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HectorBrando

HectorBrando

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HectorBrando
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  • I didnt play in 2016 but I saw the videos with the infinites, I can guarantee nobody wants to go back to those days, especially nobody who plays Killer (mains and 50s players).

  • @Gwinty said:

    Rancor Roulette...I like the idea...

    Aside from that: Dying Light + Furnitive Chase can be funny and I sometimes use it on Hillbilly and Oni. I chase one Survivor, another one does something else (Gen, Healing, Chest whatever). I rev my chainsaw or charge my spring and aim for the other survivor who does not hear me and go for them. Furnitive Chase allows me to reduce the reaction time of my victim. Sure, very situational but it feels pretty sweet when you do it.

    You can also use it on Myers. He only has 16m Terror Radius and you can make it 0 in chase with 4 stacks if my math is correct. Never got to try it but also a pretty sweet idea.

    Myers benefits much more from M&A since his looping is not very strong, surprising someone with a 8m TR and getting a free hit is his main strength, M&A increasing your TR by 8 during chase effectively neuters Furtive, plus you have to pick 2 aura related perks and thats not really a good idea on him.

    I main him and tried it several times, I had better results with M&A alone than M&A+Furtive or Furtive alone, the combo having the worst results because it required me an extra perk slot.

  • Furtive Chase is not THAT bad but its not a good perk either, also M&A overrides it because having a small TR before chase is vastly superior than during chase so if you want to mess with your TR M&A is always the superior choice, I wish they changed it so the reduced TR lingered for ~10 seconds after ending a chase, this way if someone escaped you he would have a harder time to know if they really escaped or you are lurking close.

    @TeabaggingGhostface said:

    Its a key component to rancor roulette

    If you like Rancor shenanigans you should try "Surprise Rancor", Insidious+Rancor, stay put for 4 gens, then find the Obssession, act like you were afk and you are throwing the game, goof around, wait for the 5º gen and SURPRISE!.

  • He was never a good Killer against very good Survivors, his 1vs1 was brutal (still is but not as much) and thats it, no map pressure, no tracking of any kind, no way of splitting damage, no inbuilt stalling, barely any stealth (he had a 16 TR with M&A true but he is SO tall you could see him coming from a mile away), he wasnt very fast at downing people (you would down them because it was almost impossible to escape him but it would take you time unlike Huntress or Trickster) etc.

    Most games with him were, find someone chase for sometime, end the chase while the other 3 slammed gens because they knew it was a matter of time someone else got down without having much to do.

    Imo some of the nerfs were necessary, "the damned if you, damned if you dont" is poor gameplay design but they should have given him something else, either tracking or some inbuilt stalling.

  • They need to balance the game but its impossible, not because the asymmetry but because the comunity.

    A chunk of the comunity considers balanced getting 4K/4E always, a lot of pink and purple addons and items skew the balance inmensely to a side or the other (imo almost all should be removed and the few bad pink addons turned into browns or yellows) but people will go INSANE, maps should be standarized so you are not doomed if you play Jigsaw and get Mother's Dwelling or you play Hilbilly and get Lery's, certain strategies should be toned down etc.

    A lot of the necessary changes will have a huge backlash from the current players, its a vicious circle where its already impossible to get out, they attracted a certain breed of players and now they cant change the game because said players wont let them.

  • Achievements give no reward other than bragging rights, it doesnt matter the Killer adepts are harder than the Survivor ones for everyone can get them and they reward you nothing, no cosmetics, no BPs so it makes no sense to try to balance them, a set of achievements are harder than others, thats it.

    Survivors dont have it easier for their adepts, everyone has it easier for Survivor adepts for everyone can play Survivor (you included), dont try to look at them from a "US VS THEM!!" mentality, its not healthy.

