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Infckingcredible

Infckingcredible

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Infckingcredible
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  • @Zombra808 said:

    Yes, bloat the stats to favor your ideal idea of what the stats will look like. While you do that, I will die every match to show killers get too many 4Ks. Even, gen rushing isn't a thing. The only time it happens is when multiple people bring a toolbox with really good addons and prove thyself, which rarely ever happens. It's just survivors doing their objective, maybe bring some other gen slow perks like, pop, dying light, thanat, surveillance, sloppy, etc.

    Have fun. Meanwhile i'll afk in killergames to give 4 escapes per game.

  • @VincentRedfield said:

    PLEASE PLEASE PLEASE PLAY SURVIVOR, KILLER MAINS. You need to get face camped to death repeatedly, it's "a legit strategy."

    Yeah it actually is. It's the best way do derank without afk to get funnier games :)

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1003502#Comment_1003502

    They say gg, but don't mean it. It is just to rub some salt, nothing else imo. I couldn't think of a more boring match as survivor tbh.

    Ofc it is. You know it after like 5 games when people only gg when they survived or got a 4k.

    And yes, it's boring but thats the way it is. Most people are also happy about "farmgames" even if they're boring af.

  • As a killer i don't like the change without adressing the issue in the same step and as a survivor i appreciate it but understand even less why genspeed is not getting adressed (both from q red rank perspective). Gens just go so fast and with ruin, even if it's active for only 20 seconds - it still slows the start down (2 people doing gens but eventually missing checks, 2 people running around for few seconds)

  • @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000876#Comment_1000876

    This. I"ve been ######### about on survivor doing archive stuff to stuff points onto clown for PGTW, and despite ACTIVELY trying to avoid doing the main objective, I pipped nearly every game because the requirements are so braindead and lax

    Well. In rare cases you get a safety pip too. But -1 is pretty hard to get

  • Gen times slowed down. If you see 4 toolboxes you can still play franklins and i wouldn't care too much about boxes found ingame

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1003481#Comment_1003481

    Far as I know, those aren't skin loadouts, just full outfits purchased from the store. Even full prestige outfits don't show up in the outfit selection.

    Ahhh got it.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1002266#Comment_1002266

    No you just wait 10-20minutes to win against some noob. Happy days for survivors, i hope this is not too hard a challenge for them.

    I tried to just run around hitting no one and got 4 gg's after game. Survivors love free escapes. It's fun for them lol.

    When i play survivor i enjoy the chase and don't care about the escape too much

  • @ReallyBigShoe said:

    Instead of bloodweb things for prestige (cause I think they need to make the grind less overall for everyone), how about actual usable features?

    My idea is - for each prestige level to a character, unlock a loadout slot for that character. Loadout's can be complete kits. For survivors it would include perk builds, items, addons and even offerings. For killers it would be power addons, perk builds and offerings. Hell, even cosmetics for those specific loadouts. I think people would love this feature. Not having to switch perks individually to change to a build with a different purpose.

    I think you actually can do skin-loadouts. Never tried it though so i'm not exactly sure lol

  • @DawnMad said:

    Currently the game states that prestiging increases the chances of getting higher rarity items from the Bloodweb. By tests made by the community, this seems to be either nonexistent or significantly low that it doesn't even matter. Here's an example test from 2019 Feb, the results in this test are so similar that it could be argued that it's just the percentage of error:

    https://www.reddit.com/r/deadbydaylight/comments/at25tj/does_prestige_matter_bloodweb_comparison_over_500/

    As a result, I think an actual benefit to prestiging would be a nice addition. So here is an idea.

    What if prestiging gave small amount of discounts on the bloodwebs, this could make it a worthwhile investment for people who play this game regularly and go through a lot of rare items/addons/offerings for survivors or killers.

    Just for the sake of an example, a 5% discount per prestige would mean a pink node in a P3 Bloodweb would cost 1k bloodpoints less each time.

    Just a fun thought, I would love to hear your ideas too.

