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ImWinston

ImWinston

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ImWinston
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    • Some players, never having played the other "side" of the game, have absolutely no idea about some mechanics/perks. I've seen many end-game chats with accusations of hacking by the killer/survivors, even accusations from very experienced players who (in theory) should know some game mechanics.
    • DBD is an "action game" with horror themes. Initially, it was conceived as a "hide and seek" game; stealth was almost encouraged, so the darkness, fog, and the general tone of the maps were truly horror-themed. Then the "loop" became increasingly important, and especially the killers didn't like (and still hate) the stealth style of gameplay. So here we are, a game entirely focused on action, and therefore light is really important. But I don't understand the drastic change in "horror tones." Let me give you an example: the current Coldwind Farm. If you take away a bit of dirt, and a few dead animals here and there, it seems like a really nice place to spend a relaxing vacation. If you take a look at the old Coldwind Farm, you'll immediately understand what I mean.

    • Edit: In the current Coldwind Farm there is a very cute bread basket as a prop, which seems to have been hand-made by an artisan baker.
  • @Chilli_man2400 said:

    I was thinking just Increase the healing time to 60 seconds and it can’t be affected by increase heal buffs it’s a flat 60 seconds and you gain the broken status affect

    Sorry, but the syringe (in theory) is an iridescent add-on, so it should have a strong benefit... 60 seconds is a huge healing time. That's like saying Taurie's "Clean Break" is an extraordinary perk.

    • Cages aren't "mandatory."
    • Cages make altruistic actions completely useless (no pallet saves, no flashlight saves).
    • Cages greatly speed up the "hooking" process. For example, if a survivor is down next to a very advanced generator, use the cage and go kick the generator.

    • Now, to say that cages are completely useless is a truly bizarre statement.
    • A small clarification: I'm referring EXCLUSIVELY to this survey. I think it's normal for the questions to be more focused on the survivor, simply because everyone (at least I definitely do) prefer playing the killer. It's simply not normal to wait half an hour for a match; there's a clear "fun" issue. Why does everyone want to play killer, and few want to be a survivor? I think this is a bigger problem for the Devs to solve right now. Because over time, as the killer roster increases, the situation will only get worse, certainly not better. I'm surprised some people don't realize this (big) problem.
    • It's fine to express your ideas/complaints, but let's try not to offend people.
    • I think the biggest problem with 2V8 is the overwhelming need for survivor players. Let's be clear: the most fun/innovative thing about this mode is the killer role. Survivor role is basically the same as always, just with more players and (generally) a simplification of the gameplay. Just look at the history of this mode: what has significantly changed in the survivor role? As far as I can remember, nothing. Some class balancing/buff/nerf, herbs in the RE chapter, and fog crystals... very little compared to the constant introduction of new killers in this mode. If we all want this mode to thrive and even become permanent, something needs to change in the survivor role (in my opinion). Certainly, introducing new killers (which I think will happen regardless) won't change the situation at all. To clarify, by survivor role change, I don't mean a buff, but something really fun and interactive that's worth playing.
    • The bot AI is truly terrible. Let's forget about simple counterplay against individual killers; they're too "scared" and not at all efficient. The only thing they're very good at is opening the exit gate when all the generators are completed (by human players). If the bots are to remain as they are, I'd prefer DC players not to be replaced at all. Having a bot on your team won't help you at all, anyway.
    • In my opinion, it's better than staying seasonal. I can compare it to Fortnite: the OG Fortnite was so successful/appreciated that Devs made it a permanent mode. After a short time, the OG mode lost all its appeal and all the players moved on to other modes. So I think 2VS8 would have been successful initially, but after a while, completing a lobby of survivors will be really difficult.
    • I'm taking inspiration from this OP for something I've always thought about 2VS8. Killers see each other's auras. Devs must have thought, "Killers need to work together; it's only fair that they can always see each other." However, the killer is essentially an element in 2VS8 that you can easily "work" on your own. Clearly, working in pairs is better, but working alone is absolutely possible. Survivors are LITERALLY dependent on each other; you absolutely cannot free yourself from the "cage" alone, yet they are not allowed to see each other's auras.🤣
    • In 2v8, the wait times for killers will always be long. The novelty of playing in pairs with another killer is too unique compared to the role of the survivor, which remains practically unchanged, indeed impoverished. Even if they add more classes for survivors, I don't think anything will change. Perhaps if there were a skin, unlocked EXCLUSIVELY by playing as a survivor, something might change.
    • I have a slightly more nuanced opinion. If I say "Trapper is a weak killer," it's understandable that many agree and others (a few) disagree for various reasons. But if I say (for example) "I've been to Badham three times today, I'd like more variety in the maps," this kind of very "neutral opinion" really makes no sense to downvote.🤣
    • For me, perks are a fundamental part of the game and its fun, and they actually make each game "different." Obviously, meta-perks dull the variety in the game, but that's another story. And that's why I love "Chaos Shuffle."
    • The truth is that Nurse, Blight, and Kaneki (and maybe a few others) are very strong killers regardless of how the game changes (for better or for worse). Viceversa, weak killers will always be weak. Example: if Trapper is weak with 10 pallets on the map, he was weak even when the same map had 8.
    • My opinion. As for killers, the situation is acceptable; create a bot lobby, and you can try out your power (including add-ons) as long as you want. As for survivors, the situation is truly dire; if you don't want to buy the killer, don't want to play as the killer, or don't want to read the power description... well, you just have to learn during "normal games." It's simply foolish to expect survivors to go on YouTube/Twitch to learn the mechanics of a new killer.
    • She's still a very effective assassin; the only real obstacle is bodyblocking. I simply notice that survivors are learning to counter her, namely by playing in pairs. But if you're alone, she's still very powerful (even considering how easy she is to use).
    • I can't judge, because I do the same thing. But less explicitly. When I see a Bill or a Rebecca, I simply change lobby. But it's something I do now for fun/superstition, without hatred or unpleasant attitudes. I simply walk away.🤣
    • I understand your complaint, but I don't think anything should change. Pig playing this way is simply "ensuring" a kill, but is losing the game/generators.
    • I'll tell you how the "anti-tunneling" issue will be resolved, just like the "anti-camping" issue. Anti-camping is a mechanic that exists, but it's so easy to manipulate that anyone who wants to camp can actually continue to do so without any problems. And it will be exactly the same for anti-tunneling, that is, it will be a little more "difficult" to do, but anyone who wants to continue doing so will be able to do so without too many problems.