  • Wait for a rank reset and try and try, no need to lose games intentionally to derank, just try, if you get it nice, if you dont well you lost and lowered the MMR, is pointless to waste time. The biggest problem is getting the emblems, these are things to take on account:

    • Hooks are more important than kills, 12 hooks guarantee Iridiscent Devout but 4 kills not, especially if they were all first hook.
    • NEVER EVER camp, camping lowers Chaser and if they go to stage 2 or die it lowers Devout too.
    • No instadowns, instadowning lowers the Chaser emblem because it makes chases shorter and Malicious because you are hitting them only once, some Killers like Myers and Leatherface cant use their power too much.
    • If someone escapes through the hatch is not the end of the world, you dont need 4k if you got 11 hooks but the Exit Gates cant be opened at any costs, it screws Gatekeeper emblem.
    • Tunneling someone early may give you an easier time but is a double edge weapon, if the other 3 lose hope they may suicide on hook and deny you of Devout so be careful.
    • Gatekeeper depends on how long the gens take to be finished and the Exit Gates not opening, if you lose 1 or 2 or even 3 at the start is not the end of the world if you manage to stall masively the 2 left.
  • I find her one of the easiest to play as, I unlocked her for her tome, I tought she had a step curve, managed to one shot all the challenges related to her, the adept and any daily ritual I get I rarely get anything but 4k, its so easy is boring to play as.

  • He is fun to play but dont expect to be spoonfed by his power.

  • Exponential is garbage, if a Killer slugs someone on the aura of a Boon without snuffing it out thats entirely on them as 2 out of the 3 Boons are related to faster healing (CoH can be used to heal downed people faster).

    Yeah, I know about multi leveled maps, if you cant snuff it because its on another floor pick and hook, Exponential literally only works if you slug which is decided entirely by you.

    Since it got in the game I believe Ive seen only 1 game where Exponential had any use, both as Killer and Survivor.

  • @Seanzu said:

    they've stated multiple times (as have 100's of forum members) that this is only ONE of the reasons it changed, why are killers so ignorant of that fact?

    Because its the only reason of the four they gave that fits into the "[Thing] is overused too, nerf it" narrative, the other 3 dont apply to Dead Hard in any form so they are better left in the darkness.

  • No, it could lead to a situation where the Killer blocks the basement with the remaining Survivors inside and refusing to hit them effectively taking the game hostage. The change you ask for will never happen.

  • "All the generic perks that aren't teachables should just be ######### unlocked at tier 3 by default."

    Nah, once you reach P1, P2 and P3 the lvl 30, 35 and 40 teachables of that character appears already at rank3 in all bloodwebs.

  • She is just more of the same, another ranged Killer and they released plenty of those lately so the novelty gets boring fast.

  • Apparently with the next midchapter some hacking gaps have been closed but they didnt specify which ones (makes sense so the hackers have no idea what will stop working).

    To the people talking about SWF, do you really have to polute a valid thread about a serious problem with "US VS THEM!"?

  • Also one stereotype is you pick Oni or Hillbilly you get Lery's, you pick Myers or Jigsaw you get Mother's Dwelling, you decide to swap and play Survivor then you are sent to Shelter Woods against Blight, then to Corn vs Ghostface and finally to Lery against Doctor.

  • Im yet to find a Leatherface who doesnt facecamp and bad manners on hook since the 4 cosmetics getting retired announcement, it was bad before but now is just unplayable, at least people are reacting to it and start to push gens.

    It really shows what kind of person loves to facecamp.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2742975#Comment_2742975

    The list is a too detailed.

    Cleansing is no necessary, but totem counter really needed. But then Noed should be reworked fully. Since then Noed too weak for fail play Killer and still broken for camper/tunneler.

    A blessed totem already give you info, no need for Blessing totem. Same to Vaccin, you get info after they used.

    Going for the save is not really necessary, if A on hook, B C & D on Gen, Any of them lose the Gen icon, the other 2 knows there is 1 guy going for the save.

    Healing, Sabo is also not necessary for me too.

    Gates, yes.

    Camped, yes. But we have Kindred so Im afraid its not going to happen.

    I think a totem counter is actually more damaging to the Survivors than the Killer, NOED is rarely in play and cleansing all 5 totems usually means nothing and wastes a ton of time on generators, even it is in play the sheer time you waste searching and cleansing 5 totems gives the Killer more time to snowball while if NOED gets activated the Killer rarely gets more than 1 kill since everyone else just leaves.