    I'd appreciate ANYTHING to speed up leveling/getting perks. If it's increased double bloodpoints per game or decreased costs doesn't matter to me. I would like it

  • @Deadeye said:

    Ehhhhmmm disagree. On one point. Tunneling is not a depip and low points, that's camping. Tunneling is, as you said, getting someone out of the game quickly. That's not done by waiting at the hook for the unhook and insta down or securing the "death within 2 minutes". Tunneling is ignoring free hits / body blocks to get to the injured one down and out of the game.

    Tunneling is not when you simply down someone and hook him the second time. Many people call it tunneling if you don't let someone go just because he was already hooked within the last 2 minutes, or when you have not already hooked everybody at least once. Even if that person survives until the end, you get called tunneler for that (sometimes).

    But regarding the double standard, I totally agree.

    Gen rushing is some difficult term. Tunneling, regarding your "objective" to kill people, tunneling can be more precisely defined because you are still progressing towards your goal when chasing the person that did the unhook. When you always go for the person that got hooked more often, it's pretty easy to call it tunneling. Calling it gen rush because someone is working on a gen injured is a bit more difficult to agree. Normally the speed at which gens pop, when at a too high rate, you start calling it gen rush. But when exactly? A gen every 60 seconds? Every 65?

    I like to talk about gen rushing when the whole team or at least 3 survivors build up for that, like with Better Together + Prove Thyself, like two or three people bringing BNP and Commodius or Engineer toolboxes etc. Otherwise it quickly seems like whining when talking about gen rushing.

    Doing gens after running by a dull totem = going for unhooked person ignoring free hits

  • @TruEternity said:

    Gen rushing and tunneling are both over used terms in the community, and somewhat of a joke. In most cases, people who cry “gen rushing!” are bad, didn’t face toolboxes with add ons and just failed to apply pressure, then blame the game for their inability to do well.

    And the same goes for the other thing. If you get called "tunneler" but you actually hooked two different survivors in between or "camper" when there are survivors around the hook... It's so stupid lol

  • According to this forum it is actually pretty ridiculous how many people play one side only trying to give "tips" like "gut gud" to the other side. Anyone should try the other side for a few hours before talking crap...

  • DeviB, Fungoose, Zubatlel, OhTofu are pretty good and fun to watch!

  • @skoopydoo said:

    Hopefully this will make the game more even and bring kill rates closer to the 50s rather than 70.

    Git gud i guess

    Stats are worthless in this game. Too many random factors

  • @Mellow7 said:

    They're won't be many red rank killers wanting to play after this patch so red rank survivors will get paired with green and yellow rank killers.

    It's already happening with current matchmaking

  • @Infinity_Bored said:

    https://forum.deadbydaylight.com/en/discussion/comment/997330#Comment_997330

    This is no bait and i'm talking about reworking, not nerfing.

    Did all the killer mains from the steam forums invade this place?

    Oof *facepalm*

  • @Infinity_Bored said:

    The Ghostface should be the next part of this game that has to be revisited. This killer is totally unfun and frustrating to play against, especially for casual players.

    There is no real counter to his power, since you can be exposed while literally standing in front of him and staring at him. This killer is the ultimate tunneling machine, since he can easily counter BT and down people right off the hook again.

    Most GF players rely on tunneling and slugging.

    GF should not be able to hide his red stain and his TR. It benefits the killer way too much without requiring any effort any effort.

    The ability to crouch spam should be taken away, since it is abused by almost every GF killer.

    I can see the devs' original intention when creating this killer, but sadly these things are abused by killer main players.

    Please make facing ghostface enjoyable for survivors.

    I think he is one of the few killers which are fun to play against.

    Anyways, he needs a fix from a survivor AND killer perspective regarding the ability to get him out of stealth.


    Also: nice /s

  • @edogast said:

    It's funny when killers think they're so sneaky running the perk Insidious and camping but us Survivor have Kindred. Enjoy your 10k Bloodpoints

    It's funny when survivors are next to the hook thinking killers won't see them and stay near hook and then call them campers

  • @edogast said:

    https://forum.deadbydaylight.com/en/discussion/comment/996676#Comment_996676

    gets no bloodpoint

    gets depiped

    it's just fun to stare at one person for 10 minutes

    go off i guess

    It's a win if you depip cause you get more fun games low rank :)

  • @Mister_xD said:

    i have to agree: killer is easier than ever.

