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Iron_Cutlass

Iron_Cutlass

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Iron_Cutlass
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  • Never had that issue when playing Nurse on Console, normally freezing or minor FPS dips happen when generators are completed or unhooks occur, but most of the time it is nothing too significant to cause me to lose the game.

    If anything, FPS issues happen on more dynamic killers, Legion for example has it among the worst because the game struggles with Deep Wound for some reason.

  • People greatly exaggerate how hard it is to play Nurse on Console, coming from a former Console player. Especially when people already exaggerate how hard it is to play Nurse to begin with, she honestly is not as hard as people make her out to be when you pick up on basic blink logic.

  • @jesterkind said:

    This still isn't great, but it's vastly preferable to the skins simply never being available again, or being available at a nebulous "maybe sometime" sort of date in the future, so I'm inclined to accept it.

    Seasonal cosmetics are... not ideal, there's still FOMO there, but it's not so bad it's unacceptable.

    There is still some level of FOMO, but it is way less predatory since most people are patient enough to wait until the proper time to be able to purchase it. In many other games I have been waiting several years for cosmetics to come out at just the right time for me, and there are definitely people out there that have the same level of patience as me.

  • @GoodBoyKaru said:

    So glad they let us know this on Twitter 20 days after they were released and in-game only on the final day of purchase. Thanks for your transparency guys.

    At least it is some form of transparency, it's better late than never. Still pretty bad to be late despite the community backlash and disappointment, but they could have done a lot worse.

  • What if it had the effect where if the killer does an action (like kicking a generator/pallet, vault a window, etc) that are not power-related within the effect radius, you get a noise notification.

    Since personally there is no reason to run this over a perk like Alert or Any Mean Necessary, especially with the holdback being Oblivious AND Blindness. And basic stuff like footsteps are muffled enough for killer to not really hear it most of the time over the chase music, so a minor 20% increase to it feels like nothing.

  • People really do make the mistake of thinking that MMR is actual Skilled Based Matchmaking, when MMR is more Matchmaking than anything Skill Based.

    In all seriousness MMR needs a complete rework, I know BHVR spent a long time on it, and they dont want to get rid of it, and I am definitely going to be stepping on the toes of BHVR by saying this, but MMR is awful in so many ways.

  • @GentlemanFridge said:

    Very curious how that Jonah didn't even get a thousand points.

    Besides that, you just got really, really unlucky I guess. I hardly ever have more than 2 dc's in a single game.

    The Jonah gave up on first hook. The Feng Min DCed shortly after.

  • You can be blinded mid-vault as Dredge, you just have to put more effort towards keeping the light at his face because of the vault animation.

  • @hiken said:

    https://forum.deadbydaylight.com/en/discussion/352944/today-is-dc-i-m-a-baby-day-lol

    i dont see how they leaving affects you in any way is them getting penalization, not you.

    Ive been trying to do Adept Ghostface for the past 5 hours and every match I dont get enough Emblem status needed for Adept because people DC or give up on hook. So yea, DCing/giving up can affect the killer, it just depends on the situation.

  • Im more confused about that input binding more than anything else. Who uses Square to get off of hook? Ive never seen that before, everyone I know uses R1 or L1, sometimes R3 and L3, but never anything on the D-pad.

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249476#Comment_3249476

    I disagree, "nurse and blight are strongest killers" have nothing to do with me or my friend doing better with other killers, like PH or Wesker, as I mentioned. If he's better with Wesker or PH than Nurse, what he can think of...? "If I want to do better in matches, I have to pay money for a better character." That is a pretty valid point tho.

    https://forum.deadbydaylight.com/en/discussion/comment/3249481#Comment_3249481

    Well, tbh, for me it's any game where you can buy stuff only for money, and this stuff is affecting your gameplay, I consider as a pay to win game.=)

    I do not think you understand what Pay to Win means.

    Pay to Win means you are spending money to gain an unfair advantage over other people (and said advantage can only be obtained by spending money).

    What makes DbD not Pay to Win is Nurse and Blight out-performing every other killer at the highest level of play due to them mechanically being the strongest, regardless of your actual skill level, you cannot physically ignore the fact that Nurse and Blight are the strongest killers in the game that anyone can access. Especially when the most of the world records for fastest matches and longest win-streaks have been recorded with Nurse and Blight, which are true displays as to how much stronger they are than anything else.

