Jacksansyboy
Jacksansyboy
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- Jacksansyboy
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@DBDIT said:
https://forum.deadbydaylight.com/en/discussion/comment/1013069#Comment_1013069
That's your opinion but ok. Let bygones be bygones.
It's not an opinion, it's an obvious fact. The game favors survivors, so more survivors are playing. This is required, becasue a 4 to 1 ratio is ideal. However recently, it has leaned further toward survivors, and less killers are playing. Therefore, killers have short queues and survivors have long queues. Because there are less killers to put a full 4 people with.
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@OtakuFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/1012409#Comment_1012409
Right, because it is fair for a survivor to have 60 seconds of invincibility, yes? It seems giving survivors a broken perk to abuse seems to be your goal.
It's not 60 seconds of invincibility. If i have chased down and hooked some other survivor in even 40 seconds after they got unhooked, then find them and chase them, they will only have 5 to 10 seconds left, and if they jump into a locker right at the end of that time, count to 5 and get them out. It's not as good of a perk as everyone says. It's super situational, and i haven't been hit by it once since it got changed. There is not a single OP perk in the game, and DS is certainly not the strongest survivor perk.
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@OtakuFreak said:
When is this perk going to be fixed? It is intended as a defensive perk for survivors when a killer tunnels them. As such, it is essentially an ''anti-tunnel'' perk yet it benefits the survivor even outside this context.
I propose these changes for the perk, in order to ensure it stays in the role of ''anti-tunnel'' and not ''anti-momentum'' or 60 seconds of invincibility:
1) Decisive Strike immediately deactivates upon another survivor being hooked. The killer directly chasing, downing and hooking another survivor (even if it's within a minute) is not considered ''tunnelling'' and thus, DS should deactivate.
2) As a defensive perk, it should allow a survivor a chance to escape and regain their bearings (i.e escape, heal). As such, any aggressive actions such as: unhooking other survivors, repairing generators, or stunning the killer immediately deactivate the perk.
3) Should a survivor hide inside a locker and be picked up, Decisive Strike's effectiveness will be weakened by 50% (to 2.5 seconds of stun). As this strategy ensures a stun, it is reasonable for the strength of the strategy to be weakened.
Thoughts? I'm pretty adamant on the first two being absolute. Perhaps the third one is negotiable... but then again hiding inside a locker with no counter play isn't entirely fair.
They already fixed the perk. It's almost useless now. I can't stand people who say it's still OP. it was OP before, now it's just a perk. I have not been hit by it 1 time since it got fixed, nor have i had a chance to use it 1 time as survivor. The only way that a killer can be hit is if they choose to be hit, or they forgot who they hooked. And the survivor has to force the killer to grab them for it to do anything.
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@Colton147 said:
Hawkins is very killer-sided.
All indoor maps are killer sided, and this has nothing to do with the OP.
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@Aven_Fallen said:
Balanced Landing was the only problem, this Building is fine now. :]
Balanced landing doesn't matter. And it got nerfed quite a while ago. The problem is that it has multiple windows and pallets that have no counter play. I've never once used balanced landing, and that building is a free getaway from any killer
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@BrendanLeeT said:
https://forum.deadbydaylight.com/en/discussion/comment/1012791#Comment_1012791
I'm sorry but if you haven't been hit with a single DS then you don't play enough killer. I agree we need an anti-tunnel perk but people have posted videos and you even see it on live streams when people get hit with DS and they don't tunnel. It's not uncommon to run into survivors that make stupid plays to just be rewarded with DS.
Like people say slug to avoid DS but what if a survivor was repairing a gen in your face next to a locker? You start to walk up to them, they jump into a locker and then what do you do? Walk away and they are back on the gen, slugging is out of the window and if you eat the stun you did not counter DS, you simply just rewarded the survivor with a stun.
Now if DS had a deactivation condition such as interact with gens because if you repair gens in the killers TR that is your fault and you made yourself a high priority target, or if you perform a unhook it deactivates because again you cannot complain about tunneling if you've put yourself into a risky situation then I agree it will be hard to be hit with DS if you didn't tunnel.
