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JaviiMii

JaviiMii

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JaviiMii
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  • Just make it possible to "sell" stuff in your inventory for bp. That alone would help with decluttering, would mitigate bad bloodweb rng and reduce the "actual points spent" - it would also offer an option to transfer the rewards for play time (in the form of bp) from one character to another.

  • Sounds to me like they're suggesting to leave gen speeds and loops as they are.

    You say "loops where a good survivor can..." - does this mean the game should be balanced against "good survivors" only? What about anyone who wants to start playing the game? - Or who plays only occasionally? If the skill floor is raised even further there's no chance for anyone to successfully play catch up and reach that skill floor. (And with player retention appearing to be pretty low as is that's the last thing devs should go for, right?)

    The thing is, imo, that there is a mis-match between survivor and killer skill floor; in theory the survivor skill floor is covered with the tutorial but in practise you kinda have to have all maps, tiles, killers and their add-ons (as well as a handful of popular and/or very impactful perks) memorised and need to be able to translate that knowledge into action. This takes a long time and in the process you get mostly stomped; few peoploe stick that kind of experience out. - But everyone will make it there eventually. Some need 500 hours, some 1000, 1500 or 2000 or whatever. But it will happen eventually. And here comes "SchrΓΆdingers killer skill floor" into play: if survivors are below their skill floor, the killer skill floor is pretty low as well. If survivors are above their skill floor, the killer skill floor is insanely high (and for some killers * cough * M1 * cough * probably impossible to reach because they have no ability to shut down/bypass e.g. loops or distance).

    And yes, map design and loops do play a role in this and there are probably things that should be redesigned. - But they should never be redesigned primarily around "good survivors" or "effectively M1 killers" (nor "baby survivors" or "nurse/blight with add ons").

    That being said: The more I read about these kinds of discussions the more I like two ideas a) Not having gens as the only survivor objective. Diversify. Unpopular opinion: as annoying as it is, I kinda like Pinhead's box. But it's the chains and teleport that's annoying, not the box-hunt itself. b) Take a look at existing killers and make sure every killer has the potential to shut down / bypass loops to at least some extent with tactics and strategies that reflect experience (and skill). I guess originally that's what bloodlust was for... but maybe it's time to replace that mechanic with something that can be used proactively.

  • I often hear corrupt should be basekit - but reading that it wouldn't be a one size fits all kinda thing (trapper, hab) seems like a good point too.

    Some version of a basekit slow down mechanic seems more like a one size fits all kinda thing. The mechanics of pop or eruption might be good "donor perks".

  • Wraith and (RE2) Leon. The (adorable) dork with his goofy run and the (equally adorable) trash-puppy. They seem like they could use some fun.

  • "The game is meant to be fun for everyone and how Head-On is being used is not fun for most killers, also, my suggested Lock-In perk is actually stronger than head-on as it is more guaranteed."

    "The game is meant to be fun for everyone" - As I said, while the game's primary purpose is to be fun - there is not one single way in which it can be fun. Thus, there are inevitably situations where it's not always fun for everyone. People who find themselves in such a situation can stick it out or decide to leave one way or the other - and whatever they choose: it's their right to do so.

    "Is being used" - That implies this is the standard way of using the perk, which it isn't. It can be used this way in certain situations. But most mechanics can be used in a way that may be unfun to some players in certain situations. Removing content based on a potential to be unfun in certain situations for some people would result in dbd not having any content beyond W and M1. -- If anything, the locker placement on some maps could be adjusted to allow a killer, who would be forced to get head-on stunned (/fears they may get head-on-stunned) because the map doesn't allow for anything else, to simply take a different route and not walk right in front of a locker if they don't want to.

    "My suggested lock-in perk is stronger" - No. It is buying a finite amount of time a single time (=hook inevitable). Stunning the killer with head-on has the potential to escape the killer (=hook may be avoided). None of the exhaustion perks are about guarantees; if pulled off skillfully they have the potential to buy a lot of time by significantly delaying/extending chase and/or allowing a survivor to escape the chase altogether.

  • Everyone is free to play however they want as long as it brings them joy - and everyone is free to stop playing when they don't enjoy themselves enough to continue playing. There is not one prescribed way to play this game, so sometimes what is fun to some people in a match isn't fun to others. Happens. If it bothers you so much that you dc and move on to the next match; that's okay. But four survivors using head on and coordinating it, is just as okay.