    "Oh but I 4Ked with a licensed killer" is not a valid argument for the game being P2W when I get load into a game of Trapper or Billy and walk out with a 4K as well, I get play a game of PH and walk out with a 0K as well, sometimes I 4K. Just because you do well or poorly with certain killers does not mean something is Pay to Win or Pay to Lose, it just means you are better or worse with certain things. Maybe take the time to learn Nurse or Blight?

    The proper term for DBD is not "Pay to Win", but "Pay to Grind Less", everything can be unlocked in time, and DBD is hosting tournaments that let you basically get licensed content for free (or alternatively you can get an access code from Fog Whisperers since they give them out, it's how I got a lot of my DLC content), I unlocked everything on my main over the course of a year and a half, but the only benefit you gain from spending money on DBD is spending less time actually playing the game.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249067#Comment_3249067

    God, I can't unsee that clip of a survivor standing next to one of those low Eyrie rubble tiles, a Billy zooming towards him from across the map, and the survivor calmly watching as Billy slams face first into an invisible wall.

    Garden of Suck isn't any better.

    https://forum.deadbydaylight.com/en/discussion/comment/3248109#Comment_3248109

    Are we sure this is true? Some of the recent data on Wesker when they were tuning his hitbox showed that they have a separate hitbox for environmental objects and for survivors, and that they're not necessarily the same size.

    Yes, I am sure this is true, I even tested it on my original account before moving to PC. Also, I have a lot of hours dumped into Billy, Ive experimented with all of his addons and it is legitimately one of his worst addons, debatably just as bad as Speed Limiter.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248665#Comment_3248665

    Ok sure. I did not know about the correction. Sure I could have been misinformed. Still as someone who knows statistics - there is no way to get to 50% if every indicidual piece has way more then 50%. At minimum it means killers are OP in whole 5% MMR range (whatever top 5% MMR means, it does not trully change anything. All of pieces are above 50% so tou can't get below 50% for any possible consistent definition of best 5% of MMR - you would need to mix 2 distinct definition (e.g. taking 5% best of each killer and making overall assumption about 5% of all killers) and have brutal extremes/uneven distribution in your data for this to get you visibly to 50% kill rate).

    I don't teach statistics, but I studied them for quite some time and still have some contact with them. I am certain about this.

    Please re-read what I original put, since it explains a bit. My entire point is that killers are not OP and the data which BHVR has provided can only lead to theory-crafting since there is no enough concrete information to come to a solid conclusion. We dont know the exact MMR ranges, we dont know the perks and addons used, we dont know the maps played on (since some maps tend to favor certain killers or survivors), etc, we have very limited information.

    Ive always held the idea that DbD is not survivor nor killer sided since DbD has too many random elements and varying factors at play, so I guess you can take my ideas with a grain of salt since there will be bias, but couldnt the same be said about literally everything else said? The matter of such is very subjective, there is no right or wrong answer, but I find it is better to acknowledge to possibility of nuance and factors instead of stating information as if it means something (hence my original response being the way it is).

    As my Biology Professor once put it, "data is probability and never deterministic, all we can do is just use our knowledge to predict and force the best outcome".

  • To be fair, Azarov's Resting Place is probably one of the most RNG-based realms. You can have like several different filler pallets chaining between loops and shack or just having a bunch of deadzones and awful loops.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248122#Comment_3248122

    Survivors' undetectable is lockers. Killer Instinct reveals survivors in lockers.

    Survivors are not Undetectable in lockers, aura reading is blocked while in a locker, similar to Distortion and Boon: Shadow Step, there is a difference between Undetectable and blocked aura since Undetectable carries with it a whole bunch of effects.

    We've seen some minor introduction of status effects that apply both sides, killers just recently got Blindness as a debuff, but the two currently exist as different things so to a degree it must be treated as such. Survivors could get Survivor's Instinct once both sides get their a universal overhaul where both effects apply to both sides, but that is not the case at the moment.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248593#Comment_3248593

    Every killer above 50%. You can spin it however you want. There is no way to read those stats and not come into conclusion killers ARE OP. Especially with wesker where as you say even his pick rate is highest of them - not just kill rate.

