Happy2Heal4You
Happy2Heal4You
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Do you know who else bought the game? People who actually want to have a normal match where there is 4 survivors who only every get out of the game when they die. By DCing you are being selfish to yourself and are purposely ruining other people’s enjoyment. Just because you buy a product does not mean you are entitled to break the rules of the product.
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Only like 1/5 killer games are frustrating for me. So I would be averaging a higher amount of good and fun games then I would frustrating games. So I’d say killer for 24 hours.
Solo survivor for 24 hours would most likely frustrate me way more due to many factors like my teammates, killers who do scummy stuff like mori off of first unhook, the wait times. There is a lot of fun stuff with survivor like getting chased and not knowing what killer with what load out you could be going against, the amount of perk builds and combos you can do with survivor perks compared to killer perks. But overall killer would be better.
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I also love the classic: “ It’s okay to DC if I’m not having fun because I’m slugged or getting camped. This penalty is big dumb!”
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Jesusgorgon has finally come
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The way people play isn’t a reason to revert the change. There will always be scummy players who do scummy things wether there is a DC punishment system or not. I’ve played a lot of survivor since the DC penalty’s and sure there are the killers that do things like camp, slug and bring moris but It’s not every game like what others are making it out to be. Maybe you just were really unlucky with the killers you got?
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1084303#Comment_1084303
Considering the time waited in between hitting 7 DCs, yeah that’s enough. You guys are begging for these DC penalties man watch that MM CRUMBLE 😂
Considering someone would be willing to DC 7 times and have clearly still not learned their lesson and don’t care about these timeout punishments then there should be a greater punishment then this.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1086328#Comment_1086328
At the same time, DS is an anti-tunneling perk that only works once per match.. If you find the need to sit so close to the hook and protect your kill, that it takes you less than 60 seconds to down a survivor, then thats on you.
That’s contradictory. Are you saying that that if I down someone else and hook them, then find the other survivor who still has their DS up and I down them and get hit by the perk it is still doing it’s job of being an anti-tunnel perk? Because if so that I should not how tunneling works.
Also yes while DS only work so once per match, that one time use can cause you to lose the match since you spent time to down, then pick up the survivor only to get stunned for 5 seconds and have that person you downed get away leaving you without no gained pressure. The example I just use is from the perspective of a killer who actually didn’t tunnel. If the killer tunnels and gets hit with DS then fine they deserve it.
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If they did this it would make bond and empathy obsolete. Bad idea .
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DemoPls
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1086573#Comment_1086573
The point of camping hook tech abusers is not to have fun, it's to show them you're not letting them get a free pass, and their teammate will die because of them.
Yes I know it counters their exploit but at the end of the day it is still boring. I will camp them if they do the exploit but that doesn’t mean I’m finding joy in doing so.
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@[Deleted User] said:
a lot of people are complaining about the hook tech I don't really know why they are complaining because the hook tech benefit them they can camp two people by the price of ONE! hehehe
Yes you can camp them but it is SO... BORING! Maybe not boring to those who find enjoyment in camping but I on the underhand don’t find standing in front of hook because the survivor forced me too to be thrilling gameplay.
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Yes I do experience bugs, but game breaking bugs that cause me to DC are extremely rare for me.
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I don’t know how many times this needs to be said for people to understand. The devs have said they can’t just delay the DC punishments until the game is 100% agreed upon by the community to be bug free and have a perfectly balanced system where no one can get angry at the game and DC.
If you believe they can make the game 100% perfect in order for them to add DC punishments you are living in a fantasy world. This is the real word and you just have to understand that what you are asking out of the devs is impossible and that the DC punishments is needed as a way of trying to limit the amount of DCs that happen in people’s games which is ruining this game way more then any bug or face camping bubba.
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I really don’t mind noed at all. I don’t get why the community hates the perk for the reason that it rewards the killer for “playing bad” as they say and that it’s a “baby killer perk”. Noed I see it more as a second chance perk for killer. If they couldn’t do well during the main game then they could hopefully pull something off during the end game.
Why judge a killer for using a second chance perk but be completely fine with survivor second chance perks? I’m talking about the dead hards, the DS, the unbreakables. I don’t care if you run these perks or not, if it’s in the game you are allowed to use it even if I don’t like going against them. However if you are going to think poorly of a killer for just running that one perk while you have these perks popping up all the time and think that these aren’t in the same kind of group as noed? Then it’s pretty hypocritical.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1081584#Comment_1081584
Invincible? They arent invincible to being Mori'd..
