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Ink_Eyes

Ink_Eyes

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Ink_Eyes
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  • The game loses it's ''horror'' ambience after you play like your first 3 matches to be honest.

  • You really need people to tell you that in most cases it's completely accidental? people run the killer and sometimes you lead them to other teammates who are healing or doing a gen by accident, probably because you didn't know they were there and you were just trying to lose the killer.

  • @Doziano said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286309#Comment_2286309

    But that would only happen after the offerings were burnt (like, in the loading screen). People used to dodge lobbies back then because they could see the rank of their teammates even before they readied up for the match. In this case, survivors wouldn't be able to lobby dodge because at the time they would see the perks, the match would be about to start. Furthermore, this would also help the team identify who could be the "weak link" that is most likely to be targeted by the killer so they could get an advantage, because player would be able to identify who is a new or more experienced player, who has better perks, which people may have a better chase advantage, who is better focusing on gens and rescues and so on...

    They can disconnect as soon as the match starts, that's why you can't see their ranks until the match ends, to make sure no one will disconnect until the very end.

  • That's what I thought when I started playing the game, there is no point in choosing meg over dwight if they are gonna end up with the same perks, they should have stats to spice things up, dwith can do something like repair faster and meg can vault windows faster than others, but something like this will probably never be implemented.

  • Being able to know what perks your teammates are using will probably never be a thing for the regular game, people will start lobby dodging and queue times will be horrendous, why do you think they removed the ability to check your teammates ranks in the lobby? (there was a time when you could see your teammates ranks in the lobby) people started dodging a lot (because they didnt want to get matched with a low rank) and what was the fix? they removed them, that's why you don't know if you are being matched with a rank 20 or 8 nowadays. Same for perks, a lot of players dont want to get matched with people running urban evasion or self care, showing perks will give them the ability to dodge thus making queue times longer for some unlucky survivors who want to play with specific (but overall hated) perks.

  • Predetermined messages or pings could be nice, games like identity V have them and they don't seem to have a problem with it. Many people are concerned that buffing solo would also buff SWF but something like this would be useless for a SWF who are on comms already.

  • I want rebecca chambers as a skin, my RE waifu please add her to the game...

  • You can punish a killer back if you are a good looper, so many times killers have tried to tunnel me and by the time they get their first hook 3 gens get done, at that time it becomes an uphill battle for the killer to try to make up for the lost time they spent trying to get 1 survivor. Most of the times when a killer chases me they drop the chase because they notice they can't get me and go for someone else, just watch some tutorials on how to loop...

  • I would have agreed if we talked about the game 3 years ago, saying that there's infinite pallets when bad RNG can make a map spawn with like 5 pallets (most of them unsafe) and with most windows being disabled (look what they did to haddonfield) it's kinda ridiculous that people still complain, all those tweaks over the years made the game go from survivor sided to killer sided, it's just that since they were small tweaks over the years people never realized exactly when the game switched sides from survivor to killer sided.

  • ''Or y'all can just be honest with the Killer community and admit y'all don't want us to win''


    Weakest killer having 65% kill rate, lmao you are just inexperienced.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284085#Comment_2284085

    You say we should not compare those swf and players to regular ones, yet in every nerf spirit-thread they just talk about the top spirits with 2k $ headphones. The average spirit is never the point in those threads, and i really think we have to use the same metric for all aspects of the game, not just for one side, whichever metric we chose.

    Because what is being discussed about the spirit is her basic kit of abilities, what you said is completely irrelevant.

  • Not really, the average SWF teams out there are mostly casual players who just want to play with their friends but most of them lack experience and skill, the only reason why teams like oracle are able to do this is not only because they are playing on a SWF team but also because we are talking about some of the best players out there, players who refine and polish their strategy to the maximum by playing lots of games, they practice their strategy hundreds of times, most top players have thousands of hours of play time under their belt, a regular and average SWF team will never be this efficient (I have seen people who have played for a year and are still below 700 hours of play time while a top player probably plays 400 hours+ a month) so comparing them is not really a good argument, I'm not saying that a regular/average SWF team donesn't have any advantages at all but they will never be as efficient as top tournament players, saying that a SWF is always gonna be better than the killer is just not always gonna be the case.