    You can try to read those stats however you want (and according to otz who asked devs about meaning of those stats YOU are reading them wrong - it's 5% of highest MMR that is then split into all the killers), there is no way to come into different conclusion then killers are OP now

    Actually, you are still wrong. Otz went out to correct himself after posting on Twitter/YouTube the information he told. You cant sit here and say that Im wrong because of something Otz said when he literally said himself that he got the information wrong and had to correct himself.

    Also this is coming from someone who is going into teaching/education and with individualized learning and UD being the way teaching is moving, I am more than capable at understanding and using statistics since I am having to deal with it on a daily basis.

  • Im fine with CJ Techs, if anything, I think they are funny, anytime I see a survivor attempt one, I just die from laughter knowing that it doesnt work on me and that they are wasting their time, or occasionally, they mess it up or Im running Enduring so I get a free hit/grab.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248080#Comment_3248080

    61% at top 5% mmr. 65% at wesker. Every killer way above 50%. If you loose 100% of games at high MMR, it means you are bad. There is no going around it. Match making does not have "even higher MMR". And official stats clearly say that more then 3 out of 5 times survivor dies as a direct number given by devs.

    Overall - it's your personal skill issue. Killers as whole are litterally OP now

    You do know that the "Top 5% MMR" range is based on the MMR range for that killer individually and not for Top 5% MMR overall right?

    To better explain, let's look at a killer like Sadako which has a high Top 5% MMR killrate, even higher than Blight and Nurse. Realistically, it does not make sense for an overall Top 5% MMR to struggle against a killer like Sadako, so we know the data is based on the Top 5% MMR for each individual killer, she is a basic M1 Killer with less functionality than Wraith, but if people past a certain MMR level stop using Sadako due to Sadako's strength significantly falling off in comparison to a killer like Blight and Nurse, the killrates will remain high but wont change past a certain point since the usage rate stops past a certain point, which makes sense when we know that stealth killers absolutely destroy low MMR lobbies.

    Or to better explain, the Top 5% MMR for each killer would be the highest MMR individuals having their killrates taken for each killer. Let's say the Top 5% MMR range for Sadako is 1500-1200 (for the sake of example), if someone within that Top 5% MMR range 4Ks, the data is taken, but that Top 5% MMR players for those killers can still lower and raise the bar for the MMR range, they just have to be within the Top 5% highest MMR for that killer. Hypothetically, you could take a 0 MMR Sadako, and if they are within the Top 5% MMR for that killer, their killrates are taken, and if they stopped playing the game, the Top 5% MMR shifts to the next highest person who is actively playing the killer until they eventually drop it and so on and so forth.

    But, if you look at killers like Blight and Nurse, which have high usage rates at high MMR, youll notice their killrates are a lot lower for their Top 5% MMR. My theory is that the Top 5% MMR Blights and Nurses still do significantly better than most other killers at a higher MMR range, so you do not see that significant fall off in usage past a certain MMR point leading to lower killerrates since more people are inclined to use them past a certain point regardless of how well they do.

    One of the most important part about statistics is actually being able to read and understand the information given, and while it does require basic insight into the game itself, most of the information presented is borderline useless to most of the community and shows nothing much of value. It, at most, just gives us information to guess with, due to the amount of nuance within DbD.

    TLDR; Killers are not OP, nor are survivors, and a lot of people do not know how to read the statistics given by BHVR. And I am really tired of people using killrates as evidence when they do not even know how to read the information given.

  • @Chocolate_Cosmos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248115#Comment_3248115

    Yesterday I played both speed addons together, while probably not the best idea since your chainsaw charge time is pretty long, the speed is so insane and fun to use xD

    Double Engravings is probably up there in the best addon combo for Billy, once you learn how to curve youll be a menace to society.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248066#Comment_3248066

    Where was this comment when Legion was in developement..?

    "Just what those pesky and problematic stealth survivors need: an entire game mechanic that negates their hiding."

    To me, Killer Instinct feels like legal wallhacks. I want it gone. But, since Legion and Killer Instinct is here to stay, I think Survivors should also get legal wallhacks.

    This would be fine, but at the same time, survivors and killers do not have the same statis effects.

    Killers intentionally have Undetectable to avoid being seen by perks, that's why Undetectable statis was made in the first place (as prior to Undetectable, killers without a Terror Radius could still have their aura read).

    If survivors had some form of Undetectable, I would agree.