    that doesnt have to mean anything though. looking at how unbalanced everything was back in the day, the game would not be alive now if killer experience wasnt improved drastically.

    instead of comparing the current killer experience with the "Dark Times" - as some call the early years of DbD, why not compare killer experience with survivor experience?

    if you did that, you would have realized the difference between playing killer and survivor - namely that the killer has a LOT more pressure to deal with that the survivors. survivors are still the easier role to play (which was confirmed by the devs, as they want survivor to be more of a casual mode) and survivors, despite of what many say, still hold the game in their hands.

    its survivors who dictate how long the round will take. its their playstyles that change how every single game plays out and all killers can really do about that is to see what survivors do and act accordingly.

    a prime example for this would be looping:

    the survivor dictates the rout they run, the killer only follows. if the survivor screws up at one point, the killer can punish him for that - unless the survivor brings one of the many second chance perks ofc, which eradicates their mistake. in theory, if a survivor team was to play completely flawless with a killer who plays completely flawless, the survivors would end the round with a 4 man escape, as gens would be done incredibly efficiently and the killer would be unable to catch a survivor in the time given to him before the game ends.

    this is what i got from my killer and survivor experience so far:

    the hits i get as killer are usually when 1) i catch them out in the open and they have no plan where they want to run off to; 2) they go for unsave hookrescues; 3) they make a mistake in their looping.

    and as a survivor i usually die when 1) my team is playing very inefficiently (i play solo survivor a lot. in my last game i did 3 gens on my own (3 gens were completed in total) rescued many (3 or 4) players from a hook (safely) and went down once due to me misjudging the distance i could run around a loop. i got out via hatch though - lucky me); 2) i screw up on a loop; 3) i misjudged the killers capability of finding me (i am more of a stealth player).

    in the end my experience from both sides says, that - unless the killer brings their strongest possible loadout - survivors dont ever have to go down. by the time the ressources survivors have to waste a killers time are used up - when the survivors know how to efficiently use them - the game is over. ive had games where the survivors didnt even know how to efficiently use a pallet and still stalled me for 3 gens just by instantly throwing safe pallets down and holding 'W'. and this is exactly the scenario many killers find themselves in, which is why they bring ruin to slow down the gen speed.

    and i havent even started talking about survivors second chance perks...

    though seeing how long this post is im gonne stop now xD

    TL;DR:

    survivor is a lot easier to play than killer, even though killer is "easier than ever" and survivor is "harder than ever".

    play some high rank killer games without ruin and see how it goes for you.

    it took me over a year of training to be able to play without the perk and there are still many games where i just dont stand a chance at all, since gens get completed so much faster than i could ever hook the survivors, which is a serious problem.

    killer may be easier than ever, but that doesnt mean the game is balanced.

    PS: in case you wonder why killers are so angry atm, thats because the devs just nerfed the #1 early game slow down perk without acknowledging the issue why many used it. this is also not comparable to many of the latest survivor nerfs, such as DS, insta heals or BNP, as none of these removed things were needed for survivors to survive - yes ruin is also not needed, but without ruin you have a tremendously harder game. you can still survive very well without any of these, now removed, crutches though. the games dont get significantly harder without them, they were just an extra.

    You forgot to add 4) dedicated window/pallet hits. Once it's getting fixed it'll be even worse for killer/easier for survivor

  • @Mr_K said:

    Yes

    I as a rank 1 Nurse main with 2.5k hours should be able to bully rank 15 survivors because of a Freddy daily.

    Playing a killer like a rank 15 vs red ranks isn't fun either. But yeah, it is survivor fun if they can bully a killer so it is okay right?

  • They could just take the Avg of your current ranks to start placement matches for new killers rank.

  • @VincentRedfield said:

    https://us.v-cdn.net/6030815/uploads/345/S0Y70OD1LESK.jpg

    The real reason killers mains despise SWF or adrenaline or toolboxes so much is that they loathe the game being balanced around 2 kills and 2 escapes per game. (Ideally.)

    They ignore that just as 3-4 escapes per game balance would screw over killer players and be messed up, balancing for 3-4 kills per game would screw over survivor players and be messed up.