Dang, i guess i don't play enough killer. 1500 hours and i don't play enough killer. Darn, guess i don't get an opinion. DS is SUPER easy to avoid, and if a killer gets hit by it, they let it happen, or forgot the person was recently hooked. If they jump in a locker while repairing a gen with DS, just kick the gen and wait. If you are somehow back on someone that was unhooked and went to a gen, then they have to have like what, 15 seconds left? If you hooked someone, went to the other side of the map to chase someone down, hooked them all before the person got unhooked, maybe they will have a lot of DS time left, but that doesn't happen often. The only time i ever have a chance at getting DSd is when someone rushes me off the hook, and if they do that, i know they have DS, and i can work around it. It was broken before, they already nerfed it. now it's like mettle of man. Really good if it goes off, but would you call mettle of man OP? TBH, i think they need to "buff" it. Just change it from 60 seconds to like "2 minutes or until someone else gets hooked" because alot of killers do just tunnel and slug the person that got unhooked, and if they are really toxic, they will slug camp until DS is certainly gone. Or if you do even a slightly good chase, DS will time out before they catch you. Survivors can only get it to work if they force it to, or the killer tunnels immediately.
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@Ol_Philly_Six said:
https://forum.deadbydaylight.com/en/discussion/comment/1011557#Comment_1011557
Nah I meant if they are exposed through NOED or whatever, then the hatchet should be one-bang as well. But that does sound interesting as well, like the hatchet did some serious damage and then you can just get one-shot for the rest of the match. (I'm a survivor main who occasionally plays as Freddy, so I probably haven't considered some things that may affect balance though).
Hatchets affect as well as base, or an addon? Because no one would bring an addon that requires specific perks to have any affect.
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@Apple2o said:
Hag needs a buff? Lmao, she is one of the most overpowered characters in the game If you know how to play her.
Trapper is fine, just most people also don't know how to play him. 3 gen, trap every loop, and camp the basement. Those are all key with trapper.
I agree with the "people don't know how to play him, but if you have to 3 gen and camp basement to win with him, then he's obviously not good.
He's pretty fun, and not the weakest killer, but he sucks without addons. I always did ruin, thrill, and devour. Then trap the totems. It slows the game till i get devour up, then i win. But if a killer needs addons, perks, or a very specific playstyle to be good, then the killer isn't good.
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@NeaMainNON_TOXIC3 said:
I can say that I am a survivor heavy player. (Sometimes play as Legion for extra points). Yall ready to hear something?! I am proud to admit that I feel as a survivor that some killers need buffs. Wow big shock ik. Most survivors say, "All killers are balanced!" Yeah, wrong. Personally I have noticed that a few killers, even when played by rank 5-1 , struggle. My biggest concern is Mrs. Piggy. A lot of her players are either forced to proxy camp or can barely get birthday hats on. At the end of the game, I can still exit with a trap on. If it isnt active I can jusg leave. She should be the next killer to be looked at.
A list of killers who might need buffed
-Wraith
-Trapper
-Pig
-Hag?
Thats all i can think of
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Hag doesn't need a buff, she's really strong already, alot of hags just don't play her right.
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@Biggs said:
https://forum.deadbydaylight.com/en/discussion/comment/1010442#Comment_1010442
you realize as survivor you absolutely dont need any perks right ? ruin is gonna be dead, dying light is realy trash perk, thano is ok but you need to wound survivors, pop you need to hook people, spirit fury + enduring ? ok good combo but from ONLY 4 perks available it takes 2 perks, and its not so insane combo so its like meme combo, but nothing meta..
what can survivors do with those clutch perks ? oh nothing you just hit skill check and you are good.. please think.. or do you really think that DS is a not toxic perk now ? I mean come one 60 secs be totally Invurnerable or take DS is ok ? head on same crap..
as killer you cant do anything against adrenaline, BT, DS, head on etc etc. see the point ? its like throwing beans against the wall .. awating heavily toxic response.. pleae wake up and dont make survivor game even easier.. now survivor is really braindead plays everyone knows it so please wake up :)
Honestly, i don't know why people still think DS is a good perk. I have not been hit by a single DS since it's nerf. It isn't that good, except in very specific situations. On the survivor side, i have only had maybe 3 or 4 spots where i could have used it, but i don't run it, because i wouldn't ever get it to trigger. Head on is a pretty bad perk, and barely anyone uses it. Borrowed time is just an anti camp perk, and half the killers passively counter it anyways. Adrenaline requires the surviors to hit the end of the match, so as killer, it's hardly a problem, and as survivor, it's again, very situational. When it works, it can be crazy good, but otherwise, you have 1 less perk all game. If you are healthy and nowhere near the killer, adrenaline is just a 1 time speed boost after playing all game with 3 perks. If your team is losing, and never gets all the gens, it's still limiting you to 3 perks. I don't think any perks are OP, and even the best ones have counterplay. I would prefer buffing or reworking weaker / useless perks more instead of nerfing good perks. Have everything on the same level, so there is more diverse gameplay. Like how they improved kindred.