    • How I would have created "Apocalyptic Ingenuity": When the killer breaks a pallet, you see the aura of the broken pallet and its broken pieces. Approach the broken pallet, press the "action" button, and in 4 seconds, collect the broken pieces. Repeat this 6/5/4 times (level 1, 2, 3 of the perk), and then you will be able to create a "real" pallet. Recreating a pallet takes another 4 seconds. So to use this perk you literally have to move all over the map and waste a total of 20 seconds, I would say nothing OP or crazy. After creating a "real" pallet, the perk deactivates for the rest of the trial. Having to open chests is the most pointless interaction for this perk.
  • "Whisper" isn't a good perk, but Spirit, for example, can benefit from it. "Hoarder," on the other hand, is a perk I don't see being useful in any scenario.🤣 Even "shattered hope", considering how weak and rare boons are, is a totally useless perk. also because, you literally just have to kick the "boon" (this operation takes literally 1 second), and you have turned off the boon🤣

    • The only reason I played this event was FOMO. After I got the skins, I ran into the normal queue... yeah, I didn't like it. I hope they come up with a better/funnier idea next year.
    • Yes, healing (and knowing when to do it) is part of the experience and skill of the game. For example, if you have Resilience or DH, there's no need to constantly heal. Or if you're against an insta-down killer, healing is literally useless. And what about Legion? When I'm in Solo Q, I always hope it has the addon that makes you "broken" so it forces you not to heal.🤣 In my opinion, the great popularity of Finesse and "healing perks" in general has a significant impact on this aspect...
    • Well, Devs really put a lot of time into this killer. I don't think any other killer in the game has been modified/nerfed/reworked as much as she has. Except for a very few people, no one really likes her. It was a failure in every way. Aesthetics (a sexy woman with a glitter mask), lore (a girl who becomes a financial genius after reading manuals, gets rich, emulates a manga, and kills her business rivals...LOL), gameplay, a truly a disaster.
    • The truth is that we players have a "partial" view of the situation; only Devs have "certain" data on the game dynamics. MAYBE Devs have statistics that show greater dissatisfaction on the survivor side. Consider that the majority of people who "leave" don't do it theatrically (for example, by issuing press releases about "X")... they simply uninstall the game and move on to the next game. Perhaps (this is just a hypothesis) the number of people who are still playing survivor is simply decreasing over time, and this creates a general problem for the game.