    Survivor players aren't bots here for your pleasure. Maybe the ruin rework will sway the stats too much towards escapes and need to go who knows. But yes, the game needs to be balanced so survivor players have a decent 50/50 shot at escaping as well. #survivorsarepeopletoo

    Nice bait 2/10

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/983597#Comment_983597

    When i was rank 12 i was getting matched with red rank killers. The matchmaking system is ######### in genral its not only for killer

    But thats most likely swf i assume? Otherwise it shouldn't be more than 5 or 6 ranks difference

  • Haven't played overwatch but it makes sense to me. Wish there would be something similar with killers. I usually like to play all kind of roles/killers so i've not mastered everyone, even if i have tons of hours in this game

  • Yes, bloodpoints should be doubles for sure. Even if you don't want to prestige it takea thousands of hours to somewhat get all perks

  • @ASpazNamedSteve said:

    Really bad idea. You could essentially stay at low ranks forever by switching killers, no matter how experienced you are.

    This would just be heaven for people that like to bully noobs.

    @ASpazNamedSteve said:

    Really bad idea. You could essentially stay at low ranks forever by switching killers, no matter how experienced you are.

    This would just be heaven for people that like to bully noobs.

    No, you would rank up on the others and you could see it as "xp" instead of rank where maybe you can't derank below a certain point in time

  • @VSLl said:

    https://forum.deadbydaylight.com/en/discussion/comment/986733#Comment_986733

    Is dropping ranks and then playing against beginners right? There are a lot of unfair apses in this game. But this is the most offensive.

    Not really but if games go so fast you just have fun with a sweaty billy build with slugs where you can't stand a chance with a bad killer, why should you even play a bad killer? In this case it would be fair to go against worse players since the others are too good appearently ;)

    Also, you may only go against beginners in a few placement matches if you do bad. Otherwise it's the same with current rank, you can also do it now. It is about not having to derank because you have unique ranks on every killer.


    Edit: oh yeah how could i forget. Where's the fun for survivors if they can't stomp bad killers anymore as it is now if you ranked with a different one as it is now?

  • Thats why you have placement matches for every killer where matchmaking could flucuate a lot for a few matches. They could also implement something like a winstreak to rank up faster the first games.

    Or just start at an average rank where most players are and rank up or down from there

  • @VSLl said:

    I wrote about this for a long time. It makes sense and is logical. It's like going to 1st rank for the new killer you bought. Very very frustrating.

    With new killers they could do "hidden placement matches" to get placed in a somewhat decent rank and you can improve from there so you don't have to start all over at 20

  • While it's not necessary i still use it in red ranks sometimes because i like to bodyblock a lot if other people are injured in a chase

  • @ZtarShot said:

    Ima just be that one guy that says "IF KEY GO MORI GO. SIPATICO(which isn't simple in Es Pan Yole btw.)"

    In all seriousness, people who have an argument about saying hatch is a sucky addition, I feel it's for that one solo surv Viv vor dat ran the killer around for ten mins while three blendettes sat the corner warping out of existence.

    But what about SWF? You may axe. Your friends could be potatoes with sticks and motors attached walking around in that repetitive *whhaa whhay whwoa* every time they take a step.

    What if you just did bad? Then you don't deserve it. In that situation, you sucked and got a free escape after watching your teammates do work. Maybe something like a person in specific does x amount of gens or has x amount of match points.

    Well, you can find keys within a game/chest but no mori if they do ;)

    Anyways, i dont really care about hatch. The only time it sucks is the rare case when there are still 4 or 5 gens left and one escapes. If they did nothing or got stomped that hard they shouldn't get a free escape. Wish it was like the old hatch where it only spawned when at least 2 gens have been completed

  • Yeah. Mainly for.bloodpoints but the aura reading is great as well. Would definitely run it even if it would only reward the bloodpoints

  • @korean_zombie said:

    The fun of playing survivor is the chase. I don’t really care about surviving. Why would pounding out 5 gens and escaping be fun for anyone. Just buy a skill check simulator.

    Appearently it is fun for a lot of people rushing through gens, not beeing in a single chase and without any unhook and eventually depipping. But hey, he/she escaped so thats a win and fun game, right?

  • @Xerge said:

    No, it's not.