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@Psypho_Diaz said:
https://forum.deadbydaylight.com/en/discussion/comment/1011553#Comment_1011553
It was a bad comparison. My basis is purely from my experiences. It's extremely rare to have the killer message after a game, while I've even received messages from survivors while I hid in the basement as wraith the whole time. I even play as survivor more, so the killer side has had a higher possiblity to be toxic.
To address the playing a face camping killer, it's not about getting toxic feedback from survivors. It's about limiting survivors points earnings. That was my problem to begin with. But since math is to hard to comprehend for people they equate it to something entirely different.
I'll say it again. To counter face camps, survivors stay on objectives and leave. 8k for obj and only 5k for surviving, 0k for altruistic and boldness. Great, a boring game of fix the gens and earning only 13k points. This is my issue.
Did i say anything about you being a toxic piece of trash asking you to explain why you are toxic? No. I just said that it's obvious you are going to run into more toxic survivors than killers because there are way more survivors than killers. So if 10% of survivors are toxic, and 20% of killers are toxic, there are still way more toxic people on the survivor side.
You added a huge piece onto your comment replying to mine when i didn't say anything about it. You want to be toxic, that's fine, nothing can or will be done about it, you aren't breaking any rules of the game.
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@JarMa13 said:
What are you talking about?
The game is designed so the killers have a PROFOUND advantage over the survivors.
And they ALWAYS nerf survivors.
Self heal, decisive strike, mettle of a man, insta heal.
The problem with this game is that the killers are WAAAAY to OP and survivors don't stand a chance.
I'm a killer main and a redrank 1 survivor. I go days without surviving.
Every match I play as a killer is 4k, too
The killers need a MAJOR nerf
And moris need to go.
Every time, killers camp their first hook and Mori them as soon as someone takes them down.
It's desperate.
No Mori till you've hooked everyone once. When I play, my rule is no hooking twice till everyone is hooked once and no moriing till everyone is hooked twice.
But im not asking that.
Just once.
Honestly, if you aren't getting 4k every time, you need to work on your strategy because the killers have such a huge advantage that it is INEVITABLE to kill them all unless they can escape, which is unlikely if you know what you're doing.
Can i have your survivors? Or are you just playing some broken killer or playstyle to always win? As a killer, i win most of my matches quite easily. But as a survivor, i still win most of my matches just as easily. Survivors have tons of advantages over killers, and it's alot easier to survive than it is to kill. Survivor is only hard when someone else on your team isn't doing anything, and/or Can't win a chase or die too soon from tunneling or bad luck. I went against a wraith who had an ebony mori, he was rank 3, i was rank 1, then a rank 2, rank 4, and rank 17 for my team. Finished every gen but 1, and the last survivor still got hatch. Against a cloaked, camping wraith, with an ebony mori. Moris are quite overpowered, but killers as a whole are not. Killer has been easier recently because there is no matchmaking, so I've only been going against trash survivors. Does that make me good at the game? Does that make killers overpowered? No, it's just someone with more experience beating someone with less experience. As killer, it's just your skill. With survivor, your whole team needs to be good, and 1 bad survivor can drag the whole team down.
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@Colton147 said:
https://forum.deadbydaylight.com/en/discussion/106566/stats-november-2019
It would be best that killers should not be biased; statistics show that they are over-performing (especially in Red Ranks).
They are currently overperforming because ranking up as killer is alot harder than ranking up as survivor, and matchmaking is broken. So red killers are going against low ranks or people that don't deserve to be at red ranks. Very few of my matches are against skilled survivors anymore, and it's kinda boring, because alot of people DC or are just so bad it's not a game. Some games it's nice to have a relaxed murdering experience, but i still want to play and feel like I'm winning a game instead of just beating people who are new to the game.
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@ElementDoom said:
https://forum.deadbydaylight.com/en/discussion/comment/1008196#Comment_1008196
Has anything honestly changed? Every game it's Ruin, BBQ, Enduring on killers. And Ds, Adrenaline, Exhaustion for survivors just like 2 years ago. Every killer that's trying is still playing Billy/Spirit since every recent release has been purposefully lukewarm trash. None of the new perks have made their way into the meta. The game's been in the same state since forever.
Only noticeable thing that's changed is the sounds being broken and then "fixed" repeatedly (which at this point I'm thinking was just a ruse to nerf killers). And the Nurse getting her "addon rework". I doubt either of those things would've influenced marth much.
Vaults were also changed in that time.
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@Ol_Philly_Six said:
https://forum.deadbydaylight.com/en/discussion/comment/1009973#Comment_1009973
I think they meant that the hatchets are affected by exposed instead of always being a one-bang. I kinda like this idea, but I think it would piss off a lot of huntress mains, and should probably be downgraded to purple rather than pink.