    • EDIT: Okay, I read Mandy's reply (here on the forum) and it all seems to make sense. When you uninstall the game, a questionnaire appears, and it was implied that the greatest "dissatisfaction" comes from the survivors.

    • p100 Jeff here! We can't complain, Jeff has a lot of nice cosmetics (but never enough). I feel sorry for Taurie, though, she's received very little so far.😭
    • Excuse me, but according to your theory, if the Devs remove some pallets, how should that discourage players from using the strongest killers in the game AGAIN? In fact, it would be even better. Even before the pallet changes in the latest patch, 80% of matches were against Blight, Billy, Nurse, Dracula, and Kaneki.
    • Yesterday I tried to do an old challenge from the Tome "use Mettle of Man with Ash , open the door end escape". I was with my SWF so let's say we managed the games quite well... as soon as the killer saw 2 completed generators, or I managed to activate (with great difficulty) Mettle of Man... instant DC. This challenge was a real hell, both because it wasn't that easy to do, but also because as soon as the killers saw something "difficult" and not the usual experience "solo Q"... instant DC. Remember …the Meg that DC as soon as they go down after a few seconds of the game, they also play killer🤣
    • Guys, the number of perks that deserve a buff (especially on the survivor side) is huge... Cut Cloose is just one of many. Just to name a few: all the "teamwork" perks, deadline, rapid response, buckle up, better than new, invocation crows , apocalyptic ingenuity, boon illumination …………….. We all complain about always seeing the same 10-15 perks on both sides (killer and survivor)... the reason is really easy to understand.
  • @AmpersandUnderscore said:

    A short, of the top of my head, list of "reasons that killers tunnel", since about 6.1.0:

    • Gen speeds
    • Dead hard
    • DS
    • Dead hard again
    • Circle of healing
    • Prove thyself
    • BNP
    • Medkits
    • Maps are too big
    • Tile chaining
    • Pallets are too strong
    • MfT
    • Survivors are playing healthy (too many health states)
    • Survivors are playing injured (just doing gens)
    • Distortion (can't find anyone)

    Every one of these has been addressed, and each time the goal post moves again. Because tunneling itself is the problem and the cause.

    why they occur

    Tunneling is a base kit comeback mechanic that is always available and has no downside for using it immediately as the game starts. It is simpler to execute for the killer than it is to counter for survivors, making it highly effective.

    Tunneling at 5 gens is not a response to anything. In fact, doing so makes gen speeds worse, because the killer has decided to force the game to be a race: put all of their attention on one player and leave 3 others to do gens. The match becomes a race to see if 3-4 gens are finished before the killer can get 3 hooks on the same person to eliminate them.

    When it works, the killer wins.

    When it doesn't work, people post like this: complaining about the flavor if the month, or defaulting to "gen speeds". Even if "doesn't work" is one match out of an entire game session.

    And, clearly, the killer community does not allow BHVR to actually address this issue, so it will not get better.