Well moris is a completely different story in terms of being unbalanced. My problems with DS and being an invincibility perk is from the perspective of a killer who isn’t using a mori. Isn’t that a little messed up to think about tho? A killer with something as cheap as a mori can’t be punished by DS but a killer who didn’t bring a mori has to be punished for it?
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This ban system has been wanted for so long and the devs have said it plenty of times before. If they have to delay the DC penalties to fix every single bug in this game then they would never be able to put in the ban system.
Also how likely is it to get a game breaking bug where you can’t leave the game? I’m not sure if EGC would have Killed you while you were falling but the no skill check thing you could still just play the match out, get as many points as you can from stuff like getting chased and getting unhooks and avoid having to DC and screw over the rest of your team because YOU weren’t having fun.
All these people who say we need DCs for getting out of matches where you are held hostage is dumb in my opinion because a game can’t be held hostage unless the killer traps you in a corner. Maybe like 2% of DCs are because of bugs but the rest of DCs are done by babies who can’t stand then idea of losing in a video game.
Even if you have no choice but to DC, it’s only going to be 5 minutes. That’s nothing, if you are willing to sit in the 10 minute survivors queues then you aren’t willing to wait 5 minutes longer. Just find like a 5 minute YouTube video and BOOM! Back to the game.
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If a survivor wants to leave a match so badly then you really can’t stop them from doing it no matter what the devs add to the game. I’m fine with them killing them selves on hook since at least with that the killer can still get points out of it. This also gives survivors a chance to go for a hook save before they kill themselves so even survivors can get points out of it.
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7 DCs is only an hour? That is a disappointingly low amount of time fore disconnecting that many times.
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@grayon444 said:
https://forum.deadbydaylight.com/en/discussion/comment/1084044#Comment_1084044
Map design, perk and killer buffs/nerfs and bug fixes are always getting looked at.It doesn't take much effort from the visual team to make the game more atmospheric.Oh, and also not to mention how the balance and visual team are two different teams who work on different parts of the game.And if killers not being able to see in the dark maps is so much of a problem for you then why don't they keep how the game looks right now only for killers?And it will also be canon to the lore of the game.
Survivors can have the old look and lightning back.Which would also make sense because they should always be at suspense.
And don't call me, a player who has played this game since July of 2016 an immersed survivor because i haven't been one since 3 years.
Sorry for calling you immersed, It's was just the impression I got from what you were writing. As for your suggestion to have different lighting depending on the role you are playing,it is still at the end of the day pointless.
Making the game darker for survivors is not going to change anything about the game. If they did that change no one would care, survivors who played the game for more then 10 hours will not feel more suspense, because there is still a killer terror radius, loops, etc that give no suspense to the survivor at all no matter if it's dark or not.
You could say a darker atmosphere could make killers like ghost face and myer's scarier but those killers cause jump scares even with the brighter look.
Instead of just simply changing the tone of the lighting of the maps I would prefer if they focused more on just updating the visuals instead of downgrading it to 2016 visuals for the nostalgia. Just look at the new lery's, They completely revamped the visuals of it to make it look way better then it did before. I'm down for changes like that to the visuals.
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These are players trying to push survivors to their limits to see if they will take the DC or not. You shouldn't let those games get to you. If they truly are doing ebony mori with Iri head, then you probably don't have to worry about that match going on for too long. Just go with the flow, don't DC and move on with the next match or take a break. By not DCing you aren't giving them what they want so you should take that as your victory for not falling for their DC bait.
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I believe this post is trying to point out confirmation bias. This is a bias where the person will only favor information that goes with their beliefs. So the creator of this thread is trying to be someone with a bias that the gen speeds are slow and thus is talking about only one match where the gen speeds were slow while ignoring all the other possible matches he had where the speeds could have been fast.
You will see this kind of bias all around the dbd community where people will only ever focus on certain games they had that go with their bias and use only those specific games as a way to make it seem like their bias is right. However they will ignore all other games because those ones don't go along with their beliefs.
This is just what I believe is going on here but I could be wrong.
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@grayon444 said:
https://forum.deadbydaylight.com/en/discussion/comment/1083013#Comment_1083013
Not Dbd has to be scary and it's supposed to be.
Have you seen 2016 Dbd?This is how the game should look right now.
And not all of us are competitive, ok?
Some of us want to enjoy the game and bring some old times back.