Like after hitting a survivor, they are exposed the rest of the match? That's a very big difference.
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@Psypho_Diaz said:
https://forum.deadbydaylight.com/en/discussion/comment/1010786#Comment_1010786
You are right about majority of the time only 1-2 people out of a group are toxic. And most of the time it's the higher rank ones. But that is still more than one person being toxic at a time. There are never 2 killers at a time being toxic while there can be anywhere from 1 - 4 survivors at a time and I know cause I've been on both sides of a whole swf squad getting angry.
And yea I am, and my point is that facecamping should have a severe BPS penalty. Until then I'm going to enjoy easy, stressless 20k+ BPS (40k+ with BBQ) matches. The new people can either have a ruined match or if they play correctly have a longer grind at leveling up characters by me preventing them from gaining altruistic and boldness points. Essentially capping their matches at half the potential earnings. Either way, "I was proven wrong" (laughs maniacly) that this is legitimate by the (clears throat) "professionals" in the forum.
The toxicity thing is still pointless, because duh, 1 killer to 4 survivors more survivors can be toxic at a time. That doesn't mean that they are. It's like comparing bees to rats. Every rat could be evil and "toxic" (harmful to people) while most bees aren't, just wasps and such, and while there are way more bees, not all of them are aggressive. (Obviously not a perfect comparison, but the idea is that yes, with a larger population, the odds of more toxic people is increased, but without actually knowing the percent of each population being toxic, you can't make assumptions.) Also, if you play toxic, survivors will be more toxic towards you when they successfully beat a toxic player.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1010506#Comment_1010506
Because the entity is lethal. If she gets involved, your not having a "rest of the match".
I'm glad that you call the entity a she out of instinct. Proving that the entity is in fact, Nea
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@Psypho_Diaz said:
https://forum.deadbydaylight.com/en/discussion/comment/1007552#Comment_1007552
Good job being mean.
Unfortunately, you're wrong. I depip as killer all the time. I don't want to play against toxic sweaty try hards every match and I don't want to waste 1k hours of my life....let alone 3.5k hours.... To become a sweaty try hard myself. Especially since I'm 10 achievements away from finishing this game.
Lately, another reason I depip is to enhance the face camp problem that this forum refuses to accept and to prove a point. Only response is to call the new players potatoes which probably turns them away from the game, which doesn't help the wait times. I wouldn't want to grind 14k points/match when successfully counter playing a potato strategy.
I believe OP is right that Qs take longer closer you get to red rank as a survivor and as the killer, green ranks put you into red ranks. I think the real problem is the toxicity of this community towards killers. If a killer is toxic towards survivors, it's just one person being toxic. If survivors are toxic to killers, that's 4x more to deal with. And regardless, survivors are more likely to be toxic than killers anyway.
That part at the end about toxicity is completely wrong. 1 killer being toxic is 1 person, but 1 survivor being toxic is 1 person as well, not 4. If all 4 of them are toxic, then that is 4 seperate people being toxic, it has nothing to do with 4 vs 1. Most teams only have 1 or 2 toxic people on them. If a killer is doing poorly, and they know they can get away with it, some people will start to be more toxic, but all 4 survivors usually don't start toxic. And if you are deranking and facecamping to prove a point, then you are being toxic. Also, survivors will only be "more toxic" because they can. For a survivor, they can teabag and flashlight click to be toxic, but if a killer wants to be toxic, they have to tunnel or camp and basically throw their game away, while survivors can do it mid game, so killers can't be as toxic, without losing.
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@Avilgus said:
My idea for Iridescent head:
+ Hatchet are affected by exposed perk ( NOED, Devour Hope, Haunted ground, Make your choice...)
+ Don't reduces hatchet carrying capacity and cannot be combined with any addon that increase this number.
So buff it?
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As survivor, if I'm playing SWF, i still talk to the randoms as if they can hear me, like when i unhook them, I'll say "run" or "let me heal you"
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@Kongtwenty12 said:
https://forum.deadbydaylight.com/en/discussion/comment/1006071#Comment_1006071
@Jacksansyboy Doc got a lot stronger with his changes. Not having to switch stances is a pretty big buff, static blast makes it so that he can easily find survivors throughout the entire game not just at the start, and his shock therapy was made wider. After they fix some of the timing things like the delay and cool down on shock therapy doc is gonna be in a really good place.