    • Exactly what you wrote. Because now the pallets will be reduced, then the syringes will be nerfed... each time the bar is raised towards a new objective. Every mechanic is the cause of defeat, every event is an excuse to legitimize tunneling. It's starting to get ridiculous. It's obvious that the game needs to find its balance, but never blame yourself and your own skills... What I find truly absurd is that the "Solo Q", the truly weak part of this game, is ultimately the one that complains the least (and it would have every right to). I would like to remind the BHVR company that Solo Q is also part of this mechanism, it buys characters and skins (therefore a source of profit) and it does not deserve to be ignored. For years people have been asking for a simple "dialogue wheel", or to see the perks of their teammates (information that SWF always has) ... no the priority is to nerf the fog vials
    • I repeat, the problem isn't Legion but the absurd synergy it has with every 2Vs8 killer (maybe except Billy because he's an instadown). Let's forget about the Legion + Oni combo (for obvious reasons), but Legion also makes a Nurse an instadown. You can stun Legion and eliminate his power for about ten seconds, but if he's already put 3 people in deep wound, what exactly have you achieved? It's not that easy to split up on a map (even a large one)... you'll arrive at a moment when you're close to someone... we're not 4 players, but 8... no matter how big the map, a decent Legion will always be able to wound 2-3 people in a power session. It's obvious that healing is useless, but if you have to fight even a simple "Wraith" that suddenly appears, you're in a lose/lose situation. Legion and Plague are balanced killers because they have extreme ease in hurting people, but then they have to work M1 to get a down... in 2vs8 they do the "first attack", then someone like Wesker (example) just has to finish the job. Of course, there are also the less experienced legions (like any other killer in the game), easy to stun and easy to "bodyblock"... but if you know even a little bit how to use this killer, nothing stops you from being an EXCEPTIONAL support killer in 2Vs8. But if what I said isn't clear enough, why is Legion in 2Vs8 magically the most played killer ever... has everyone suddenly fallen in love with Legion? Are they crazy? Or maybe there's a deeper reason?
    • I don't mean to be rude, but it was clear from the start that Legion wasn't a good addition to 2v8. Out of 100 games played, maybe 10% were without Legion... he's an overly strong killer as a "support." Same goes for "the Plague"... his gameplay isn't suited to 2v8. Anyone who doesn't understand why either has no idea what DBD is, or is just being really malicious.
    • Wesker: it's a "strong" but not oppressive power, it has good (but not exceptional) mobility and the survivors can (with skill and not just "luck" like nurse) work hard to avoid his M2
    • If the same "severe punishment" is also applied to killers, I agree 100%. Today I was doing an old tome challenge and I was with my SWF. The challenge was to activate "Mettle of Man" with Ash Williams... at least 4 killer disconnections, as soon as they saw a bodyblock or 2 generators finished, instant DC. Killers should be punished even more severely because I literally put the word "the end" to everyone's game
  • @Ricardo170373 said:

    You need be so much naive to believe in that data from BHVR about soloQ escape, its absolutely misable to play this. Im trying to play some matches after a busy day and i cant do nothing.
    Slug with 5 gens before 2 minutes against myers
    Noone touch a single gen against deathslinger and he obviously came to me, becuase i tried do something
    Noone touch a single gen against Oni and tunnel
    i closed the game.
    How i can enjoy this?
    i cant have a single decent match,i dont matter if i die or not, but i never can have a single decent match to play normally

    • Some advice for your "Solo q experience"

    1. Don't stand near your teammates. Use the "Shroud of Separation"; it's a really useful and powerful offering.
    2. Always try to work generators alone, especially in the early game. Only work generators with someone if there's a valid reason (or a perk encourages you to work on the generator with someone).
    3. Don't be altruistic at the start of the game. Altruism is only good for someone in the "death hook" or in the endgame phase.
    4. Don't rush to save someone from the hook, and especially don't rush to heal someone who has been slugged. Think calmly, work on the generator, and only then decide when it's best to act.
    5. Always be 100% efficient on generators. Even just one person on a team with a strong dedication to generators can really make a difference. Always include at least one perk to speed up generators in your build, or use a good toolbox.
    6. Use an anti-tunnel perk. These perks "add" time for you and your team... there's no reason not to use them.
    7. Don't be afraid to engage a chase, and above all, don't be afraid to use pallets. From personal experience, I've seen many games fail simply because the survivors were afraid to use pallets. A "living" survivor with two fewer pallets is better than a dead survivor with all their pallets still to use.
    • se quello che dice "OP" è vero, le statistiche di uccisione dovrebbero essere MOLTO più alte di quelle dichiarate... forse è per questo che hanno aggiunto più pallet, perché in realtà gli assassini superano la soglia del "tasso di uccisione del 60%"
    
                
  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016171#Comment_4016171

    Seriously questions: how many killer players do you think have 2,000 win streaks? Do you think it’s easy for any killer player to achieve a streak like this? What do you think the average win rate is for the average killer player?

    • Sure, someone who reaches 2,000 consecutive wins is very good, but it remains a unique dynamic in the online gaming landscape... I think there is no other game that guarantees you "if you're good, you'll win forever." This clearly means there is a balance flaw. Even the best and strongest player in the world (for example) can't win ALL Fortnite matches. He'll win often, for sure, but sometimes he'll die too.
    • I remind you that, despite what some killers say, SWFs of four friends just wanting to have fun do exist and are very common. SWFs of DBD demons are really rare.
  • @angel_pellegrino said:

    Farm. That's the easiest way to get survivors "comfortable enough" to actually kick pumpkins and mess around with the void. But farm with a plan and a purpose. I bring corrupt intervention, merciless storm, overcharge and deadlock to pump the breaks on gens long enough that multiple survivors might wander into the void. Other than that, I do chase, kick generators (to get overcharge) but I don't kill. And I will often let survivors hop off my shoulder. The idea is to create a game with challenge, but not so much challenge that survivors feel they "don't have the time" to use the void.