What is the point you are trying to make here? Yes back in 2016 the game was darker, but it was also a barely functioning video game. Making every map dark again is not going to make the game better, it will only making things harder for the killer because they need good vision on the survivor to get them. Making the game darker will only be a blessing for survivors not for the killer, so no it will not make the game scarier.
I don't get what you mean by not all of us are competitive? Are you saying that you play immersed? Because if so then I could see why you would want the game to be made darker, so that it could benefit your immersive playstyle.
Everyone wants to be able to enjoy the game but focusing on the horror element of the game is not going to make anything better. They need to focus on stuff like, map design, perk and killer buffs/nerfs, bug fixes. This is stuff that is more important weather you are a casual or competitive player.
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People DC because of BBQ? If they DC because of that then they will DC because of anything. BBQ is probably the most counterable perk in the game with the amount of options you have to beat it. You can get close to the range of the person they are about to hook, you can go in a locker, you can fake the direction you are going. This is a petty reason to DC. Also why would you DC at EGC when the match is over? Just take your points and leave. If you failed to do 5 gens and failed to find the hatch first, you shouldn't be rewarded with a free exit escape. If the exit gates weren't easy to defend then the killer would have no reason to close the hatch in the first place and could just keep the game hostage by not closing the hatch. I understand slugging is annoying but I doubt you are going to find many killers who purposely leave you slugged all match. If you are its probably because they can't find your body. There is no reason for the killer to not want the points from hooking as slugging gives you no points. with how this game goes slugging is needed in many situations for killer to attain victory, that's just how it goes.
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Mori spamming is 100% bannable. A Fog Whisperer got banned for performing this action months ago.
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I feel like there does need to be a middle ground with the gate placements. Not on the same wall but also not on opposite sides of the maps. However The gates definitely shouldn't be in the survivors favor during an EGC situation. If the survivor failed to get 5 gens done and they failed to find he hatch first, exiting through the exit gates shouldn't be a walk in the park for that survivor.
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The invincibility frames isn’t even the problem with dead hard. I would rather dead hard be I-frames for a second then give the dash. The dash is able to make up for the survivor’s mistake by allowing them to get to any pallet or window that they wouldn’t reach without dead hard and extends the chase for awhile.
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In my honest opinion, if you take away dead hard as a perk I can guarantee that you would be able to quickly end chases against any survivor except for those who just drop pallets instantly and the actual top of the tiers survivors.
If you play killer for awhile you begin to notice how quickly it would be to end a chase if that survivors didn’t dead hard to that pallet or window and extended the chase for longer. As a killer if you actually are able to outplay the survivor it doesn’t matter because dead hard is able to make up for that survivors mistake. This is why I also believe dead hard is technically a second chance perk. A perk that gives the survivor a free pass for making mistakes.
Now I would agree that yes sprint burst is probably better then dead hard, but that’s not the issue here. Dead hard is brainless to use as all you need to do is press a button and you immediately extend the chase for even longer. Sprint burst used at its highest level can be 99nd to act as a stronger dead hard, but how many survivors has anyone seen recently actually pull this trick off except for the occasional Claudette who is trying way to hard to be their favorite youtuber? Most of the time sprint burst is used poorly by people as they will do dumb plays like walk until the killer gets close so they can sprint burst away only to go down soon after because they couldn’t find a good loop.
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It’s hard to try and make a game like this scary. After you’ve played the game for awhile nothing really scares you anymore except of course for the occasional jump scares.
There is a reason why most horror games are so short, because the people who make those games realize that it’s impossible to keep you constantly scared throughout the game unless they resort to the cheap jump scares.
Also by adding more horror elements to DBD you would end up making the gameplay more annoying. If they make the maps darker that would just end up buffing blendettes, if they ad sound effects that mess with key noises like a gen being worked on and the heartbeat it could cause frustration for both sides. DBD doesn’t need to focus on being scary, it just needs to focus on polishing their game that at its base is a fun game.
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I think the perk goes far beyond it’s purpose of being an anti tunnel perk. For 60 seconds a survivor is invincible and can do whatever they want with no consequences to getting caught making a bad play. “ Just don’t tunnel the survivor” is what they say but then you have survivors purposely go to you so that they can be a distraction for their teammates.this is me not tunneling, it’s the survivor forcing me to tunnel them. I would be okay with the perk if I could just slug them, but now there I see the new meta of running unbreakable with DS. With these 2 perks combined the survivor literally becomes invincible. They can’t be picked up or else you get stunned and they can’t be slugged because they can pick themselves up. It’s a disgusting combo.