Yeah, like i said, the delay and shock wait were unintended and he will probably be better when that's fixed, the shock blast isn't that good, and if there is a survivor in your radius, you probably already know they are there. Not changing stances is a buff, but not a big one, because even after they fix it, there is still a delay between shocks, just like with stances. All it will change is allowing you a free hit if a survivor runs into you while you are in shock mode, because now you won't have to switch stances. We haven't really seen what new Doc can do yet, but all in all, i don't think it's a nerf or a buff, it's just stupid that they changed him for "survivor's fun" and changed one of the weaker killers without buffing him. I would prefer having all the small killers and perks buffed instead of nerfing the bigger perks and killers. Then there would be more diverse gameplay.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1005911#Comment_1005911
Happened to me the other night. Wanted to try the Nurse. Never again. 2 kills in the most aggravating fashion.
Nurse is really hard for someone who hasn't played her much. I can infinitely run a bad nurse, because you don't need pallets and they don't get bloodlust in any significant way. A perfect nurse is terrifying, but it takes alot of work to get there.
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@Kongtwenty12 said:
Personally I like the new ruin and doc changes. I'm looking forward to seeing how things play out and what changes they make before the release. I never really use ruin as killer anyways but I might actually use the new version.
They did a good job with the doc changes at keeping him the same, although they changed the snap out of it for no reason, that's the easiest thing to do, and they made it twice as easy. I would have liked it if Doc got stronger though, like the stance change is a slight buff, i guess, but he's one of the weakest killers, and they reworked him based on survivor's fun, not like a freddy rework to make him a little stronger. Honestly, instead of nerfing the strong stuff, they should buff the weak stuff, not just killer side, but survivor side too, like how they did kindred. It would make the game alot more interesting if all perks and killers were at least similar, not all have to be equal. But things like deja vu and beast of prey just suck.
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I don't like it because it rewards killers that apply pressure, but it doesn't help to apply pressure, unless you have surveillance. And i don't mean bad players, i mean killers that have to walk halfway across the map to do anything, when a quarter of a gen can be done in that time, and you might not be going to the right one. It's not a bad perk, it just doesn't do what ruin is supposed to do. Which was slowing the early game, not the late game. As a hex, it usually doesn't last long anyways, but it still helped. This perk does reward pressure, but doesn't help to apply pressure, and not many perks do. So this wasn't a rework, they just removed and replaced a perk with an unrelated ability.
However. They did make some "smart" decisions with it's design, like how pop, a perk frequently used WITH ruin, doesn't work anymore, nor does surge or overcharge, but surveillance does. The limits are obviously upsetting, but it shows they were thinking of other perks when they changed it. It seems very bad now, and it is a tearing down the walls without removing the roof first kinda deal. But i hope that they actually have a plan with this, because they forced this change, didn't even mention it on the ptb survey, I'm hoping that they are planning on looking at what changes happen from this, and know what they are doing. Because it's not the best way to go about it, but this will give them more information on what's wrong with the game, and how to fix it. But they need to actually try to fix it, and soon, otherwise, this whole thing could explode if they are too slow defusing it.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1004996#Comment_1004996
Yes they do. Tell your mates where she places traps.
That's not a thing, they can say, "oh she put a trap under my hook" but unless they have object of obsession, no one should ever see you place a trap. And anyway, even if they say where a trap is, so what. They can't do anything about it unless they have a flashlight.
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SWF gives no advantage over hag, other than the same basic advantage it gives over any killer. The only thing that can hurt hag is maybe a flashlight, which is still not a big problem, because they can only get rid of traps they know about. But SWF doesn't have any special play against hag.
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@ruler33 said:
the fact that some people even think hag is the best killer in the game is hilarious
I know she isn't the strongest, and a perfect nurse, spirit, or billy is obviously better, but hag is the killer that I personally am best with, and she can very easily win games. Hags' been quite a cakewalk all the way to rank 1. She is very strong, but not alot of people play her, and most hag players play poorly, and alot also tunnel or camp for no reason.
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@Sonzaishinai said:
Another tierlist that's completly ignorent on what Legion can do :(
Legion can be good, but so can any killer. I would put him higher though, certainly better than doc.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1001226#Comment_1001226
To be fair you had and iri emblem in 3 places. This alone says you didn't ignore objectives.
A killer at that rank would also double pip with the same.
At red ranks this could be a pip but not a double. The simple reason is the emblems are there to encourage you to do a bit of everything but its not needed to pip so other playstyles such as stealth can and do work.
The system has to be designed so everyone has a chance to pip otherwise you will be fighting with others instead of having a common goal. That itself would be terrible game design.
If you remember it used to be harder but the issue is that it caused an imbalance of survivors to killer. The current queue times are due to swf matchmaking and compounded with the reset mechanic change.
So it's not about it being too easy its about more players being matched within red ranks who aren't in them.