    (Also this is ignoring the elephant in the room, which is killers that literally cannot be seen past a certain distance, such as Wraith, Freddy, Sadako, being revealed past the distance which they can be seen, which just further weakens already weak killers, but who am I to speak I guess, Sadako is a "High-MMR Monster" along with Twins according to killrates. #NerfSadako /j)

  • @Chocolate_Cosmos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248109#Comment_3248109

    Wait, so this addon is also a nerf? Damn, that's pretty bad :/

    That's most of Billy's addons for ya, very situational or incredibly bad.

    Typically I recommend players to run Death Engravings and Dad's Boots (or Mother's Helpers) since the addons make Billy's power pretty good at back-reving and long-sawing, especially if they are new to Billy since Death Engravings gives them a feel for Engravings without being too much speed to handle.

  • "Abuse" can be defined as a hyper-reliance on something, basically just focusing one something entirely.

    So "Medkit Abuse" would be making a build around strong medkits I guess, I never really used "abuse" in terms of something within a game since the word abuse holds a lot of negative and serious meaning behind it and something as simple as a game does not merit such.

  • The reduced Collision Zone width means that you are less likely to collide with objects, but because it is reducing the Collision Zone width, you are less likely to hit survivors as well. It's not really that good of an addon due to the downside of it. I would recommend running Shadowborn so you avoid hitting off-screen objects since you can see more and avoid objects with large hitboxes.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247221#Comment_3247221

    Maybe they were both hiding together in a place rarely checked? Maybe they were role-playing as service clerks. Maybe they were coming up from basement and, both being solo queue, got tripped up by each other not knowing what the other would do. Maybe they just aren't very good and didn't realize how easy it is to be trapped there. Maybe they are so good that they thought the killer would never check there because killers rarely do, but the killer did a super brain play and looked there, and then decided to be toxic.

    Or maybe it doesn't matter what the reason is, and toxic behavior should be looked down upon and punished?

    When did I say it shouldnt be looked down on and punished? I simply was just wanting more information so I was asking questions because I was confused regarding the situation. It was better explained later on (thankfully), but my intentions are not to undermine the situation.

  • @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247221#Comment_3247221

    Two survivors left, Dwight and me. Bubba was downing him, then downed me. Dwight crawled to the cashier spot. Bubba let me wiggle out, so I healed Dwight. Bubba followed me while doing that, then bodyblocked the way out.

    How is this so hard to imagine?

    Sorry, I did not understand that is what happened, my interpretation of the situation was completely different. But yea, that is reportable. Ive literally never seen anyone do that before but it is something I am definitely going to keep an eye out for so I can avoid it in the future.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247221#Comment_3247221

    You're so desperate to find a way to blame the survivors lol

    Im not, I just didnt understand the situation and was confused, so I decided to ask some questions about it. Albeit, I will admit that it was worded poorly and can be seen as me trying to shift blame when my question was just focusing on how someone would get stuck back there since I have literally never seen it happen before. (And after having it explained, I can understand why they got stuck back there, and Im glad it was explained.)

  • I have never seen someone get trapped there, let alone two people get trapped there. Why would you hide there to begin with?

    (EDIT: I am a bit late, but since people really think that I am trying to shift blame to the survivors, I am not albeit I worded it very poorly, Ive just literally never seen anyone get stuck there so I was just asking a question, the situation was better explained and I have a better understanding which is why I asked. Thanks to those who tried to clear things up for me.)

  • "Also to make it more fair, killers can also reverse vault as well"

    Because killers love being locked into a 2 second animation that does literally nothing nor has audio for the action to trick survivors? Do you not understand how different reverse vaulting is for survivors and killers because of auditory and visual feedback?

  • @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246753#Comment_3246753

    A killer bodyblocked me and another survivor inside the gas station for about 20 minutes, then smacked us on hook. I did nothing that could be considered toxic.

    These people need therapy.

    I mean does the Gas Station have multiple exits? The only area you can get trapped in is the garage with the Truck but a generator spawns there, and completing the generator opens the garage door so technically you can escape from it. Or is there something I am missing here?

  • @The_Krapper said:

    Lightborn counters the whole thing, iron maiden makes you faster as well, there are counters but nobody respects flashlight users enough because they're used to bots with a flashlight failing all the time, all this goes away when you respect your opponent having multiple flashlights, not only that but lightborn will show you the aura of someone who used blastmine on a gen even if they're far away it has more uses than just for flashlights, you would think with flashbangs stacking killers would be running lightborn anyway just to not put up with it

    Iron Maiden makes it easier for locker saves since you do not have to worry about the timing, just hold the light where the blind will be and you will always get the flashlight save.