    Going for save and camped are probably the 2 most important since those are the 2 of the 3 situations where the info SWFs have really make a difference plus we have the October Q&A where they said they want for Solos to have an easier time countering facecamping without changing the hook mechanic too much so unless they have some kind of weird idea my guess is theyll be giving a way of telling the team to push the gens and forget about saving.

  • @legrosporc69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2745567#Comment_2745567

    Saying the style dont match and thing like is not good. Dont forget we have ugly sweater and pajama

    Its not about being whacky, its being about Danganronpa are anime characters and DBD "realistic" ones, how do you make any of the Danganronpa into DBD realistic artstyle without destroying the style completely?.

  • Nah, artstyle doesnt match in the sligthest, the Killer on those games uses comically and elaborated execution methods and I dont think it could translate well into DBD.

  • I think is one of the strongests Killers in the whole game and promotes an incredible annoying way of playing (trapping hooks and proxy camping), luckily is super boring to play as so not many people play her.

    In that regard she is like Twins, super obnoxius to play against but since they are so boring and cumbersome nobody plays them so they are not a problem.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2745550#Comment_2745550

    So long as you're in an animation of doing something it stands to reason you just need to have one Button to press that selects the Icon based on the Action that you are currently performing.

    It does lose some versatility as you can only say "I'm doing ___" rather than being able to say, "I'm going to do ___" (Which means "I'm going to do the Unhook" Needs to be workshopped)

    Yeah the unhook one should be decided by the players by selecting a wheel, I believe is one of those subjective actions that cant really be automated, there are probably some more we can come up with but unhook and getting camped are probably the 2 biggest concerns.

    You are right on the repairing/heal/etc, since you are already pressing 1 button can be freely automated, you start fixing, the HUD changes accordingly.

    @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2745550#Comment_2745550

    In regards to Facecamping, I agree, however we already have two Inputs already tied to unused events while on Hook, Point/Beckon, and this could be used to have a "Leave Me/Save Me" Icon

    You are right, I rarely use emotes so I didnt remember the point/come to me ones, those 2 buttons can be used to send the message to the team about camping.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2744881#Comment_2744881

    Should these states be shown automatically? Or should they be something that a User has to make a conscious decision to express?

    I believe some of them should be automated, if you need to open a wheel menu and select a message it can cause trouble with how you interact with gens, heals, totems etc, essentially you press M1 and pay attentiont o skillchecks, it is cumbersome and may raise problems with skill checks appearing at the worst moment (like when you decide to scratch your nose and a fast skillcheck appears).

    Then some others actions more subjective could be activated like "Im being facecamped" or Killer is close, automating the facecamping tell could be hard to get right, if its radius based the Killer can camp outside of it, if its timed based it may activated if the Killer is kicking gens and pallets nearby the hook with the intention of leaving after doing it, its subjective and its up to players to decide those things.

    Also controllers, the number of buttons very reduced compared to keyboards so the less inputs the better for them.

    @Sludge said:

    They should add as many icons and auras as possible if they aren't going to take the simple solution (voice chat)

    Eg: If a solo survivor spots a hex totem it should be highlighted to all other survivors for the rest of the game. It would be fine since SWF can do that through communication.

    People have been trying to downplay SWF and comms for years but it completely changes the game.

    Voice chat is actually the hard solution, if you live in USA or Middle East its ok, if you live in Europe or Asia you have a problem not everyone speaks the same language and even if English is widely spread a lot of people dont speak it very well or at all. Plus the problems with insults, racism, sexism etc, I remember in Dota2 when 2 countries had a beef if you had 1 of each country on the same team the voice chat could get... intense.

  • They should put a brown addon that outlines the range of the gun like Nurse with the blinks and Doctor with the blasts.

  • I play on PC so I cant get hate mail but the post game chat I usually get more salt from Killers when I play Survivor than from Survivors when I play Killer.

    In my experience Survivors get tilted when they feel cheated out of their time like getting tunneled or camped and Killers when they feel cheated out of their kills by stuff like flashlights/DS/bodyblocks. If you play Killer and almost everyone ends between 15k-20k even if they all died you will rarely get any salt.