    Survivors run into the void constantly when I farm. Especially when they realize I'm not going to kill them.

    • You said it yourself, entering the void is a waste of time, and for the survivors it's also "dangerous": in the void, the survivors are exhausted, broken, unaware and hampered by the "souls of the spirits"... so, exactly, why enter it? This year the void has been very poorly balanced. And using the void crystal to repair a generator (even if on paper it seems like a really strong mechanic) is actually a further waste of time. Repairing a generator with a void crystal is a mechanic you can use when the game is already going well for the survivors, and it's not exactly logical as a thing.
  • If you torture the data long enough, it will confess to anything - Ronaled Coase

    • Please, let's discuss everything, but let's try to believe the "numbers"

    🤣

    • I've been following Japanese DBD content creators for a long time. Here are the differences I've noticed in the Japanese way of playing:

    • Killers generally have a slightly lower skill level than the European level (I play on European servers)
    • Killers have a lower tendency to "hard tunnel"
    • Survivors are extremely "autonomous" during the game and seek help from others as little as possible (in fact "self-care" is one of the most used perks in Japan)
    • Survivors, before the generators are complete, are very unaltruistic. So you'll rarely see saves with flashlights or Sabo builds, or even just bodyblocks. However, once the generators are complete (unlike on European servers), they are super altruistic and will even attempt the most difficult and risky saves.

    Edit: I don't want to offend or praise anyone with my observations, they are simply general considerations on the way to play.

    • Imagine if a win streak killer (meaning those who have achieved + 2000 victories) came here to the forum and said "killer games are objectively easy, we need to do something to make them more difficult!"... he would be considered crazy (at the very least)🤣
  • @TicTac said:

    It is possible to get the translation relatively quick, but it would be nice if you explain the data in english.

    Up is Japan, down is the world. The first percentage is the amount of people which play solo, then duo, trio, squad (well, that was obvious). The second percentage is the escape rate.

    Which is roughly 6 percent higher in Japan.

    • I don't understand, are there 6% more escapes in Japan?
    • Deadline: After unhooking a survivor, you gain 10% repair speed for the next 60 seconds. This would simply make it more consistent with the idea of ​​"deadline," a person who has many things to do (rescue people from the hook), but their main task is to finish generators. the concept of "timer" is already very much in line with the idea of ​​Deadline. With Vee's new perk (one, two, three, four), this perk doesn't make sense as it is.

    EDIT: Why does it seem "balanced" to me? The person who saves from the hook sometimes loses additional seconds healing the person they just saved (thus losing additional seconds from the perk timer), they have to "physically" reach the generator, and the killer might chase the savior, essentially "nullifying" the advantage. Conversely, if the killer decides to tunnel, the savior can effectively punish the killer using their increased repair speed.

    • Yesterday I went to Hawkins Lab three times in a row... I was just disgusted. No one had used the offer, I want to point out.
    • Yesterday I got emotional seeing Ormond, I'm really not joking, I hadn't been there for at least 2 weeks🤣
    • You forgot the Laboratory on the list🤣
    • I think if you're really "good" (both survivor and killer) you can win without any problem. The difference between survivors and killers is that the killer plays alone (so if I want to play "well" nothing stops me... the most famous example is the thousands of victories in a row of some killer mains) but the survivors have to rely on their teammates, therefore also on the skills of others.
    • The problem/merit of DBD is that nothing is the same as DBD. How many games have tried to "compete" with DBD's success? So many, but all have failed for various reasons. Trying to make an FPS is "easy enough", but recreating the DBD formula is really complex. Even JUST considering the content licensed from DBD... as a "competing" developer, I would feel demoralized. The gameplay is UNIQUE, based on chases, and no one (until now) has tried to recreate this formula. So no, DBD has no competitors and I don't think it ever will (unless a giant video game company wanted to make its own "DBD")
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