  • I mean BHVR stated that awhile back that SoloQ QoL was in the works, while we dont know the extent of it, maybe it will include some important information which makes them not want to change Eruption? Idk, I never had an issue with locker saves since I just ignore the survivors doing it until they are the last two survivors.

  • I think it is just bugged, I played a match normally and got it done. Plus it is not that uncommon to see a bugged challenge in DbD, it happens quite often.

  • I have never seen anyone complain about Flashbang ngl.

    The only issue I have with it is the fact that it Insta-Lightburns Wraith but like besides that Flashbang is fine. Flashbang saves require good timing and most of the time you dont get too many to use due to the carrying limitations.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245816#Comment_3245816

    if there was practical way to communicate this, then I would agree. But I don't see a way how to make effective communication between console and PC players. I presume this is also main reason why people tend to ignore lobby chat even if there are 4 PC survivors. If the (real life, not just theoretical possibility) coordination for last second swaps and map selection was possible, then sure enough I would agree with you. As it stands right now, I already gave you a feedback for what I think about this change.

    So probably the only thing I can say is, let's agree to disagree on this proposal

    The funny thing is, there are good ways of communication that are easy across platforms. Chat Wheels have existed for a really long time and make chatting accessible to Consoles easily.

    Also Console still has access to Keyboard and Mouse for chat features, back when I was on Console (I swapped from Console to PC not that long ago), I use to use KBM to type in codes BHVR released.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245804#Comment_3245804

    You state it has nothing to do with it. I 100% disagree. Killers can better pick perks because they see used items AND SURVIVORS CAN'T DO THE SAME. On the other hand survivor have numbers so it's more likely they will get better map. Both things touch (a)symmetry of how lobby works. You just want to change it exclusively for one side and I don't like it.

    As for sacrificial ward argument - I already said I agree that the offering could use some buff. And sure enough the buff can be in making sure all selected maps are not played (so 4 offerings don't override it + you can't get the map anyway by pure random chance). But that's different topic (but if you were to propose it, I would agree with you).

    And to your feature argument I can state that killers should not see it, because killer has more powers then survivors and has advantage over any single survivor or any build. Making it moot point same way as your "but survivors have numbers". Both are true. But in current state killers have the upper hand anyway, which is underlined by official stats (again 39% escape rate for survivors). Your argument would hold more ground in older versions of DBD where kill rate was lower.

    "You state it has nothing to do with it. I 100% disagree. Killers can better pick perks because they see used items AND SURVIVORS CAN'T DO THE SAME. On the other hand survivor have numbers so it's more likely they will get better map. Both things touch (a)symmetry of how lobby works. You just want to change it exclusively for one side and I don't like it."

    Survivors can still anticipate certain perks and addons being used and there are ways to completely hide items to Killers. You can last second swap, which people who have flashlights often due since the Killer in most instances might not be able to predict a last second swap.

    If everyone brings items, Survivors can anticipate a potential Franklin's Demise and bring in perks to get more use out of their items or restore charges to their items. Or if the Killer sees 4 Flashlights, the Killer might be more inclined to bring Lightborn, so some people swap to other items as to prevent having 4 of the same item.

    There are some stuff you can do, just both sides need to think about it.

    Also I think it comes down to just coordination being the difference, that coordination is not consistent but I mentioned in other posts that I think Survivor as a whole needs to have more coordination and communication options.

    "As for sacrificial ward argument - I already said I agree that the item could use some buff"

    Im fine with the Sacrificial Ward being the way it is because it rewards Survivors coordination in Map Offerings to deal with, it creates a situations where Survivors have to think about what is bring brought in, it can be tricky to deal with a Sacrificial Ward because some platforms do not have access to communications but I would like those barriers to be reduced, people have been waiting for chat options on Console platforms.

    "And to your feature argument I can state that killers should not see it, because killer has more powers then survivors and has advantage over any single survivor or any build. Making it moot point same way as your "but survivors have numbers". Both are true. But in current state killers have the upper hand anyway, which is underlined by official stats (again 39% escape rate for survivors). Your argument would hold more ground in older versions of DBD where kill rate was lower."

