time. And time equals genrush. You know the killer will find you and kill you. Ever a 20rank killer against a lvl1 surv with infinite time probably will kill him at the end.

    And what killers want know? More time. And devs will give it to them. And don't know what we will do next. Perhaps play using diversion, and see which one can throw the pebble longer.

    Sorry for my english

    You are kinda right. Some changes to survivors could be reverted, IF a seconday objective gets introduced. Because just longer the time holding M1 for healing/repair is not the right way.

  • I mean Doc got his detection ability and a inconsistent anti-loop. With some builds he is at least fun to play sometimes.

    But Clown is just boring. He got good anti-loop but thats it. Not more. Nothing more.

  • @GrootDude said:

    I’ve noticed a popular trend of posting videos to prove how unbalanced the game is but typically the killer(s)/Survivor(s) make mistakes, lots of them even. We all make mistakes but that doesn’t make the game unbalanced, we just need to accept that we made mistakes and learn from them. If you want to improve your gameplay then pay attention to how you play and learn where you went wrong.

    -Sincerely someone who thinks the game is balanced.

    Hello Mr. Groot,

    after your explanation i think the game is balanced too. I surely think it's my own fault that i can't prevent survivors using the several infinites on, let's say Coldwind farm. But till today i didn't found a way to go against those infinites as Ghostface and Doctor with my abilities as killer. Could you please be so kind and explain to me how i should deal with those infinites, sorry, i mean very long loops.

    Signed by a red rank killer.

  • @Hoodied said:

    My favorite map as killer is haddonfield... Least favorite map as survivor is haddonfield

    I still love you Baby Feng!

  • Yes, the tutorial needs an update, never thought about that. :D

  • @Cain said:

    Because gen rushing is even something that exist? As a killer main, I've not really experienced this. When suriviors do gens quickly, its because im playing bad, or not really trying. Lets be honest, I'm on one in the first 10 seconds of every game, and I get to many BS hits I cant keep count of them. I think they should probably stop nerfing the other side, and let the game become balanced again. I remember when getting to rank 1 killer ment anything at all. Now I can almost AFK it.

    Hey guys i smell something...

    ...sniff...sniff...

    Oh!

    It's a 'SURVIVOR_MAIN'!


    I'm obviously joking, but if you experience this, you probably never played Wraith against a red rank swf with meta perks.

  • I'll probably wait a few weeks, especially because the perks of the demogorgon seem pretty underwhelming at the moment.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/661259#Comment_661259

    I have no problem with rebalancing things a bit to support a more traditional win/loss system.

    I don't see why. Most other games with a proper ranking system break things down on who wins and who loses.

    @TrueKn1ghtmar3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/661267#Comment_661267

    Lol exactly there isn't any clear cut win or lose in the game that's why there are thousands of threads trying to debate what is a win

    It's quite difficult to cut out a win.

    I mean for survivors it's escaping, but what if you played super good the whole game and get catched at the end and hardcamped for a safety pip by the killer?

    And for Killers, no kill/one kill depip; one kill and a few hooks/two kill blackpip and so on, but what if you are not focusing, every survivor is on third hook and everybody escapes?


    Maybe a system with like ~10 points you loose/win after a match, based on multiple factors, are added, if you escape/kill three or more people and taken, if you don't survive/ don't kill three or more people.

    The problem of survivors would be solved. You play very good, but you can't survive at the end? You loose 6 points, but next game you'll probably gonna win 14 points if you keep playing that good. Same eith the killer problem.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/661239#Comment_661239

    I personally think the current ranking system sucks and should just go back to a simple win/lose system.

    NOED-Meta woop woop!

    Idk it feels weird to break it down on killing and surviving, just my opinion.

  • The new Bloodweb will make the grind better ma fellow friends.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/661063#Comment_661063

    I find it strange that you claim the ranking system is an indication of how well you did in a trial, only for you to start listing ways it is not a good indication of that.

    I think the devs made some adjustements with the current rank system. They try to adjust the way the game is played through it and slowly start to fix the problems behind. They didn't thought about the missing rank rewards tho.

  • @TrueKn1ghtmar3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/661083#Comment_661083

    Eh even when I was at 8 survs would just ignore totems till last gen then disappear for a few minutes while they ran around breaking all the totems

    At red ranks survivors usually don't instasave people when Devour pops up, they save last second stage and instead of it break your totem. Sure, you can just protect the totem, but then they'll know where it is anyway and break it while chase or just rush gens.