    Average SWF teams are casual players who play a few times a week, and most of them play with the intention of just laughing together while playing, not with the intention of getting better at the game nor polish their strategy or become efficient, this argument only works for top tournament players and no one else.

  • They have already tweaked most maps into having less pallets, dead zones and weak loops. Some loops are so weak that even if you stun the killer he can still catch up to you within a few feet from the loop, all that combined with the fact that most killers if not all have a way to hit you over a pallet makes it ridiculous that some players still complain. I have almost never been looped 6 times while playing killer myself, it's usually 1 or 2 if you mind game and know what you are doing (only exception being one of the few god windows still left on the game on haddonfield) at this point you probably need to get better at the game.

    Picture is where I spawned (using windows of opportunity) pretty much a free hit, at this point behavior is treating killers as babies who need to be spoonfed free hits.

    20210617002657_1.jpg


  • Pretty much, I don't know why this is still not a thing...

  • If we talked about the game from 2-3 years ago I would have said that the game was extremely survivor sided on every aspect but right now it feels extremely killer sided, and I say that not only from personal experience but by watching other people, I have seen youtube collaborations of 4 red rank survivors each with at least 4k to 6k hours of experience go down to killers that don't even have 800 hours.


    Most games try to balance their characters/weapons/items around a 50- 55% win rate, the fact that the ''worst killer'' has a 65% kill rate is something that needs to be looked at, a 65% would have defenetively called for a nerf in any other game let alone having every other killer hover around 70%.

  • survivor sided at high skill but killer sided on average to low skill...

  • we need a summer beach skin for him...

  • @FilthyLegionMain said:

    Only way it's unplayable for me is that a 19 gb download on ps4 is 10 hours long.

    Why is it so big on console? isnt it supposed to be the same content? I got a 3 gb download on pc..

  • it's fine but it should always be in the shack, it's a way to balance it out since shack is such a strong tile to loop.

  • Borrowed time, we'll make it, windows of opportunity, lithe. I used kindred and spine chill a lot when I started playing but dropped them somewhere along rank 7 and 5, now I use the perks I mentioned the most but I change them once in a while to keep things interesting.

  • I Agree, it's sad that most people don't , I actually made a post here asking for harder punishments for people who dc but most people here hated the idea and gave the selfish response of ''I play how I want'' or ''I dc if I want'' I wish more red ranks had this mentality instead of just giving up so fast (and this comes form a red rank 1 killer and survivor) but I never rage quit, I always try to do my best and help other people.

  • True its really easy, I've done it a million times,we do gens and escape, but abusing the counter is not the problem at least for me, the reason why I complain (and many others do too but not all of us) about face camping is because the game pretty much loses everything, the point of the game and also the fun is lost too, it turns this game into a 15 minute lobby waiting for a match and afterwards a ''press m1 to win'' type of game, that's how much a killer controls the match if they do nothing but camp, my fun depends on the killer bringing the fun to me by chasing me, it's not fun just pressing m1 all match and escape.

  • Repair 2 generators, unhook at least 2 survivors and heal them, break at least 2 totems, run the killer for at least 50-60 seconds and you will always pip.


    I run a ''support'' build that got me there, Borrowed time to make sure I get safe hooks most of the time, detectives hunch to find totems, we'll make it to heal unhooked survivors fast, last perk of choice to help you escape the killer, many players can use other builds but it comes to the build that suits you, that build suits me and I do well most of the times with it.

  • I do agree that it's kinda bad if the survivor runs from the loop with the speed boost so maybe they can make it so that the survivor who got hit is unable to put pallets down for a certain amount of time maybe? it kinda needs a buff or take the ''hex'' status from it, it doesn't seem worth the hex perk.

  • I dont even know what region Im in, is it tied to the region you are on steam?

  • You probably have the ''use toolbox'' input binded to the same button you use to repair generators normally and that's why you don't get the option, happened to me....

  • The problem here is the game doesn't explain anything, I actually didn't know you could crouch or use a flaslight to break the traps until I saw it on a youtube video.