    P.D. I rarely get any salt at all, usually its a weekly occurence not a daily one.

  • They also have lower BP gains since chases are much shorter, I play Myers and I know if I use EW3 ill barely get 4500 points on Hunter category.

    They really have to adjust BP gains on a lot of Killers and the way some emblems are calculated.

  • "Whats in store for the 6th anniversary?"

    Bugs.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2743969#Comment_2743969

    You don't really need to trade hooks against Artist, she is just m1. You will need two survivors for it tho...but yeah, you really don't want to trade against DMS with Pain resonance.

    I am not saying it's easy to win against that, but I don't think it's impossible.

    Its easy to trade hooks while facecamping if you dont panic, just attack whoever tries to unhook, stay very close and when someone tries to unhook hit em and just chase em, once you down them hook and DMS gets refreshed giving another 45 seconds, you actually want to trade hooks with this build. Worst part of this whole ordeal is both actions lead to ruin, you trade you get blocked, you dont you get 3vs1 against a Killer who got 45 seconds of free stalling, there isnt anything reasonable you can do to counter this and on top of that, its not even hard to do, just stay on the hook and spam a crow to gens you know there is someone because BBQ gave away the auras.

    @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2743953#Comment_2743953

    I agree, kicking a generator is hardly a good idea unless you want to farm some points. 100 BP for a small kick is an investment after all. However gameplaywise this has almost no effect, it takes the Killer 2 seconds of time to kick it while offering no reward unless you run Pop, Oppression, Eruption or something like that.

    Honestly, I could live with a small "pop" effect, even if it would be only 3% or something like that. I would even be satisfied if it was just 2 seconds worth or survivor time I could get out of this.

    Regression stacking is a whole problem on its own. The need for more times and the efficiency of getting more time made Pop/Ruin/Undying so good that Killers have little incentive to take anything else. This also hinders build diversity and the solution is not to nerf regression (aside maybe from Hex: Ruin), which is just a band-aid, but to fix the timeframe that exists for hunting.

    https://forum.deadbydaylight.com/en/discussion/comment/2743969#Comment_2743969

    So...face-camping is the issue, right?

    Because this whole scenario is based on face-camping. If face-camping, a thing we all hate, disappears this is fixed.

    Also when I read your last line...Erruption + Deadman must be fun as hell to play...

    The issue is facecamping+free gen stalling while doing it, in any case I can guarantee facecamping will never go away on itself, the thing they said is "we find facecamping too hard to punish by Solos and way too rewarding for Killers, we dont want it to be that rewarding so we want to give Solos tools to punish it effectively" this build does exactly what they said they dont want, facecamping situations that are very hard to punish, actually this build even if the 3 Survivors were to genrush the Killer they wouldnt be able to because she would be blocking the gens with 0 effort.

    That being said, if they were to implement a system like the cages with regular hooks I wouldnt be as concerned for new DMS as I am now, I doubt they will so its either PTB DMS nerf or Artist+Freddy nerfs (easier to change the perk so my money is on DMS being changed before release).

    Eruption+new DMS could be an interesting synergy because you need to kick gens to pull it off, making it time consuming, you take your time kicking a decent amount of gens and get rewarded with gens being worked blocked 45 seconds, take on account DMS only blocks the gen if they are working on it, lets say you kick all 7 gens and hook 1 Survivor only 3 people can be working on gens tops, you may find yourself hooking someone, all 7 gens exploding and not a single one getting blocked or all 7 exploding and 3 getting blocked, its an interesting synegy but not really broken, you have to work for it, you block 3 gens maximum, Survivors have means to fight this back and nobody gets facecamped, I wouldnt mind using this on certain builds or having to play against this (at least on paper sounds interesting, maybe its not that strong or way too strong, has to be tested first).

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2743898#Comment_2743898

    You can use Corrupt + Deadlock to slow them without doing anything.

    Multiple survivors on gens just prevent to block it, if you have each survivor on different gen, she can easily block all those gens, so that tactic just doesn't work against her.