    4% chance to unhook yourself isn't enough.

    Also, there should be two hatches to increase your odds of survival.

    And exit doors should spawn as far away as possible from each other.

    You forgot /s

  • Enjoy, it won't get better in a short run and especially not in a long run with changes like ruin / nerfs to killer in every patch

  • That would be too strong. But i'd like the idea of a hex perk like HG but affect genspeed/block all gens for a specific time

  • Funfact: if you're doing a chest or totems just click m1 and then esc. You can release the m1 button now but the progress will continue. You can also do this on gens but it probably will blow up pretty soon

  • He meant it's good for survivors. More fun to ppay against cause he gets an easy escape ;)

  • It only affects killers, so probably it won't get fixed within 6 months

  • @smappdooda said:

    https://forum.deadbydaylight.com/en/discussion/comment/983425#Comment_983425

    It's a perk that relies on the skill of the survivors and not the killer's. I have played games against SWF where I got very few hooks and the game was done so DL was never helpful. @SpaceCoconut is a big fan of it, but it's not always reliable because it's up to the skill of the opposing team. (and your own but the killer is just one person so...)

    Exactly. And in games where you get fast hooks because survivors make a lot of mistakes you won't need DL because you are ahead anyways...

  • @snowflake102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/979301#Comment_979301

    Do you ever consider to get better at the game? Instead of complaining about everything. Learn to get better.

    Aaaaah you mean playing survivor :)

  • Got David pretty quick but struggled with Laurie because of OoO since i didn't have that many hours back then. Killer always found me, i was bad at looping aaaand dead :)

  • @epyon said:

    https://forum.deadbydaylight.com/en/discussion/comment/983244#Comment_983244

    Personally, Mori is the most anti-fun killer thing possible. Plus it punishes killer, ez displeased.

    Just mori your way back to 20 and have fun again ;)

  • @Apple2o said:

    I don't get all the killers who crutch on ruin being in such an outrage. There was only really a handful of killers it was needed on to be competitive, and even those you can 4k at red ranks without it. The best killers had already realize corrupt intervention was better in most cases.

    In the meantime, almost every single patch in the past 1-2 years has been slowly but surely gutting survivors. Some of the killers are still incredibly overpowered and easy to play (freddy / hag come to mind), combined with the dedicated servers making no pallet or window truly safe anymore. Go for the pallet stun? Maybe he hits you, maybe he doesn't, who knows what will happen anymore? The new maps have pallets that are designed for good latency. Every unsafe pallet you need to stun the killer to really make use of, and going for stuns on dedicated servers is risky as hell.

    All the new maps coming out are just absolute slaughtering grounds. Hawkins comes to mind, but the sanctum of wrath is also terrible. You will get maybe 6-7 pallets to use on the entire map, and an overpowered character like freddy can still just snare-lust you at literally any tile because the next safe pallet is usually still going to be 2 hits away.

    I don't get the devs logic. They will prioritize doctor because "He is frustrating to play against" when there's still a ton of completely BS killers who are way more powerful and oppressive to play against. Take legion, if he sees you, you are injured. Sure, a good survivor can loop him for a while, depending on the map. But then you get him on Sanctum of Wrath or Shelter Woods, and drop 2 pallets and from then on that entire side of the map is a dead zone. I don't think he is overpowered, but he sees you, you are injured. That is way more annoying than doctor. "Oh no, the M1 killers know where I am!" is literally his entire kit.

    You can be absolutely terrible at killer in this game and still down even the best of survivors eventually these days. Survivors are almost forced to run the same boring 3-4 perks because facecamping is so easy to do for cheap kills.

    So personally, I welcome the ruin nerfs. And that is as a killer main, who is sad how easy and skilless the devs have let killer become.

    Lol

  • @Peanits said:

    The second Rift releases at the same time on all platforms when the mid-chapter update releases, and there will be some time between the end of the first Rift and the start of the second. Any progress people on the PTB make will not transfer back to live, everyone will have the start at the same point.

    In the patchnotes is written that there is only level 1 of the new tome on the PTB. When it goes live, will we get all 4 levels at the same time to go through or will it be the same as the first time where we get a new level every few weeks?

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