It only needs 1.2k swf players where one is in red and the others are above 10 to affect the queue times of 900 true red rank players.
Making piping harder now then won't help atm as the players are already in red ranks and unless they purposefully derank they will stay where they are. This seems to be why the reset was changed as it naturally bring both sets of players into a smaller match making bracket.
The only other way to really do it then would be to reset everyone to rank 20 after changing the requirements completely for both sides but that may only work so much as the more players who invite low rank friends the more the issue starts to happen again.
This is why it takes so long to find a queue in brown and some yellow ranks for killer.
Its probably why they posed the question regarding matchmaking on discord asking about the idea of removing ranks from matchmaking and making it one large pool of players.
I personally don't think rank should be tied to the match making system and I've said before i feel it should be a monthly goal with a reward to hit the red area with a proper mmr system put in place to match those of equal skill. That system can more easily widen imo as it only need 4 or 5 brackets.
As for killer being more stressful that is natural as you have no down time in that role while a survivor knowing another is in a chase feels safe from harm in that time frame. Survivor chases are shared over 4 players while killer you are in every chase.
The stress then is nothing to do with pipping and all to do with interactions with the other side which killer obviously has 4 times as many. This is evident as killing all four quickly isnt a stressful game at all its just frustrating after the match when you see that you didnt pip due to it.
Ranking up actually used to be easier, then they made it harder, then they made it slightly easier again.
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Clowns power is perfectly fine, and shouldn't be changed. They just need to give him some other ability that adds pressure, whether it slows down the people he's not chasing, or lets him move to gens faster
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@Shaai1 said:
I don´t actually think ruin changes will go live.
That would remove the only "temporary aid" for gen speed that they have.
It's definitely going through, ruin wasn't even mentioned on the player satisfaction survey. They knew everyone was going to explode about it, but they want to force a dramatic change in their game, and this will do it. I just wonder how it's all going to play out, and what their next step is.
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@Deltin said:
so speaking of which, when are the 4 horsemen perks of survivors gonna get nerfed?
Adrenaline
Dead Hard
Desisive Strike
Unbreakable/Borrowed-Time
They've all been nerfed, and in my opinion, are all trash. I hate situational perks like that. Adrenaline requires you to make it to the end game, which is impossible depending on your team, though without ruin, maybe easier. Unbreakable means they slugged you, and if you're down for that long, you should be able to get up. Dead hard is a pretty basic perk, and a killer can just get a little closer before attacking to avoid it, and it doesn't even trigger half the time with dedicated servers. And Desicive Strike has already been nerfed alot. Since the nerf, i haven't been hit by DS, nor have i been able to use DS. It only lasts 60 seconds, so a killer can just wait if they know when you got off. And if I'm using DS, I'm not going to go run into the killer to get him to let me use it, because he can just chase you down after. Borrowed time is just an anti tunnel/farming perk, and half the killers avoid triggering it anyways.
All of these perks are very situational, and they have all been nerfed before. I wish they would stop nerfing, and just buff weaker things to make the game have more viable options.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/995176#Comment_995176
I typically try to back the killer up if I'm still around. I know how much it sucks to get the 4 v 1 aspect in the endgame chat, especially when you dont deserve it.
I had a match where ranks struck again and it was 4 red ranks vs a rank 11 killer. The killer camped and tunneled a bit, but he was getting destroyed, so it's not his fault. I think he got 2 kills in the end, might have been just 1. He got upset afterwards for lousy matchmaking, and kinda got into an argument with one survivor about how he played. The survivor started calling him trash and such, but suprisingly, after i told him to not be an ass to someone that's 9 ranks lower, he did actually apologize and say gg.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/993693#Comment_993693
There was a built in shock cooldown anyway before the Doc rework (switching back to punishment mode), so it doesn't matter. The only thing that really changed is you can't spam the shock anymore, which shouldn't hurt you if you're actually trying to play vs being annoying. Doc's rework was a buff. Even most competent Doc mains know this.
Billy also has a built in cooldown after use of his chainsaw (whether that be a hit or just stopping). If they add a "meter" to it, that's cool, as long as it doesn't make the cooldown longer.
His new cooldown is longer than his old one of switching states, and it stuns him longer than it stuns survivors.
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@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/comment/988732#Comment_988732
Feel free to provide a screenshot of where the devs said that. It's the best data there is out there about survival rates.
They did say it's hard to draw conclusions from it, and all games with DCs are thrown out, so some killers that got a "4k" from 1 or more DCs aren't listed.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/989052#Comment_989052
Nurse basekit wasnt fair at all, thats why she got nerfed rightfully. Spirit got nerfed cause of the same matter, thus shes still annoying cause the main factor wasnt even touched. Doctor doesnt event get any nerfs, he isnt any worse than before. Those changes were totally right.