If I could make changes to DS I would make it so that the perk de-activates when they either get healed or touch a gen since both situations would not be able to happen if the survivor was tunneled and for it to not work combined with unbreakable. Since the devs are making it so gen slow down perks can’t be stacked together, it’s only fair that second chance perks like that can’t be stacked together.
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Ok so now protection hits are finally registering for some reason. Looks like it truly was just bugged for all those games until it decided to work. At least now I finally have page 1 of the archives done.
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@Clinton said:
https://forum.deadbydaylight.com/en/discussion/comment/1074019#Comment_1074019
It showed 2 stacks on WGLF and didn't give me the challenge
Well for me it didn't even give me stacks so maybe protection hits and archives are just straight up busted depending on the person.
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@Clinton said:
I got two protection hits in the same match and it didn't give me the master challenge.
Did you get the protection hit scoring event during the game? Because it's not giving me the scoring event.
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Don't do agitation with iron grasp, trust me. When survivors see that you have iron grasp and are moving faster while carrying, they will realise you have a basement build and try to avoid the basement as much as possible. The strat of avoiding the basement has worked on every killer I have faced who were trying to get the challenge. My tip for getting this is to just bring only agitation and hope to get a map where the basement is in the middle. I tried doing this and got it on my second match because I thankfully got the basement in the middle of the chapel map.
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@Usui said:
It is buggy, yes, that's why MoM is such a terrible perk. Your best bet is to bring borrowed time and unhook someone infront of the killer to take a hit for them
I've done that but it still doesn't register as a protection hit. I haven't seen anyone else have this issue, but I doubt it has something to do with my game specifically considering protection hits worked fine before.
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I'm surprised by how passionate people can get over just one game in dead by daylight. I know people who even remember bad games they had years ago. Camping isn't fun for the survivor I get that, but posting them on forums and stuff is giving those killers the salt they want. Just move on and try not to let those killers get to you.
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I love clown but ya he needs some changes badly. He should not still be in this state when Freddy's dream snares exist in the game.
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@Saturday_the_14th said:
I didn't say remove it completely, just remove the ability to 4 man. 2 man swf is enough, really.
If you nerf SWF to only a 2 man group it's not going to fix the issue. 4 man friends can still just try to snipe each other to get the same lobbies. Sure with current queue times sniping isn't ideal unless you are very determined but those queue times aren't going to stay that long forever. Do you know why they added SWF in the first place? It was to stop survivors from dodging lobbies so they can match with their friends. You can't nerf SWF, its just impossible, and if they do magically nerf SWF and prevent sniping each other. That could cause the player base to decrease by a lot because people want to play with their friends, they shouldn't be punished for wanting to play with their friends and behavior doesn't want to ruin the fun of friends wanting to play together because they want people to play their game, not someone else's.
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Flashlights are probably the weakest types of items in the game. People who still think they are Op are probably people who played the game awhile ago but are just now coming back or are new to the game. I welcome any lobby with plenty of flashlights since that means survivors being altruistic over doing gens.
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people who say demo’s shred is bad must also think huntress hatchets are bad by that logic. The mistake so many people make with shred is that they see a survivor in front of them and then just immediately go for the lunge without waiting and then they miss because the survivor expected them to immediately shred. This mind game is also used against people who don’t know how to play huntress. With both of these killers, patience is key. Holding shred and holding the hatchets are great for forcing survivors to mess up their movements to avoid getting hit. An example is that the survivor could be going for a pallet, but then then they see or hear the killer charging their shred or hatchet and realize that going for the pallet is a bad idea so instead they swerve away from the pallet leaving them wide open to be hit if the killer was just patient with their power instead of going for it.
The shred also isn’t a inferior version of the hatchets. Sure the hatchets have the way longer range and the decreased cooldown, but shred has the advantage of the faster charge up for it, you don’t need to reload at all, the power works disgustingly well with save the best for last, and it’s on a 115 speed killer. The portals I can agree kind of pale in comparison to something like Freddy’s teleport but I think you just need to be looking at the portals as just a nice mobility bonus on top of the shred power. Overall I think Demo is last killer that should be reworked when compared to all the other killers in the game that need a rework way more.
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This is a good observation. Locking a generic challenger behind a DLC killer or perks that require DLC shouldn’t happen. They could easily swap the placements of those challenges.