    Best tactic I can think off is try finish as many gens early, then work on them as group 1 by 1 while trying to get unhooks on last second with two players so it's not just 1 for 1 trades. Unhooks will be easy against her, she is just m1 killer without power there, but you will need a lot of coordination to deal with it, which you will never get from soloQ.

    Corrupt+Dead Lock dont block gens in the same way Artist+new DMS+Pain Resonance.

    Corrupt lasts 120 seconds, Dead Lock blocks the most progressed gen for 30 seconds after finishing one, fixing a gen takes 80 seconds, if the Survivors are split you will finish 1 gen at ~90 second mark blocking one with Dead Lock and having only 30 seconds left on Corrupt, so you get 30 second stall on 4 gens tops (one of those about to get finished), if 2 people work on 1 you finish at ~55 mark and block the gen of the other guy which will be at 55% or so, you get 60 seconds of stalling on 3 gens and 30 on 1 (worst case scenario) 3 people work on the same gen Dead Lock barely does anything because it will block a barely progressed gen (or maybe no gen at all if there isnt a higher progressed gen), they can go fix one of the other 2 or 3. And thats it, no more stalling from that combo now if you want to facecamp you risk getting rushed, you got around 30 seconds of stalling.

    Now the problem at hand blocks gens for 45 seconds while facecamping and every time you hook someone, you trade hooks? DMS gets renewed and gens get blocked 45 seconds again, the facecamped dies? 3vs1. There is no winning situation, either you trade hooks and reactivate DMS or you dont and face a 3vs1 after a whooping 45 second stall on every gen you touched. Even the whole "taking turns cleansing birds" thing is pointless, you need 2 people to fix a generator while taking it almost as much as only 1, effectively getting rid of 1 Survivor worth of work.

    Also we are not even taking on account Pain Resonance instablocking a gen with its explosion even if 2 people are working on it.

  • I doubt DMS will leave the PTB the way it is now, same for Boil Over.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2743846#Comment_2743846

    I think it's possible to deal with it as SWF, either having multiple survivors on 1 gen and just don't let DMS to activate, or have 2 survivors going to unhook -> so it's not 1 for 1 and 1 survivor will always work on gens.

    But I think it's impossible for soloQ, there just needs to be quite high coordination for this to happen, but as I said, that is same for Bubba / Trickster imo. I think those are harder to deal with in theory, but well I will test it when it gets live.

    Having multiple Survivors on 1 gen while someone gets facecamped equals doom because the Survivors cant finish all of them before the hooked person dies and once you are 3vs1 with 3-4 gens left it usually ends in a 4K or 3K+hatch and this is not even taking the remove crows action rotation which takes 1 person out of the gen making it even slower.

    And like Firellius says, Leatherface and Trickster can facecamp better but they cant stop gen progression, facecamping gets countered by genrushing, everyone who defends facecamping parrots "just rush gens" but Artist+DMS+Pain Resonance facecamps AND blocks the gens at the same time.

  • @liquidlight said:

    Yeah, I'll agree the killer had skill, though an advantage immediately knowing where everyone was. I personally just don't get matches like this. I don't see how it's fun for either side. I guess the killer gets to show off and brag about it? But I don't know. Playing out the match, experiencing the challenge, having those clutch moments, and most importantly the game lasting for more than a minute... 🤣 that's what makes the game fun to me. Kind of feels like a waste of time otherwise.

    There is a chunk of players who get their fun mainly from winning, they are called the "Spike" archetype (guys at Magic The Gathering came up with the 3 archetypes, the one who gets the fun by playing a challenge like you describe is the "Jonhy").

    P.D. I played once against this streamer and I can say he played more or less like the video (I got lucky hatch but it wasnt a very enticing game).

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2743369#Comment_2743369

    If you have chosen to waive their safeguards, it stands to reason you are willing to see said text.

    Chat based reports would then only be taken by players who have the chat filter enabled, as it will be used to improve/revise the filter or enact punishments on those willfully bypassing said filter.

    The filter doesnt filter everything and you can bypass it with certain creative words.