    I have made forum posts about making healthier changes to the game, which include better Quality of Life introductions for SoloQ, as well as some other things. Survivor is in a pretty rough state atm and a lot of people are really demotivated to play Survivor, so I made this post kind of following the stuff I said previously, would recommend checking it out if you havent. Some of the stuff I mentioned here even tie back to it.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245792#Comment_3245792

    https://en.wikipedia.org/wiki/Hypocrisy

    Hypocrisy is the practice of engaging in the same behavior or activity for which one criticizes another or the practice of claiming to have moral standards or beliefs to which one's own behavior does not conform. In moral psychology, it is the failure to follow one's own expressed moral rules and principles.[1] According to British political philosopher David Runciman, "Other kinds of hypocritical deception include claims to knowledge that one lacks, claims to a consistency that one cannot sustain, claims to a loyalty that one does not possess, claims to an identity that one does not hold".[

    I highlighted the part that I am talking about. You are inconsistent in symmetry for killer vs asymetry against survivors. So again. You are hypocrite

    I am not a hypocrite, you can continue to think that I am and ignore what I said if it makes you feel better, but I am not. Just because YOU CANNOT READ WHAT I AM SAYING AND UNDERSTAND IT does not mean I am a hypocrite.

    With what I said, symmetry still does not exist because the Sacrificial Ward's entire existence makes it asymmetrical and still in the favor of survivors which I have stated that I am fine with, again, some aspects can be the same (50/50 for map offerings), some aspects are not the same (survivors can override Sacrificial Wards), stop throwing words into my mouth.

    Also, might I add, you started this by stating the seeing 4 Survivor's items comes with the upside of being able to bring in 4 offerings to the Killer's 1 offering, when I never at all used that comparison for anything I have said. Seeing 4 Survivor's items is a feature because the 1 Killer is outnumbered and needs to plan for the match ahead. The 4 Survivors can coordinate items to bring as well in the pre-game chat (I stated in other posts that Console players need pre-game/post-game chats to make better use of this coordination). That entire aspect of the game is designed around the number of individuals for both sides, Map Offerings have nothing to do with it.

  • @Gandor said:

    It is hypocrisy. By your words it's OK if killers have the game symmetrical when picking map, but once we talk about seeing what the other side is bringing to the trial it's all about asymmetric game. You pick one and stick with it. You accept asymmetry in map selection or you ask for symmetry in visibility. Otherwise you are hypocrite.

    Also AFAIK franklin's work on ANY item (it's just more powerful against flashlights and sabo toolboxes). Overwhelming also work on ANY item. Lightborn is bit more problematic, but it can provide you with value even if you don't see any flashlight in lobby (because a, last second swap b, flashbangs c, residual manifest d, just lucky pick of flashlight from chest). So they are not literally useless (maybe and I stress the word maybe lightborn CAN be potentially useless more often). On the other hand survivors would also like to know if it's original pain pinhead or any legion - to remove their DH from build, if it's plague to remove their medkits. They have to endure asymetric nature because that's fair but killer should have total symmetry because that's fair? No no no. It's one way or the other for both cases

    Also not knowing precise stuff is still better than not knowing anything.

    If we talk about overriding sacrificial ward - that requires 4 maps of same kind. You see that how often? I have never seen that. But sure - buff sacrificial ward if that's such a problem for you. The offering should see some love regardless as it can do exactly nothing quite often (you don't play all games with survivor bringing map).

    image_2022-10-28_035354192.png

    Again not hypocrisy. I even posted the word above so you can see what

    Also I said some aspects of the game can be the same, some must be different, I never specified AT ALL that everything survivors had must be different and everything killers have must be the same or equal. That would be an entirely different sentence.

    Because at that point you are putting words in my mouth, you (yet again) pretend to have some higher morality but blatantly ignore the evidence that is going against you, you ignore what I say and pretending that I am saying things when I am not. Some can be the same for both sides, some can be different from both sides. But with the systems I mentioned, you still choose to ignore how it still favors survivors, it just puts a better opportunity for killers to do more.

    Please, for the love of God, read what the f- I put down and stop throwing words into my own mouth. And actually pay attention to what I am saying because you not only completely missed the point I made up regarding perks (ON BOTH SIDES MIGHT I ADD) being made useless by not being able to see the survivors items, since killers are less inclined to bring item countering perks (and survivors bringing perks to counter those countering perks) and more inclined to bring more slowdown instead.