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My build is enduring, monitor, corrupt intervention and BBQ.
Enduring is great in general as a perk that allows you to not have to worry about getting stunned but it also has great synergy with Legion’s power as there can be plenty situations where you can get a hit in frenzy when they go for a pallet stun and if you get the hit you would recover faster from your power then by canceling it. This perk also helps in the situations with baby survivors who even if they are already injured will throw down the pallet on you anyways which is more common then you would think.
Since survivors tend to Stay injured against legion, having a perk like monitor that allows you to get in close to them and get a quick down is nice, but the other great thing about it is that it greatly enhances the info you get with feral frenzy. The detection range is determined by terror radius and while in a chase your terror radius will increase greatly so you can get wider information on where people are. Sure you may not be able to reach them but the info is enough to get a good idea on who you should priorities chasing.
Corrupt combos well with monitor as corrupt forces survivors to move closer together and with the range of monitor it can give you insanely early game info and injures. It’s also just a good slow down perk.
BBQ is mainly for the double BP but the extra information it gives is also really nice for knowing where you should go next after a hook.
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Hag for me. Her gameplay is just trap setting simulator.
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I like Freddy but the 2 main problems I have with him are the fact that borrowed time can’t counter a freddy if they camp and secondly is how Freddy can just spam dream snares and a loop and bloodlust for the hit without any way for the survivor to counter it. I also just don’t need like how dream snares make clown feel even more useless as Freddy gets unlimited snares with no cooldown but clown only gets a minimum of 4 bottles with a reload that without add ons takes 5 seconds. Overall I think Freddy is very well balanced, it’s just some things I think need tweaking.
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LOL good meme
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1069801#Comment_1069801
So...survivors have a bigger base kit of actions. Better field of view, better resource gathering and retention, more perks and addons, teamwork advantages, less objectives, and vastly more time for errors and room for mistakes.
But I'm nitpicking?
Sorry man, I was just joking. The thing I wrote is a meme that comes from a popular youtuber.
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I think you are just nitpicking and biased. I win bye bye
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Saying a killer should get punished for camping is like saying survivors should be punished for doing nothing but sitting on gens. Both are doing their objective. You may not like the way they are doing their objective, but they are doing it none the less.
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First off I don’t know if you are implying gen rushing isn’t real or if you don’t know what real gen rushing is? While people use gen rushing for survivors who do gens fast, real gen rushers are those who do nothing but sit on gens. So gen rushers will try their best to not go for hook saves, slug pick ups, get chased , etc. These are players who ruin the game for both killers and survivors.
Secondly I agree that by the time you are in middle of a match and hopefully have some map pressure and less gens to protect, gen speeds are a lot more reasonable. The problem people have with gens are the beginning when they have no pressure at all on the map and the lack of pressure means the easier it is for people to sit on gens. The speed of the early gens can cause killers to be forced to have to resort to scummier tactics like slugging and yes 3 gening, but playing the 3 gen is boring as a killer and is determined by how the gens are set up by the survivors. Most good survivors will realize when they have done more gens on one side of the map then the other and will try to avoid a three gen situation.
Finally, no one really cares for the emblem system at all at this point as it’s a dumb, inconsistent system for a rank that doesn’t matter now and will be even more irrelevant with the upcoming changes.
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The problem with the “ should have read the patch notes” excuse is that it’s like faulting someone for no time reading the terms and services. Most people aren’t going to read that stuff because they’d just want to hop into the actually content. Why didn’t they just address these issues during a showcase of the chapter before it came out like they did with plague, ghost face and Demo? Oh wait! They actually didn’t do that this time for Oni. A showcase would have been a good opportunity to clarify what I said intended with Oni and what isn’t intended.
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@JohnyBlood said:
https://forum.deadbydaylight.com/en/discussion/comment/910164#Comment_910164
Sounds like a good idea. And there's even more options. Another good one might be to give free Hex Ruin to the killer anytime 3 or 4 friends are waiting in the lobby. It would just turn grey in your inventory and you would have an opportunity to choose 4 other perks. We all know Hex Ruin is necessary on high ranks and considering it's 4 perks vs 16 perks anyway... that might be at least some help.. I think that there are many ways of how to think about this issue.. But the devs have been sadly ignoring it completely for years now.
If that ever became a thing then I hope it would be optional. A lot of people out there would rather not run ruin because they find the perk really boring to have and makes games too easy.