HectorBrando
HectorBrando
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- HectorBrando
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I dont mind having an option to to connect to every server IF they make the people who selects it connect only with other people with the same option.
As a survivor I dont want to be paired with someone with 300-400 ping who wont be able to play properly, as killer it also sucks to chase people lagging, it makes it very easy and boring.
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Doctor with Irisdiscent King+High Stimulus Electrode as addons, Distressing, Brutal Strength, Coulrophobia and Thanatophobia as perks and The Game offering.
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They should let you work 2 challenges at once, one master/luck and one regular/grindy because if while doing one of the grindy challanges you manage to do one of the master/luck challenges only to see it not counting is going to be frustrating, really frustrating.
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@yermom said:
https://forum.deadbydaylight.com/en/discussion/comment/868993#Comment_868993
I don't have a hard time earning bloodpoints. I average about 25k a game, but there are times where I don't score that much, like as the doctor, the hag, or some other base movement speed killer.
I don't have a problem with survivors earning more BPs than they used to, I just find it discouraging when killer is a lot harder, but the game doesn't seem to reward you as such. It's apparent that survivors earn BPs at a rate faster than killer, and for less work. I just wanted to talk about why that is discouraging, I guess.
How come? Doctor is a farming machine, is super easy to get near 30k in almost every match.
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@ColgateAdvancedWhite said:
So many excuses from killers.
I play Spirit a lot, and 4k has been so common that I frequently mistake anything less than 4k to be a loss for me. I'd imagine that's what a lot of killers here experience too.
75% kill rate sounds about right and it matches my experiences as Spirit. In fact I have been doing the "4k, 0 chase" challenge just to keep the game interesting and make things more... challenging.
That kind of is a sign that killers are too strong right now.
Agreed, I play Doctor as my main killer and at rank 5 I rarely get less than 3 kills per match and Doc is supposed to be one of the weakest killers overall (dunno why).
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Because if something is too weak players still have a ton of options, you have 71 perks for survivor and 17 killers and 63 perks for killers to chose, IE: imagine 1 survivor perk sucks a lot, like No One Left Behind, it just makes people avoid that perk, there is still a lot of disparity in builds and a lot of choices it leaves you with 70 options, same with killers and their perks.
On the other hand, imagine you make something super super strong, like old Mettle of Man (or even stronger), everyone picks it, it leaves you with 1 option (either you use it or you gimp yourself by refusing to use something way better than other choices), disparity suffers greatly from everyone picking the same perks and same killer over and over, it makes the game dull very fast.
Disparity suffers most from superstrong stuff than weak stuff, another example is fighting games where in a roster of 30 everyone picks the same 4 top tier characters and executes the same cookiecutter combos it gets very boring very fast.
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@Haku said:
I could tell you Freddy is way beyond powerful without the stats even. I mean it is common sense. Spammable traps with range/no movement slow downs/teleport+bbq+pop/addons that slow down healing and gen speed at the same time/Oblivious/ Dream World that activates on its own for every survivor/Dream Pallets that are impossible to tell if they are real in solo play. I am perfectly fine for them to have some fun but he will be have to changed eventually. I am pretty sure if Freddy was obtainable with shards and not only money he would've been used every second game we play/ I would spam him myself/ - his potential to is just so big and in general very easy to use, which I don't really like as a combo
I believe if we were able to unlock him with shards he wouldnt get reworked the way he got, he wouldnt be the way he is now, same goes for Ash and old Mettle of Man.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/866574#Comment_866574
Nah, it's just that killers hate seeing these stats and being proven wrong that killing isn't hard, you're probably just not that good.
Last time it was "If DCs are included these stats don't matter".
Now that DCs exclude the entire match from even counting in the stats it's
"Why are the Console/PC stats mixed together".
Devs literally can't win regardless of what stats they drop.
Pretty much this, devs said they attempt to balance the game around 2 kills per trial and all killers are shown to be well above that even the weaker killers like Clown, yet the conclusion a lot of people got is "spirit wasnt overperforming" and "buff weaker killers to have a % like Freddy and Hillbilly".
I blame the "us vs them" mentality.
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In my experience most Steve players seem to be new to the game and clueless, sometimes I go softer on them if I notice they are really really new.
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I play stealth and I can make the killer waste a ton of time just by having him searching every nook and cranny trying to find the guy who keeps taping the gen he just kicked 10 seconds ago and has been doing it for the last 60 seconds.
Also stealth frustrates killers, frustrated killers make more mistakes and put less map pressure.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/861132#Comment_861132
Overwatch 2 is a thing and it's literally the same game. I won't be too surprised if DBD does the same thing.