  • @Gandor said:

    Killer has option to send survivors to any map he wants same as survivors. Survivor just have (4x) better chance. To compensate killer sees what survivors bring and survivors do not even see who they are facing. You want to nerf survivors without any compensation. That is hypocrisy.

    And I also play both sides (it's just that I play survivor more). I don't even use the advantage to see what items survivor bring - but I also don't bring any map to my solo games.

    "You want to nerf survivors without any compensation. That is hypocrisy." You might want to look up the definition of hypocrisy, because what I am saying is not hypocrisy.

    But some aspects of the game are quite literally designed to be a different intentionally, Franklin's Demise, Overwhelming Pressence, and Lightborn becomes literally useless if the killer could not see items, and survivors would feel less inclined to run perks like Streetwise and Built To Last because of it. Perks like Hoarder becomes unless on every other killer except for Pinheard. Addons for Twins, Legion, etc become unless. A huge chunk of the game relies on it.

    Also this is completely ignoring the fact that even if you see them bring an item, you do not know the exact item it is, you dont know if the survivors are bringing a Sabo or Repair Toolbox, you do not know what Flashlight or addons they bring for it, you do not know how strong of a Medkit the survivors are bringing, you can get a rough idea, but you do NOT know the exact thing a survivors is bringing.

    Also with the Map Offerings, I think you are forgetting something, survivors still can override a Sacrificial Ward. The offering of an individual is made less potent than the offering of a killer, but the team itself has a stronger advantage over the killer since they are able to come together and be stronger as a team. That was the whole point in my design, because DbD is designed to have an individual be weaker than the killer, but be stronger as a team.

    So it is not hypocrisy, I am following DbD's core design, you just choose to pretend to have some higher morality but ignore the evidence that is there going against you. Youve been flamed for this same argument before, it will happen again, grow up.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245741#Comment_3245741

    Ah so equalize one side and keep it asymmetrical for the other. Hypocrisy. Got it

    Not hypocrisy. Im just stating that there are some aspects of a game that must be different, and some aspects that can be equal, the game has some design areas that can be changed, and others that cannot.

    Imagine is killers could drop pallets and break them so there are none on the map. Imagine if survivors could break some breakable walls and make infinity loops on other maps. Some aspects HAVE to be different, otherwise it would literally not be DbD and would just be 4 survivors VS 4 survivors.

    But I guess I am just an angry "killer main" even though I play both sides and have more hours and bloodpoints spent on survivors with a Prestige 67 Nea on Console. I guess Im just a hypocrite for pointing out a small flaw in the game. :)

    (EDIT: I just now realized, I know why you started out replying the way you did, Im guessing you are still salty that you got flammed for making an awful post that most people disagreed with? Perhaps even upset that I responded saying how it would be horrible for game health?)

  • @Gandor said:

    Sure. Let's make it fair. Agreed. Also hide survivors for killer so he does not know what item he is carrying. (after all survivors don't see killer and especially don't know which addons he is using). Why should one side have something the other side does not have? :)

    Im going to kind of disagree with that, DbD is an asymmetrical game, and while there are some areas where both sides should be equal, having both sides revealed or not revealed would negatively impact the game and would make a lot of perks on both sides useless. The game is designed to have the killer see survivors but not have the survivors see the killer. Map Offerings are an aspect of the game that can be changed, and has been changed many times in the past.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244016#Comment_3244016

    It IS toxic if you also shame the opposing player for it. It is no different than saying the other person sucks at the game and flaming them for it. Except that you try to use "logical" arguments for it, which they are not. Basically gaslighting.

    If you shame an opposing person over it, that ties back to what I said earlier. "Toxicity is not defined by one's actions within a game, but one's actions outside of a game."

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243999#Comment_3243999

    DBD community likes to use "toxic" as in "strong, oppressive gameplay" with some extra flashlight clicks & teabags there and here rather than the actual definition of a toxic player. So I used the same definition, even though I disagree with the definition itself.

    Though I think using double standards itself is also a toxic thing to do. If you tell the opposing side how to play the game, but ignore your own gameplay and be hypocritical, then it's not a nice thing to do. Even more so if you shame the opposing side for it (which usually happens)

    I do not see having a double standard as toxic, but what I see it as is a call to change, people who have double standards are more self-indulgent and lack the ability to empathize with those at the tail end of but expect empathy in return.