Nurse basekit had nothing wrong with it, she isn't overpowered at all. Spirit also didn't need to be nerfed, people just hated her for no reason. She was out for half a year before anyone said anything about her. Prayer beads were actually broken, so the Devs needed to change that, but they can never touch anything without changing everything about the killer. And Doctor was nerfed, not reworked. He gets stunned longer than the survivor does, making his power better for survivors than himself, and he was nerfed because he was "annoying to play against" not for him to get buffed for being the weakest killer.
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I don't use it, it's useless 90% of the time, because I just do a safe unhook. I don't want to bring 1 perk every game for the tiny chance someone camps. Even if you get borrowed time on a survivor, the killer can just walk after them and wait till it's gone, or can just do a normal chase with them hitting them twice. Basically, if i have a normal game, i won't need it, and if a killer really cares about killing someone borrowed time only gives them a little bit more time to get away.
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@LetsPlayTogether said:
So you only have fun as long as other do not have fun. Very mature.
It's nothing to do with other's fun. Nerfing nurse and spirit didn't change anything, i don't have more fun now then i did before. Sure, some of nurses addons were broken, and prayer beads sucked, but they also ######### with the basekit. For no reason. It's taking away his fun exclusively. Nerfing something doesn't make it more fun for the other side, it just sucks for the person using it. If something is BROKEN, it should be nerfed, and if it's so weak it's never used, it should be buffed. There haven't been any buffs though, other than the Freddy rework. Survivors haven't been buffed except for kindred, and killers have been getting pointless nerfs for a while. Doc rework for survivor's fun, at the doctors expense. He's getting weaker after already being one of the weakest, because he was "annoying". That is something being changed, one person's fun at the expense of another's. Nurse got nerfed, and now i hardly see them. I actually had alot of fun going against Nurse's, it's not a case of their fun vs my fun. When she got nerfed, it took away the killer's fun, and in a way, took away mine as well, since i see nurse less often, and she's really cool and fun to go against. Spirit isn't any more fun to face now that she's nerfed. It's not a matter of fun, they are just over nerfing things. The pink instant heal isn't worth being pink anymore, a 16 second heal, it will only help you in a chase if you already have a huge advantage, and the purple heal is better than the syringe now. Legion got pointlessly nerfed to clear the way for nemesis. Doctor stuns himself longer than he stuns survivors now, although i think they will fix that.
Basically, not every change is a matter of fun, everytime they do something, they over do it.
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@Bigbootiejudy666 said:
With The upcoming Ruin nerf, Clown will suck even more but his playstyle does look like fun. I'm in a dilemma should I buy Clown to test him out or should I just save my money?
Don't buy him, you can get him for free with shards in game. It will take a little while if you don't have some saved up already though.
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Out of these perks, i really want to say dead hard, but it's currently useless with dedicated servers. :(
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His power hurts him to use. He's stunned for 3 seconds, while survivors are stunned for 2. I think that the devs will fix this, but you never know.
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The game is balanced around low ranks, where survivors suck and ruin and a full slowdown build guarantees that they will lose, because they can't last long enough. It might also be that the devs want matches to be shorter and faster, because if you are stuck in a match for too long, you can get bored, i guess? They also always cater to survivors, because they need a 4 to 1 player ratio to keep matches rolling.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/961006#Comment_961006
Not like 50% of killers already accomplish this. I agree the game needs this but you don't have to act like it doesn't already exist.
Only 2, technically 3 require different playstyles. Nurse, spirit, and huntress. You can just loop every other killer the same exact way, and then they have powers to try and block loops/ slow survivors/ down them faster. Then some also have a map pressure power, like freddy and demo teleports. But you can play against every killer the exact same way, but Nurse doesn't care about pallets, Spirit has a thousand extra mindgames and way more options at pallets, and huntress can take advantage of a pallet drop or vault when it would normally help the survivor more against a normal killer, but she can still get looped at some spots.
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@PistolTimb said:
Definitely cross play. I wanted it way more than I ever wanted dedicated servers.
Some more perk buffs/reworks would be great too. It's nice to get some niche perks that turn into decent tools.