Overwatch 2 has Blizzard Activision tag attached, it will sell by sheer marketing brute force, Behaviour isnt big enough to sell their products just by brand name.
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@ASurvkillivorer said:
They need to tweak this. Its ridiculous how RNG any of the use is.
To help me just a bit with the gen challenge I used a purple mist offering and we got the game map. Not only does no mist appear upstairs. The mist downstairs is completely pointless. Meanwhile a single grey mist offering on the swamp is a problem.
I dont know if its a bug or an intended mistless map because it was Badham but I had one match where two guys burnt a purple and a yellow mist offerings and there wasnt any mist at all, not a tiny bit.
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@Shaddai said:
https://forum.deadbydaylight.com/en/discussion/comment/834764#Comment_834764
It is bugged, even though it says you need 2 health states, you only need one if you use the self-care. The med-kit one is also bugged and believed you only need to deplete 8 charges to count as "1 med kit" instead of depleting an entire med kit. One of our games, buddy got 3 completed even though only 1 kit was used.
The deplete medkits challenge is bugged for sure, I got medkit depletion points yesterday playing as Killer.
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Camping is very hard to fix with mechanics as they could easily be exploited by survivors.
The only way to fix it is to encourage killers to leave hooks by their own will, one way is genrushing but thats hard for Solos since the camped cant signal their teammates to keep doing gens and leave him be. There is also the problem with proxy camping, Hillbilly, Hag, Nurse and Spirit can stay away from the hook and come back in seconds not giving time for the unhooked to hide.
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Extra BPs on No Mither would be a disaster, it might attract less skilled or relative new players towards the perk on promises of bigger BP gains and its not a perk for unprepared survivors.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/834841#Comment_834841
Only 1 out of the 17 can teleport through walls on demand, puts traps down that survivors get stuck in, throws hatchets, makes survivors sick etc....
That is just a stupid argument for why something should be changed. That is literally saying no killer should have something unique.
Are you suggesting they should change her power to be not vaulting animations instead of phasing?.
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Replacing her with an entirely new model would mean to waste a lot of work, they would have to remake a lot of animations for the new killer model and for her survivor model, new meshes, textures etc. All that work for something that would give them pretty much nothing in return as a lot of people already bought Spirit and wouldnt need to buy it again.
Im not saying it cant happen but from a bussiness point of view its not a very smart move.
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@CrowFoxy said:
It's killers Haddonfield, and even then you can still easily genrush.
That honor goes to The Game.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/823390#Comment_823390
people will complain about any perk hell I bet people complain about plunderers
They do, "way too many keys with plunderer".
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I think moris are way more unfair that keys, keys have harsher requisites than moris.
First of all you can get moried pretty much at the start, the only requisite is to get hooked once and get tunneled, keys on the other hand require you to fix a number of gens and finding the hatch, a 4 men key escape requires 5 gens, that means a full length match, 3 men key escapes are similar, just one less gen but the killer gets to sacrifice one guy, 2 men the killer bags 2 survivors, 1 guy means the killer got 3 and closed the hatch, what im trying to say is keys might be unfair (they are, especially in 2 men escapes) but even if they pull it out the killer still gets something for its time, some chases, some kills, hooks, some fun etc. But the first and the second guys moried get pretty much nothing except a -1 and maybe 8k and the other 2 are left in a match with almost no hope of surviving except for a hatch escape.
Second moris are very abundant, keys not so much.
With all that being said, I wouldnt mind the removing of keys if they remove ebony and ivory moris, the cypress one can stay as it just means the last survivor is getting moried instead of hooked.
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When you are very new forget about looping, mindgaming and all that stuff you see on Youtube videos, it requires an enormous amount of knowledge of maps, tiles, jungle gyms, pallet spawn points, timings etc, seeing some videos about it wont teach you anything and just frustrate you.
My advice for new Survivors is to play stealth, play with Nea and use Urban Evasion, that perk alone will help you remain undetected, also get Spine Chill/Premonition, one of those 2 will help you avoid the killer (Spine works always but doesnt tell you the direction of the Killer, Premonition has CD but tells you the killer position so you can choose an escape path) and use Deja Vu, while this perk is BAD for average players for newcomers is very good, it gives you insight of 3 generators right at the start so you dont waste time searching for them (with practice youll learn to search for them efficiently so Deja Vu becomes pretty much useless but for newcomers is a great help). Another great perk for starters is Meg's Sprint Burst, while not the best exhaustion perk is rather easy to use and reliable if you learn to not waste it.