  • ''More better'' 🤣

  • The problem with solo queue is that you depend on having good teammates to win, doesn't matter how good you are or what perks you use, if your teammates are bad then you can still lose a match, that's why solo queue feels frustrating...you lose most of the times because of your team not because of your individual skill (lots of games have this problem) like league of legends, you can completely dominate your lane but if your teammates feed the enemy team kills then it's an uphill battle and sometimes a lost cause.


    Same problem here, anyone can repair a generator or equip a perk to break totems but not everyone can loop the killer, so many games I've had where I loop the killer at the start of the match and think ''this guy is not a good chaser, we got this one in the bag '' then the killer realizes he can't catch me so he goes for someone else and not even 30 seconds after he breaks the chase with me a teammate goes down (and it's fair I guess, that's what a good killer is supposed to do...identify good and bad loopers and basically destroy the team from weakest link to strongest, I do it myself when I play killer) and despite the fact that I could do gens if the killer ignores me if my teammates can't stay alive for longer than 20 seconds per chase then you can still end up with 2 people getting killed before all generators are completed and end up in a situation where there's only 2 people left with 2-3 generators yet to be repaired and it becomes extremely hard to complete the missing gens or next to impossible and ends up being a hatch game.


    You also depend on a team of randoms to be efficient and sometimes that doesn't happen, so many games I've had where I loop the killer a solid 2-3 minutes at the start of the game and not even 1 generator is completed (I wish I could know what my teammates are doing sometimes) this is not a problem in SWF since you ensure that you pick your teammates to avoid being matched with 3 potatoes.

    So...losing or winning depends on your team as a whole, your individual skill or perks you use can be useless sometimes if the rest of the team is just bad.

  • I really wish they had ranked and normal game modes, people who want to play for ''escapes'' and ''win'' can always play ranked and people who play for fun can play normal, a dumb decision for the devs not to do so, kinda frustrating to play solo queue, some people there are so ''chill'' that they disconnect or don't even try to actually escape.

  • @StrongWolf85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2255789#Comment_2255789

    If SWF made up only 10% of all the matches in the game then it wouldn't have been such a big deal that the devs added it to literally save the game. Not sure where you are getting your information from, but if you are willing to believe that then I have a bridge to sell you...


    I see you are selling a bridge that some one else sold you, and you fell for it apparently, if we investigated and tuned out most of them were solo you'd still put up an excuse.

  • I want Scooby doo skins for survivors, not 100% accurate but something that resembles them, I know we can't have them as actual characters but at least look alike skins XD

  • I think the only change I would make to keys is that they should not appear on the bloodweb, it should be a random chest spawn at the end of a match when only 1 survivor is still alive, basically make it a 1 in 10 type of lucky chest spawn that miraculously saves you some times, not something that can be used every game because you hoard keys as a survivor...

  • Some times is hard to tell where a totem is due to how bland some maps are, it's kinda funny.

    Friend 1: I found the hex, can you cleanse it? I'm hooked...

    Friend 2: ok, where is it?

    Friend 1: behind a tree!

    Friend 2: there's a million trees? where exactly?

    Friend1: I dont know? there's a rock nearby?

    Friend 2: eh?

    Frien 1: I'll go cleanse it when you come unhook me then. XD


    Sure...sometimes i'ts obvious where the totem is but it can lead to funny situations every now and then...

  • Players tend to blame SWF when they get a bad match, truth is that SWF teams make up only like 10% (or less) of the overall population, it is very unlikely to go against a SWF team match after match, most of the times you are gonna be playing versus 4 solo survivors.

    The thing here is that people sometimes don't want to accept they just had a bad match (or a streak of bad matches) true for example started blaming a ''SWF squad'' on one of his streams when he lost a match like a week ago, then when people investigated about it it turns out it wasn't a SWF team, they were just randoms who played really well and true had to back down and admit he played bad, but most people don't want to admit that, they rather give an excuse like ''they had an advantage over me'' than admit they played bad.

    it is very unlikely that you had multiple matches against SWF, you can't even tell that they were SWF unless you got screenshots of them admitting in the end game chat that they actually were.

  • Because it is a legitimate strategy (blocking the killer from downing someone else and prevent him from going to the hook can help the team a lot) and devs have already said it is not reportable (its even listed on the rules here as something that is not reportable as it is considered a strategy) unless it takes the game hostage for too long.