    If the filter guarantees almost every death, ban, report, wathever threat gets filtered then I would understand waiving the right to report but since the filter tends to censor "Myers" more than "I hope your family dies of [insert illness]" or "I hope you die" I dont think opting out of it should void reports, mainly because the filter is usually more obstructive to normal conversations than to toxic ones.

    P.D. I believe the filter is just an adaptative technology or self-learning algorithm BHVR developed to sell to other companies and we are beta testing it because the way it works makes 0 sense and its much easier to just have a register of banned words like WoW has.

  • I ####### the chat ###### should ## optional because sometimes ### ### want to #### about a ###### and ### #### the ###### decides you cant say ####### #### and it doesnt make any #####, he is a ####### in the game ### cant I write his #### and ###### to having to write ########### without spaces or ### an 3 instead of an #?

  • Well I mean taking a break from a challenge grinding point of view, I dont mean stop playing entirely, more of "play if you want or not, you wont be missing rift fragments".

    Also having a month or so without rifts and new compendiums allows for people who didnt complete the others to finish them without too much stress.

  • Decent perk for newcomers but has the same problem most newcomers perk have, they are behind a paywall unless you are lucky and find it on the shrine.

  • The game is already bloated, most Killers released lately have been variations of the same thing, almost everyone has a ranged attack or antiloop mechanic.

    Its not that they have ran out of ideas is there is so much you can add in a game without repeating yourself.

  • So people can take a break from the game without fear of missing on the rift, you may think its bad but it helps preventing burnout.

  • @ThanosPAWG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2742514#Comment_2742514

    5 to 6 blinks! That is crazy man I'm so glad I wasn't around for that.

    At release she could blink 3 times basekit and up to 7 times with add-ons, then got nerfed so she could blink 2 times basekit up to 5 times with addons and she had 2 addons that increased her range so much she could pretty much traverse most maps with 2 blinks, she was very VERY broken.

    I believe they were called 5blink Nurse and Omega-Nurse respectively (or was Omega-Nurse the 5 blink one and the long one had another name I dont remember?).

  • People are always complaining about how strong SWF is (which it is) and how they have to nerf Survivors but then they forget how hard Solo queue is (which it is).

    The game has a massive power gap between SWF and Solo which translates into unbalances, you buff Solo and SWF gets out of control, you nerf SWF and Solo is hells on earth, same with Killers, you buff em to face SWF theyll eat Solos, you nerf them against Solo and SWF mops the floor with them, this dichotomy brings us to THE FIRST QUESTION.

    How do we balance the game? easy, by closing the gap and for this there are two approaches, either lower SWF to Solo level or put Solo into SWF level, first we must know what makes SWF so strong and if you play both sides youll already noticed, Information and the ability to react to it and apply efficiency accordingly, nothing is stronger in this game than knowing when its safe to push a gen, where a hex spawmed, when Killer is camping or where the 3gen cluster is located. Its not because SWF have god loopers, there are Solos who can loop you for 5 minutes straight, its not because clicky-clicky flashlight saves or Lightborn would be meta against SWF or wathever absurd reason someone can come in a moment of rage at seeing 4SWF buttdancing at the gates.


    Killers have long answered with "remove voice comms" and "remove SWF" awful ideas, fist one is impossible, you cant stop a group from using Discord (no, you cant scan their PCs to check if they are using Discord and ban them, its illegal in most countries and the very moment Brussels hears of this you are getting a fine the size of Mother's Dwelling, hell I dont think even autocratic countries would be happy with this) second one will make a chunk of the player base quit.

    The only choice left is closing the gap by making Solo as close as SWF and since what makes SWF strong is information the Developers feel they need to give Solos something to comunicate between themselves in order to make them play more efficiently, then they will be able to proper balance maps, Killers, perks and loops to this new level, since it will affect both groups in a very similar way.


    TL/DR you want a balanced game? Solos need to have similar gameplay experience to SWF and then buff/nerf wathever needs buffing/nerfing so giving Solo information about the trial is the only way.

  • Bloodhunts yes, the grind is awful and double BPs helps lessening it.

    Events depend on what idea they come with.