  • Sure, if I see someone do a glyph I let them finish it. It's not like it extends a chase, if anything it's a guranteed down cause you have time to get in m1 reach/set up m2. Only sorta-exception is a white glyph; if I find them close to the basement I follow them, let them do their thing and then down them. If I see them just getting their broken mirror I just leave them alone; they're busy running around the map for a while and chances are I'll find them close to basement soon enough. If I remember and the white-glyph-player has been a good survivor (from my perspective) I even let them get out with their mirror. (And with the green glyph I suppose I'll also wait in egc if some poor pebble needs to get their glyphs and couldn't find them in match) --- But I'm also one of those "chill and kill" kinda killers who absolutely refuse to sweat anything πŸ˜‚

  • I play for my own, not for others' sake. Hanging around in basement with bubba (/a killer where it's partically impossible to go for a rescue) in my face isn't in my interest; I gain absolutely nothing. On the contrary: I'm guaranteed to lose in every way. Guaranteed de-pip, potentially lose an item+add-ons and an offering all the while getting virtually no bloodpoints and on top on all of that I'm spending all my time in game timed out. There is zero incentive for me to hang around* - so I usually don't. (The exception being that everyone is aware of what's going on and it's pretty much a guaranteed 3e if I hang on.)

    Trying to make a fc/basement bubba (/camping killer in general) "change their ways" is also not my responsibility. Besides, it seems that there are people who genuinely enjoy that kind of playstyle. Which is something I'll never understand - but good for them. Everyone is free to play in a way that brings them joy - and everyone is free to stop playing at any given time if they don't enjoy themselves anymore. Win some, lose some. As someone earlier said: either these bubba-players (/camping killers) get bored and switch things up or they are the happiest players in game cause they always get what they want. Either way is fine by me.


    *At least as far as anything bloodpoints related is concerned: if hanging around gave you points in the altruism category and some bp that would already be a good incentive; being safe from de-pipping in most cases & getting at least some bp would not exactly make it feel worth it - but at least not like a complete waste of time and a lose-lose-lose situation either.

  • Autohaven maps (but also areas of other maps) are too dark / don't have balanced lighting. Maps don't need to be super bright for you to be able to navigate them. But as is, playing in a not significantly darkened environment makes it pretty much impossible to see anything πŸ˜…

  • It's more like the game's genre tag is off rather than the game being off. Which is, of course, somewhat disappointing if you have expectations based on a game description/category/genre tag.

    DBD is a game of hide and seek and/or tag* and for the art/cosmetic design a Noir/Gothic theme was chosen - I wouldn't even call it a Horror-theme art/design/lore wise (with the exception of the horror game/movie franchises that are part of dbd). You got some jumpscares and there is some tension due to a certain level of uncertainty throughout a match - but that's not exclusive to the horror genre either.


    *and the survivors usually get to choose if they want to play hide and seek or rather play tag; aka survivors going for stealth or chases

  • If anything happened 3-4 weeks ago, it was something happening to a lot of people's shedule. MMR tests aside, there is no record of anything having been changed until last week (when the matchmaking system got adjusted).

    That being said, I notice something similar to what you describe as well. But only after ~6pm (Europe servers), and the closer it get's to midnight the worse it gets. Weekends are especially bad. On the other hand: when playing earlier - say, between noon and 4pm - I tend to get pretty well balanced matches with everyone appearing to have roughly the same skill level. This difference between peak and off-peak hours seems to have gotten more pronounced after the MMR changes last week - but that could also just be my imagination or my personal experience the past few days.

  • To play as: Nemo (and Ghostie). Nemo is just chill and the zombies always playing their own strange game gives me a good laugh every now and again. And ofc you don't have to worry about pallets too much. (And Ghostie is just cute.)

    I also have a soft spot for Billy and Wraith (though I don't particularily like going up against Wraith) - and I also kinda really like demo doggo for some inexplicable reason. I don't like going against him, he's ugly and I don't even like Stranger Things. But something about the animation and sound design gives him life and it's so adorable that I can't help but like him.

  • I do agree with the overcompensating for the map having few vaults. - Then again, since pallets are one-time use drastically reducing the pallet number would make the map incredibly killer-sided.