  • @TrueKn1ghtmar3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/661042#Comment_661042

    This season my lowest rank was 8 (I've de-ranked from there to ~11-12 range because all I kept getting at 8 was rank 2 swfs)

    Yeah i'm usually playing in red ranks, swf are common in my games. The rank difference is the reason for our different observations i guess. :D

  • @TrueKn1ghtmar3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/659537#Comment_659537

    I've been running it on my wraith unprotected and with ToTH on my billy I tend to get it up to 5 stacks (also billy can hide the fact the totem reached beyond 3 stacks anyway)

    What rank are you sir?

  • When i use Dying Light i usually bring a Green Mori to end the tunneling fast. Blackpip tho.

  • @Fibijean said:

    So this was a bit of a hot topic in this discussion

    https://forum.deadbydaylight.com/en/discussion/84270/weaponizing-dcs-a-long-term-worry#latest

    and it got me thinking, maybe we ought to talk about whether it's fair for killers to be able to see survivors in the lobby and adapt their loadout accordingly. Using this information, killers are able to decide whether they want to dodge the lobby or not. All survivors have to work with is the killer's ping, which is why it's not uncommon for a survivor to get into a match, find out the killer and their build, and, being now equipped with a similar level of information to what the killer had back in the lobby, decide they don't want to play the game and disconnects.

    Let me be clear: I am not condoning dodging games in any way. I think it's unsportsmanlike, and I acknowledge there is a huge difference in terms of consequences for other players between lobby dodging and dc'ing.

    But there's a reason why they do it, and perhaps that reason should be addressed.

    It seems fair to me that survivors and killers receive the same amount of information from the start. Allowing survivors the same amount of information the killer already has (being able to see the killer in the lobby, essentially) would most likely reduce dcs, since survivors, like killers, would just dodge a lobby they don't like the look of instead (which is not ideal but less harmful than disconnecting ingame). However, and I'm going to put this bit in bold so no one goes off on me for suggesting something so stupid, I agree that that is a ludicrous idea and hardly worth suggesting - so I'm not suggesting it.

    What I am suggesting is that perhaps it would be beneficial if the survivors were also hidden from the killer in the lobby. I'm aware it wouldn't do anything to reduce dc's, but it would even out the dodging playing field a bit more so that no one could justify ingame dcs by claiming that they were only doing the survivor equivalent of a killer lobby dodge - which is not an excuse by any means, but I think it is a fair point to be made. If both parties have the same information to begin with, the implicit agreement between them when beginning a game, in my opinion, is more solidly grounded.

    Like i said in another post, survivors should be able to see the loadout of other survivors in the lobby to be able to get a good team going.

    Survivors shouldn't be able to see the killer. That would make SWF even more op than it is atm.

    Trapper? Let's get a full sabo team going.

    Wraith? How bout OoO.

    Nurse? four P3 Blendettes let's go.

  • Let's say two. Two traps as a maximum and the idea seems pretty good to reduce the setup time of trapper.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/660542#Comment_660542

    Been telling them since last year.

    If you nerf BBQ and stop giving Killers tens of thousands of Aura reading perks, survivors can stop looping (which killers want) and survivors can chill and relax instead of genrushing all the time (which killers want). There was never a need to add secondary survivor objectives, if BHVR didn't force a genrush meta.

    But NO they just pump out update after update improving killer detection abilities and nerfing survivor stealth. Ironically they keep buffing killer stealth! Then they nerf survivor looping.

    So what did they expect exactly? Of course Survivors will start using perks and add-ons to do gens faster, because what else are they gonna do?

    The game has turned into this state because of BHVR's extremely questionable design choices.

    I'm not saying Survivors didn't need a nerf. Or Killers a buff. They did. But the direction we're going is completely wrong for the game. Well, they can deal with the fallout. It's already happening - horrendous killer queues were a big symptom of the issue.

    It's just hilarious that all the things they seem to be trying to "fix" the issue don't work and now we have terrible lobby pings and the worst matchmaking we've seen to date.

    What a mess.

    Survivors CAN chill. They CAN do other things than gens. But what if they tryhard?

    Stealth options aren't taken from you with the introduction of Jeff.

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