Cross platform would be nice, but mostly, i just want them to calm down and stop making new stuff, stop balancing things, just take a while to smooth the game out. Fix the bugs, maybe add an actual settings page, and while it doesn't affect me, colorblind support. And take the time to fix some of the maps. They also need to stop nerfing the big killers, and just lightly buff the weaker killers, which they are kind of doing, like they did with Freddy, and now they have one planned for doctor, adjusting him and his map. And not really important, but it would be cool and fun if they upped the wow factor on moris for wraith, billy, and trapper, since they have such simple ones when you have like the demogorgon, hag, and the oni.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/954363#Comment_954363
Yeah, I was being sarcastic.
Sorry, it's hard to tell, most people are quite serious about it being "too hard"
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@Aven_Fallen said:
Because the Challenges are SO HARD. Like playing Killer in general is SO HARD.
You know, it is not acceptable that some challenges might need three tries. It should be done in one Try. So there is more farming. Simply people who dont want a challenge, who want it easy everytime and want to rewarded for it. But who can blame them, DBD is a casual game, after all, and nobody is really forced to get decent results.
Personally, I dont experience farming that often. Wrote it in another thread, for me, I get a farming Killer in like 100 games on average. Sure, when a new Tome Level came out, it was a little bit more, but usually, after the first evening, I dont have any farming Killer anymore.
All of the killer challenges are extremely easy, only the 4 kills in the basement is hard, because survivors can deny it if they want. I got every single challenge in 1 match each, first try each.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/116130/lerys-will-be-the-next-reworked-map-confirmed
why not rework farm maps,haddonfield or Disturbed ward,or any other map tho?They are alot more inbalanced than lerys ever will be
Because Doctor's getting reworked, and that's his map, just like what happened with Freddy. It does suck though.
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@Tisfine said:
https://forum.deadbydaylight.com/en/discussion/comment/952540#Comment_952540
That got nerfed long ago, Mate. Don't spread misinformation.
It's why you can't Fast vault cow tree in the opposite direction anymore. It's to prevent those tight corridor fast vaults.
Though there are still maps that you could fast vault like Ironworks.
You can still fast vault the cow tree, it's just harder, and you waste time lining up for it, so the killer usually still gets the hit
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I play both sides, and I'm currntly rank 3 on both, although 1 pip away from 2 on survivor. I have a ton of fun as killer, and i don't main any one killer, although I'm best with Hag. Pig and trapper are a ton of fun for me, and 6 traps in 1 game is normal, so the rift challenge was actually super easy. I suppose that it all depends. Of course a 4 man SWF playing to win will be quite difficult, but i enjoy it, and i try to never play toxic. I've finally reached the point where winning doesn't matter to me as much, but of course I'll still try to win. I basically play for the sake of fun, mine and the survivors. I won't tunnel, i don't camp, and if someone gets cucked by another survivor, the person that's cucking is going to die. I play by the golden rule, and know what I'm doing since i play both sides, and it does pay off, because some survivors appreciate it, even if they die, and even if I'm facing a sweaty try hard team, i don't get a whole lot of hatemail since i play fairly.
I have fun, the survivors have fun, and even through it all, i don't care about losing, sometimes it happens. But not often...
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@OtakuFreak said:
Just played a game on Hawkins as the Demogorgon, played relatively fair & normal for the entire match - downing a survivor, not respecting pallets and breaking them with shred or try to M1 and get stunned (so more points for them), hook a survivor and use BBQ/PGT to go to another area of the map, allowing for an easy rescue.
I haven't sacrificed anybody yet and the game is in the survivors hands as the doors are powered, but I am able to down one of them and put them in the basement as the last generator is done. So, I use my portal and head towards one of the gates where I can see a survivor opening, down them, return to the basement as I get a notification that someone is there, down them and get 2 in the basement.
Proceed to do this for the majority of the endgame, finishing the last survivor and securing a 3k in the basement (downed all 3 in the basement with Save the best for last, clutch perk).
Proceed to post-game chat: ''lmao'' ''pfff'' ''play fair next time pls''
???
confronted them on it, blamed them for their altruism since they could've escaped as a 3, but decided to come back and give me 2 more kills, but they proceed to complain that I ''proxy camped'' the basement and that it wasn't fair.
So basically, I'm supposed to let my leverage go for free and ensure you guys get out? The doors are powered, its the best move to keep relatively close to the basement and ensure a kill. Or should I teleport to the other side of the map, let you 3 go and get to a post-game chat of ''gg ez baby killer''?
Playing as killer, you really do see the entitlement and hypocrisy that a lot of survivors have. They expect free saves, or to escape every game and if you do, god forbid, the best play possible in a certain situation, its not fair?
Are survivors entitled?
It's very clearly stated in the Killer's handbook for survivors that the killer can camp the last survivor if all the gens are done, and doors are 99 or open. If 3 people decided to rush basenent, then they deserve what they got.