    It's kinda all-or-nothing. Even with all those pallets; if the match drags on (for whatever reason) the killer tends to come out on top. But if a killer (over?) commits to one survivor who manages to somewhat safely navigate from one pallet to the next then it's more often than not a 4e. That's my average-ish MMR opinion tho. I imagine in very low MMR (and/or among newbs) survivors tend to a) get lost on the map a lot (I know I did πŸ˜‚) and b) don't know where pallets are / which pallet to get next so it doesn't even matter how many there are. - And in higher-ish MMR (and/or among experienced players) the stun-and-blind-routine is probs so strong that most killers won't stand a chance.

  • I feel you. First 200-or-so-survivor hours went pretty much exactly as you described. I was so lost. There is just too much to actually learn while playing live. (to learn effectively stuff needs to be incremental and repeated. Both of which is impossible given the sheer amount of perks, maps, killers, Items and add ons that get thrown at you all at once).

    That, in my opinion, is the biggest issue with MMR for new players. Irrespective of skill or matches won/lost a human just needs a certain amount of time to familiarise themselves with core aspects and base mechanics of the game --- and they best do that with people who are also still figuring that stuff out. Like what maps there are, what main buildings and other structures there are, how to move the character effectively, where gens can be etc pp. It takes quite a while to get that down; the whole "time played doesn't reflect skill" only works well in one direction. Newbies need a newbie-q where playtime in a given role is taken into account.

    After those ~200 survivor hours where i was lost and only had fun cause I had swf friends who were just as lost, I started to notice how things started to change and how I was getting to a point where I could actually play the game instead of just running around and doing things.

    As is, I guess getting into dbd and not have the first few hundred hours be mostly miserable requires you to have four friends to play custom games with to make up for the fishtank-full-of-piranhas-like nature of live matches. Only switvh to live once you got a hang of things.

  • the shenanigans some of them get up to are just fun to watch. Seeing the stream as opposed to the yt video also shows that for every match that makes it to yt there are half a dozen - at least - that don't. For me, that added a lot of perspective and it helps me take whatever happens with a laugh instead of getting upset. It literally happens to the best - so why get upset about it?

  • I used to have a NOED-trauma and used to dislike the perk so much its presence alone could ruin a game for me. It got to the point where I ran detectives hunch every match and took a map with me whenever I could, just to make sure I could definitely get the goddamn NOED. It was the only thing that would put me at ease. If NOED still happened I at least didn't blame NOED or the killer.

    Since then things have changed. I don't usually take detectives with me anymore and neither do i take a map. I also don't mind NOED anymore if it shows up. And that's the key point: *if it shows up*. It used to be present in 9/10 matches and in half of those it was part of some kind of extreme tunnel-and-camp-strategy after the last gen popped. - Now it's in, I dunno, half the matches at best and it matters in maybe half the matches where the killer has it equipped. Either because we got killed before it even got activated - or because we had plenty of room to breathe to just leave or to go find and break it and then go for the save. Very rarely am I forced into the "have to leave/be left behind cause no rescue is possible" situation that ruins the fun aspect of any mstch for me - regardless of whether i lived or died.

    That the unfun aspect of NOED wasn't omnipresent made all the difference for me. (and on a side note: personally, I'm convinced DH is very similar in that omnipresence aspect; thst alone takes a lot of fun out of matches, regardless of how much or little or what kind of value people get out of dh)

  • i forget all about pips and any sour feelings that might have lingered for a while after a somewhat unfair and unfun match just disappear by the time loading screen goes away. zero f*cks given.


    tbh. now that i think about it. Maybe grades should be removed entirely. Find a different way to reward time played. The whole having to pip to get the rewards (that are desperately needed with the grind) is already taking a bunch of fun out of the game. (Based on the premesis dbd is a fun party game-style game. Which I know a number of people disagree with and look at it as a sweaty competitive game.)

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908997#Comment_2908997

    If you cannot tell, best to assume they aren't. But yeah. I have no idea why people call it that instead of just mouse sensitivity.

    I guess the "everyone" threw me a little there πŸ˜…

    And while mouse sensitivity is self-understood as a term it doesnt quantify/measure that sensitivity and afaik all mouses give their sensitivity in dpi.