  • Try to get that message across to the 99% of the random population playing solo, not even some red ranks know that...

  • I'm all for the idea of allowing the killer to place totems where he wants to be honest, I wish devs listen to the ideas that people post here...

  • SWF or ''swat swf'' as you call them is probably the only real challenge a killer has, 90% of the times you get to slaughter 4 blind,deaf and mute sheep, slaughtering 4 sheep over and over can get extremely boring sometimes, leave it as it is....

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2247101#Comment_2247101

    Actually if you hold the crouch button while unhooking it wont trigger

    Hunhooked survivor goes into standing animation right after, it triggers on both of you...

  • The only problem that I have with the hag is that she can place her traps right in front of the hook and even if you crouch to avoid it after you unhook someone when the unhooking animation ends the trap triggers and leaves you with no options but to take a hit and if she has ''make your choice'' you pretty much traded places with the hooked survivor and we start the circle again, they should not allow you to place a trap so close to the hook, that minor change and I'm good with her....

  • Can you say they were SWF?...maybe based on their names....smurf accounts? how can you know that.

  • This has been a common complain since ever, people have suggested that we get some features that other games have, like identity V has predetermined messages like: ''The killer is nearby'' to know if the killer is camping, ''Focus on decoding'' to know that you are looping the killer and the others should be doing generators, but for some reason behavior just doesn't want to do it, I guess they know their killer population would go on strike if they give survivors the tiniest buff to their gameplay, their only argument is that they will buff SWF but SWF are usually on comms so adding some minor fixes like predetermined messages wont buff SWF only Solo play in my opinion.

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246816#Comment_2246816

    If the challenges were just things that you would normally do within the natural course of a match then they wouldn’t be challenges.

    We already have some of them being that way and last time I checked they did call them challenges..

  • The problem that I see with the match making system is that the system matches (supposedly) red rank survivors with red rank killers (or equivalent) the problem here is that the system doesn't take into account the experience a player has.

    So basically I have 200 hours into the game, I reached rank 1 survivor when I was barely 100 hours into the game so if the system was fair I should be ranked against a red rank killer with the same experience (around 200 hours supposedly) the problem here is the system doesn't take into account that some killers are red ranks but have spent 4000 hours playing the game and the skill gap between a red rank survivor with 200 hours vs a red rank killer with 4000 hours is massive.

    Sometimes when I finish a game and take a look at the killers profile and I see 4000 hour play time then I say ''Well, no wonder we got destroyed, I may be a red rank survivor but I barely have 200 worth of experience and they matched me with a guy who has 4000 hours just because we both happen to be red ranks '' experience makes a lot of difference...

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246779#Comment_2246779

    You just contradicted yourself. If my idea of fun is irrelevant to you, then it is impossible for the devs to create fun matches to satisfy everybody. People are always going to end up frustrated somehow.

    Not a contradiction at all, if the challenges were general stuff that doesn't interfere with others like (do a generator, hunook survivors and stuff like that) those are challenges that don't interfere with the main objective, instead they have challenges that people prefer to do over generators or objectives and end up frustrating other people who do want to play the match..

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246235#Comment_2246235

    Why? Why does every game have to live or die depending upon if you work to escape or not? Yeah, I know that that is the primary objective, but if that is all that anybody cares about then every game becomes rote and boring and the player base would inevitably move on to other games. If I’m likely to die regardless it’s nice to mix things up. I don’t care if I escape or not. I care about whether the match was fun or not. In the two examples I gave in my first post, I escaped both times and neither one was “fun”.

    Because your idea of fun is completely irrelevant to me, we all have fun in our own way, what may be fun to you may be frustrating for others, in my opinion the dev team should try to find a way to have fun matches without frustrating others.

  • I agree, tome challenges ruin survivor games, sometimes I see other survivors going for chests or to sabotage hooks, ignoring hooked survivors, avoiding healing and ignoring generators just to do a tome challenge, it's ok to do it for killer because you only ruin your own match but survivors not only ruin their own match they also ruin 3 other survivors, they need to re think their challenges to avoid this.

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