Survivors main objective is to waste Killer's time so your teammates can fix gens, one killer using 60 seconds trying to hook someone are 3 guys fixing gens for 60 seconds. To acomplish this you have 2 methods, first one is with a looooong chase with loops (Youtube's favourite) and the second method by having him search every nook and cranny looking for a survivor they cant find anywhere and doesnt seem to exist yet they know is around somewhere because someone keeps fixing that gen he just kicked for the third time, I cant count how many times Ive managed to waste Killer's time by searching for me only to end up empty handed.
And now the hard truth, as newcomer you are cannon fodder and youll end up dead pretty much always, especially if the killer finds you, winning a chase against a killer as newcomer is pretty much imposible, your main goal should be trying to play as safely as possible without being a hindrance (generators must be done so you will have to expose yourself and help your team fixing them) and trying to stay alive the most time so you can earn experience and get a grasp of the game, especially by observation of veteran survivors.
P.D. patience, this game is really fun and the learning curve is extremely harsh, but once you get to a degree of skill and learn to play the way you like is very rewarding and enjoyable.
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The only solution is to make 2 separate queues, one for SWF and one for Solo and adjusting Killers, perks, maps and HUDs for each queue in a separate way.
This will never happen as it requires an INSANE amount of work and testing.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/822804#Comment_822804
Then at stage why is the add-on an ultra rare it's potentially actively detrimental to her playstyle.
I've heard the comment that making it base kidtwould do more harm than good but everytime I hear it all I think is then why the hell am I wasting an ultra-rare slot on something that does more harm than good
Poorly designed addon, like the old Waterlogged Shoe from Hag, it was also terrible and a hindrance (it isnt super good now either) or the old Black Box from Freddy.
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Looks like an unintended bug.
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Why? Discordance is a good perk and is not very used so people dont recognize it instantly, everyone uses BBQ and Ruin so survivors tend to counterplay it when someone gets hooked and learn to get great skill checks, even if you dont use them theyll try to stealth BBQ just because everyone else does.
Discordance is not as expected so people can get caught by it a lot of times before they realize you are using it.
I use Surveillance and a lot of times I get "How the heck did you know I was there? oh crap, you have Surveillance" on postgame chat.
As a killer being unpredictable is an important factor in your success, cookie cutter builds get counterplayed fast.
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@lynelmane said:
I think, at the very least, the first box you search should be the wrong one no matter what. That way, her power works at least a little bit instead of the survivor walking to the nearest box (that could be right next to them) and having the trap off less than 30 seconds after it was put on.
Also, Rule Set No. 2 should be basekit.
What for? traps are supposed to stall the trial by directing the survivors to a secondary objective, if taking a trap takes X seconds what does it matter if they go right away after an unhook, or after a gen, or if the trap is ticking or not, its X seconds wasted anyway, it wouldnt fix anything.
Imo I think is better if they go untrap right after an unhook since you can control, to a degree, where you hook and use a far away hook, if it activates after a gen they might be near a box after finishing one, and at green ranks or higher they will go after a gen instead of searching the map aimlessly.
The problem with RBT is not when survivors get rid of it or if they are activated when they do it, its how much time they waste by removing it and changes should be aimed towards that goal.
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@Alice_pbg said:
I really dont understand the mindset of "give people less bloodpoints!"
I do, after a while reading this forums you realize the "us vs them" mentality is prevalent, which is sad.
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While I despise tunneling and I rarely do it on purpose its a good strategy on the short term, it does help the killer with an easier game.
On the long term I think is terrible, imagine every killer starts tunneling, in all trials, always, every time you enter a game if you get downed first you are going to get tunneled and killed asap, is not very funny or engaging, right? people will start to burnout and play less and less survivor, in the end this hurts the killer mains because theyll have longer queues and a higher rate of DCs.
This applies to survivors too, endless looping or harassing less skilled killers might scare them away from playing the game, hurting survivors in the end.
I believe Behaviour should design the game to avoid tunneling, camping, endless looping etc so they are rare occurences instead of the norm, IE the Endgame Collapse did a nice job ending open door harassing and hatch standoffs (tough it still has some pruning to do it was a step in the right direction).
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With the amount of camping we have nowadays I doubt theyll nerf BT.
My money is on Adrenaline and im going to be very bold here, im guessing it will be changed so either you get one heal state if you are injured/dying or a 3 seconds Sprint Burst if you are full health, not both things.
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Slug the guy, easy as that.
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Is not worth it, Usually you can use OoO to take a quick peek and switch the camera right away, killers might not notice it, especially if you are behind a generator or he is in a chase.