    But the truth is that everyone does it in very mynute ways, and most people change accordingly, some people dont, which is why you just nudge them in the right direction, but I do not think this is the way of doing it. There are better and more effective ways of handling it.

  • I think toxicity is not defined by one's actions within a game, but one's actions outside of a game.

    However, in regards to the amount of toxicity, if you took the amount of people who play solely each side, youll find an even percentage of toxic players for either side. You are more likely to run across a toxic player who is a survivor just from the role demanding more people in comparison to killer.

    But ultimately, I think double standards should be directed towards to players who use them, Im kind of tired of the "all survivors do ___" and "all killers do ___" posts. We cant have one day without some form of discourse.

  • Franklins is not really too good on Pinhead imo. You get the box anyways from downing the survivor who has the box, and more often than not they are being harassed by chains anyways. It is better for overall pressure to just run something else over it (personally I think Hex: Ruin is a good filler spot since Chain Hunts cause inactivity on generators so it helps slow things down, and with Surveillance it can be a strong combo, I feel like everyone sleeps on Hex: Ruin since it got nerfed when it does have some applications here and there).

  • @GoshJosh said:

    As you may or may not know, a survivor’s MMR is unchanged when they escape through the hatch. While I understand the reasoning for this when all other survivors have died, the exception to me is when other survivors have escaped through the exit gate(s).

    Sometimes a survivor chooses to hatch escape at this point in the game for extra blood points, a Rift challenge, and/or fun. It’s not due to the rest of the team dying, or being the only option of escape.

    So I ask BHVR and the community: should hatch escapes grant MMR to a survivor, when at least one other survivor has escaped through an exit gate?

    I think survivors should gain not gain MMR from escaping a match if they are the final survivor with all other 3 survivors dead, nor should the killer lose MMR, BUT if there is a least one other teammates that has escaped the trial and they escape through Exit Gates or Hatch they should gain MMR. Plus I feel like it would encourage more people to play for the team since gaining MMR requires playing for the team.

  • That's cool as hell, I know what Im saving up for then.

    (Also nice name.)

  • @Unimatrix00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243317#Comment_3243317

    Yeah, I know about prestiging. I was just hoping for a quicker solution. I'm working on a challenge in the first tome that requires me use agitation while hooking two survivors on basement hooks. I've tried doing this challenge as Trapper, but he seems quite clumsy in comparison to Pinhead. Like, I can win games as Pinhead but not as Trapper. I've been trying to do the challenge now for over a day. Thanks anyway!

    The only alternative to getting the perk besides Prestiging a character is by obtaining the perk from the Shrine of Secrets. If it is not in the Shrine you are out of luck I guess.

  • @Jangles said:

    No, Maurice is pure and wholesome. Stop this.

    Im afraid you are too late, soon the Entity's realm with have a new snoot to boop.

  • Impossible Skill Check Doctor is not as strong as you really make it out to be, and there are better Doc builds. It's a gimmick, and most half decent survivors can hit the skill checks.

  • @_VTK_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241655#Comment_3241655

    So, when killers couldn't hook someone, because they used some of the hooks previously, they didn't do it themselves? But still you needed help from DEVs, even though it happened so rarely. Hypocrytical killer-main mentality never stops to amaze me. "YoU dOn'T uNdeRstAnd, it'S dIfFeReNt".

    I mean there are limitations to hooking survivors. You have a limited time window, and by proxy, distance in which you can carry a survivor before they wiggle off. On some maps, or because of RNG being unfavorable, it can lead to situations where you cannot physically hook survivors in parts of the map.

    With survivor it is completely different. Their objective takes 90 seconds to do, and while they are required to be stationary for a longer duration, they have more time to think about when and where to progress their objective since the time permits such. On top of that, generators are generally easier to identify from the lights, auditory cues, etc, making identifying potential 3-gen situations easier than identifying hook issues.

    Also how it hypocritical for someone to think this way? And why mock people saying "you dont understand, it's different", when it is inherently factual? Killer and survivors are two completely different roles, comparing the two is like comparing apples to bananas, you cant hold two sides to the same standard when it is a asymmetrical game and is meant to have differing balance and design for either side.

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