  • Because most things the community post are:

    • Deranged rants.
    • Bad ideas (removing SWF/X Killer).
    • Demands for absurd buffs or nerfs.
    • Demands for nerfs/buffs but either paired with strawmen arguments or lack any empyrical reasoning or proofs (nerf this because is OP, and it may be true but why is OP?), try recording what you think is OP and develop a brief explanation about it, maybe theyll listen or maybe the comunity may help you with your problem (sometimes is not a balance issue but a skill one).
    • Calls for firing everyone, even the people cleaning the offices at night.
    • People powertripping (IM KILLER, KILLER STRONG, KILLER SMASH, SURVIVOR SHOULD FEAR ME, SURVIVOR SHOULD BE SO TRAUMATIZING PEOPLE PLAYING IT SHOULD DEVELOP PTS AND VIETNAM STYLE FLASHBACKS!!).
    • Demands that are "unreasonable" while demanding a fix to the cheaters is not unreasonable demanding it RIGHT NOW! is, cheaters are a problem in every game and it takes a lot of time to close the gaps and cracks they use to cheat (only to be open anew in a few months), huge corporations with massive resources like Blizzard, Activision, EA etc have problems with cheaters that take months or years to fix, BHVR is not gonna be faster than those with smaller studio and less budget.
    • And a long etc of low quality posts

    If you want your post to be listened to avoid being abrasive and posting ideas without any reasoning backing them, on the other hand try to post ideas with solid reasoning, proofs and recomendatios on what to do.

    For example when CoH was on the PTB people went literally insane on how strong it was, everyone acted like some kind of doomsday cult about it, it would kill Killer etc, nobody posted proof of CoH being strong other than "NERFNERFNERFNERF!" then suddenly someone came with a thread which had a video embeded that showed 2 people could heal someone on CoH faster than the Killer could hit them and body blocking the totem, effectively taking the game hostage, CoH got tweaked on the PTB (not enough I admit but it got tweaked), who do you think they listened to? to the myriad of screaming lunatics or to the guy posting a video, showing a problem and explaining where the problem was?, you want quality in regards of what ideas get listened to? you have to post quality too.

  • @Gwinty said:

    First and foremost not all survivors are the same. I play survivor, I like to face the Artist and I like that Deadmans Switch gets a descent buff. I am a bit worried but I will wait for the live servers and just hope that Artist gets played a bit more.

    I hate camping and proxy camping Killers. This does not single out the Artist. Thus I view the problem of "camping Artist" just as another "camping Killer". Deadmans Switch adds no new pages to this book for me. Camping is bad and there should be something to encourage (not: punish) Killers for leaving a hooked person. BBQ & Chilly as well as Hex: Devour Hope are perks I very much like for this reason.

    And now to the fun part: I also play Killer. I just do not play Artist, her style if not for me. I am interested in the new Deadmans Switch on certain Killers and in certain combinations (Deadmans + Thrilling + Deadlock = Do not touch this!). It sounds like fun.

    However I hope that Killers are going for the interesting route here and do not just slap Deadmans ontop of the boring meta-build with Pop/Ruin/Undying. I want to see more perks...

    DMS, new or old, has awful synergy with Ruin and Pop, blocked gens dont regress by Ruin and you cant kick them until DMS is over which last 45 seconds, same as Pop.

  • Depends, if its on the outskirts of the map or in an area where there are no gens to fix I dont care, it takes them more time to reach the place, heal themselves and go back to the gen area than to get a heal from a teammate, if its on the center of the map or near unfinished gens Ill snuff it out.

    For cooperative healing, healing a teammate is 16 seconds, healing a teammate in CoH is 8, if reaching the area takes you both more than 4 seconds is a net loss because 5 to reach, 8 to heal and 5 to go back equals 18 seconds, 2 more than a regular healing.

    For self healing a medkit is 16 seconds, self care is 32, in CoH is 16, if reaching CoH and then going back to a gen takes you more than 32 seconds is another net loss, this isnt exactly the same because CoH allows to self-care for the entire team so its not as easy to judge if its worthwile to snuff it out or leave it, depends on your strategy, how they are playing etc, I dont think there is a perfect answer for this and you have to feel the flow of the trial and the Survivors you are facing.