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I play survivor the most and rarely I see people saying anything to the killer in the postchat except when killer resorts to valid but unfun or cheap tactics like camping or Ebony Moris.
As a killer I rarely get any salt from survivors since I very rarely tunnel/camp or resort to cheesy stuff (im just rank 6 as killer so i dont get to play with the red ranks though, where cheesiness is more mandatory).
If you are getting called in every game you are probably being quite toxic, most people respond in kind (this applies to survivors or any other game).
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But only if Spirit Fury stops working with Enduring.
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I work in a huge company and money always motivate almost every decission, my guess MoM was put on a licensed character is to make people buy said character not because they wanted survivors to bully the killer or wathever.
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Why not? a 1% chance of avoiding a hit is always better than a 0% chance.
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Its decent for newcomers to get a grasp on the game and gen distribution, once you know how the game and map generation works you can guess how the gens have spawmed and how to avoid an unintentional 3 gen.
I think its only use past newcomer stage is in Lery's since its a maze and even in that map is not very good.
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Sometimes you can guess if there is NOED by the killer itself, Wraith for example almost always has it while is not very common on Michael Myers, Hillbilly or Nurse.
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Just slug the guy or chase someone else for a minute after the unhook.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/608112#Comment_608112
But then Swfs lobby as 4 random dudes again to get that benefit.
If you buff solo /nerf Swf expect this to happen.
SWFs already have kindred as base kit since its very simple to tell them "he went X way" and "Keep doing gens Ill go unhook him" over voice chat, I doubt SWFs would take the trouble of getting into a lobby that way for something they already have.
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Splitting balance between SWF and Solo, each player group with their own separated queues so killers could be balanced diferently for each game mode (buffing the lower bottoms against SWFs and nerfing the top tiers against Solos).
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Since I love stealth I gotta say Yamaoka State and Coldwind Farm (except against Hillbilly).
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Not a good idea, most people tend to play very few maps if given the choice (Valve actually made a study about this for Team Fortress 2, they cloncuded like 10% of maps are played like 80% of times), if they let us select the map we will end playing the same maps over and over, this way helps spice the game a bit more.
What I think they could do is merge some realms and put them under the same offering, for example Lery and The Game offerings could be merged into one or something like that, I also believe we have more than enough maps for now and they should center on tweaking what we have.
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Not a bad change, it could help with the perk when it gets spoted early in the game if it spawns in a bad place.
To balance it they can add an expire timer so the perk deactivates by itself after 3 or 4 minutes in the event it spawns in a very good spot.
After all, since all ruins last 15 seconds in average the expire timer shouldnt bother at all, right?.
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Because its hilarious when people gets salty, especially when both sides get supermad and start flinching crap at eachother.
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Nope, Survival score makes it almost impossible right now.
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@Decarcassor said:
Beyond the clunkiness of switching modes and the unreliability of shock therapy I also think that the static field and the effects of madness need to be looked at.
Static Field really does not do much beyond giving you that first scream and the effects of madness are all pretty weak unless you are at lvl 3 and need to snap out of it. Off center skillcheck will only annoy new players but don't do anything against decent survivors.
Likewise, Doc's hallucinations are funny when you experience them first, but they really don't do anything to confuse the survivors and are only usefull if you run a Restraint add-on.
The whole idea is that currently, madness is not a good pressure tool. Most of its effect are more annoying than effective.
Hallucinations are there to give survivors away more than scaring people or anything else, even at tier2 without the aura reading they are incredible useful if you pay attention, his power is mainly built around detecting people, getting information easily and using said info to apply pressure and stall the game (one of the worst mistakes I see in Doctors is running stuff like BBQ, Nurse's Calling, Discordance or other aura reading stuff instead of chase shortening perks like Bamboozle or Brutal Strength).
I believe Doctor should get a longer shock (not much tho) and it should also affect in a small radius around him (a few meters so survivors dont hug him to avoid it), maybe a slight speed buff to changing stances and some addon rework.
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As survivor facecamping, moris or slugged when there is no reason for it.
As killer I dont really mind not killing anyone if the chases are fun.
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One of the problems with the clown is the inconsistency with bottle throws, collision and gas area of effect.
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@GrootDude said:
@OGlilSPOOK20 I’m not that altruistic and my teammates usually unhook before me.
Take on account that Up the ante and Slippery Meat use 2 perk slots and Deliverance just one.
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It lets you open the other gate, opening the gate as the killer is supposed to be a "concede" button not a way to funnel the survivors to you.