    Overall snuffing Totems is a good idea because rebooning takes a lot of time and you can always catch the guy red handed and interrupt it so theyll have to start from scratch but if the totem is far away from gens is not a priority.

  • @Starrseed said:

    Man I don't know. The new dms on itself isn't that strong and I think it's what many of the weaker killers could work with but on artist it's op so the only logical solution is to either nerf artist or say only gens are effected that are in terror radius but that would weaken dms hard

    One of the problems the game has now is with so many different Killers and powers the game got bloated and sometimes synergies like this one appear, the only way to stop this is to stop churning content because when you release something decent like new DMS you can find broken interactions like this particular case so the only solution is to release garbage perks (something already happens with Survivors).

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741228#Comment_2741228

    If there are lockers nearby you can with 2 players just have one jump in a locker to get rid of the crows after getting hit while the other keeps working on the gen to prevent dms from blocking the gen.

    Problem is that it's quite a lot or coordination for solos

    You still need to have a locker very close also she knows there are 2 people there so she can keep spamming crows until she gets both crowed or someone gets downed plus rarely SWFs work as 2 on gens at the start since its the less efficient way of fixing them, if they know the Killer is chasing someone each will get on one gen, plus 2 people working on a gen together most likely will get Pain Resonance activated on their gen, triggering an explosion and then blocking the gen.

    Best case scenario the group manages to take turns with locker to get rid of crows while the other stops DMS from activating, you are still doomed because you fixed half the charges you would be fixing (you have 1 person just running to a locker instead of working) and against a facecamper you need to finish those gens fast, 3vs1 with only 1 gen done is usually 4K (or 3K+hatch).

    Problem with this is an Artist with new DMS, Pain Resonance, BBQ and something else like Corrupt or Dead Lock can apply pressure at all gens, block them to stall the game inmensely and facecamp with little input, devs have said the counter to facecamping is rushing gens, this build stops genrushing and allows you to facecamp at the same time.

  • @Yatol said:

    lol this is old ruin undying all over again, strong against solo but swf can manage.

    Not really, SWFs cant manage this, someone gets hooked, DMS activates, Artist begins to facecamp, she reads the auras, throws crows towards gens with people, if they dont stop repairing they eat a health state the next time she throws a crow, if you do the gen gets blocked for ~35 seconds (wathever's left of DMS).

    You need 80 seconds per gen (not counting travel distance) if someone facecamps you have roughly ~135 seconds of free gen working (120 both hook states and ~15 seconds until she finds someone else and that person stops repairing) you can block any generator being worked on for ~35 seconds plus wathever stall you got from Pain Resonance and once your gen is blocked you either wait there doing nothing or go look for another one which brings the same problem, get crowed and DMS blocks the gen for wathever's left AND take on account she is facecamping the hook so either she gets a free kill or trades hooks, which renews DMS timer and gets you back to square 1, spam crows and block gens without leaving your spot.

    SWF main strength is having free info and being able to put efficiency accordingly "he is chasing me, all 3 get on gens" but info in this situation solves nothing, Survivors have no input on stopping this "she is facecamping, power gens" "oh crap, she blocked mine with Pain Resonance" "oh crap, she blocked mine too with DMS after I got crowed" "oh crap, mine too..." "what now?" "uh... can Survivors unblock gens?".

  • This is insane, if DMS gets released like it is on the PTB either theyll have to nerf it again or the Artist.

  • @jamally093 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740245#Comment_2740245

    Really pyramid head was from Silent Hill 2 I haven't played any of the games so I didn't know.

    Yes, Silent Hill 2 was Pyramid Head first appearance, he has nothing in common with DBD iteration except the weapon and the head tho.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740644#Comment_2740644

    for critic reviews yes its 71 and 61 user is 5.8 dbd and 6.1 for F13 im not saying that dbd sucks and is worse than F13 but I am saying there are some better features in F13 than dbd

    User points in something like DBD is meaningless, how many disgruntled Survivor and Killer mains have given 0 points because "that will teach BHVR for nerfing DS/Ruin!".

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