    @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908997#Comment_2908997

    Flicks are more difficult with low DPI, as far as I know. I also only run with 50% Controller Sensitivity on both sides.

    And well, my Mousepad is fine so far. It is not even big, but I manage. But I cannot really describe what I do, since I never put any thought into it how I use my mouse.

    fair enough, fair enough.

    And ye, I Imagine flicking being v difficult / a lot of effort.

  • i suppose there is only so much that can be done when it comes to ping. - What you experienced isnt fun but rest assured, its a two way road: there are also a bunch of bulls* hits that killers land and where survivors have every reason to think thats no fun.

  • started Dec.'21 and it says 30-something devotion 2 ... should be 3 though. since going back and forth between ptb and live a couple times it just kinda got lost along with some bp and maybe some other stuff I thought I had more of πŸ˜… .... maybe I should send a ticket as well (though, just to make sure theres nothing strange happening with the update πŸ™ˆ)

  • @FilthyLegionMain said:

    Everyone out here talking about this and I'm just sitting here asking: What's DPI?

    tbh, can't tell if you're joking or not πŸ˜…but just in case: dots per inch aka mouse movement sensitivity.


    @Aven_Fallen said:

    1000 DPI. Used to be 800, but 1000 feels more right.

    I prefer a slow mouse. Means, in DBD I cannot do some stuff others can, but this is fine.

    what stuff for example? Only thing I can think if might be 360? --- Also out of curiosity: if playing ring around a rosie aka running in circles around sth ... what do you do after a couple of circles when the mouse is probably off-mousepad -- or do you smh not move the mouse as much to keep the view adjusted?

  • I agree with the blood stains for all Outfits. Should be easy enough to do with an alpha channel overlay and a toggle to activate/deactivate the stains for head/body/lege. It's a nice Little gimmicky thing - not at all necessary but cool to have

  • Outside of a last resort kinda thing to get at least one kill or when end game is near/happening I just don't get it and that is what makes it so annoying. I think if I understood where people are coming from it might be less annoying.

    That being said, I learned some of the strategies and tactics to get past a facecamper so in about half the cases it's manageable if someone else is being facecamped. But in solo q being face camped outside of near-endgame / for no apparent reason, is one of the things that makes me leave the match ASAP cause every second spent in that match is not just wasted time but also time void of any enjoyment.

  • Since people tend to compare dh and noed I do wonder: is it the perk or is it that you see the perk being used every darn match. I for sure got over my noed-trauma once I stopped seeing it in 80%+ matches. It can still be quite the sucker-punch-style perk that turns the tables in a matter of seconds -but it's alright.

    Personally, I don't like dh but run it anyway, cause out of all the helps-with-chase-perks it's the only one that's not super situational / requires big-brain-gameplay all game. For all I care they could split dead hard into two; one that gives you a second or two of invulnerability/turning a down into a mend - and one that gives you a little distance (gain a token for every fast vault in a chase; the more tokens the further you go. idk).

    In any case. I prefer having viable alternatives over making everything equally non-viable.

  • or, to avoid mis-clicks, make it possible to long-click the last perk of a given web-section you want to get to and automatically progress there via the shortest route.

  • Some of these suggestions read less like qol and more like buff/rework suggestions πŸ˜…

    That being said: Nemo's zombies should really respawn after not significantly moving away from a point on the map for x time (10 secs? - The timer being paused/reset when blinded).

  • several reasons.

    a) (solo-q / teamies not on comms) there are people unaccounted for and there'd maybe still be time for a rescue attempt.

    b) since I don't know if the killer has endgame chat I like to leave an item (or if it's too precious to leave at least nod slowly) as a means to say ggs / acknowledge their efforts - and I like them to see the gesture

    c) Meme if people are up for it

    d) Let the killer get an extra hit or two if they want it

    e) maybe get another couple seconds of chase

    f) have that darn everyone-has-to-leave-before-you challenge


    that being said, I don't usually linger for too long if possible. I understand if a killer doesn't feel like exit gate shengangigans and stays away. there are also a couple no-gos that I don't get either and that I am upset by if teamies do any of it. T-bagging and going clicky clicky are top of the list. But also waiting until the last second for the sake of waiting and not getting the hint (or ignoring it) when a killer effectively says "leave!"

  • doesn't the killer get points detucted for staying "close to the hook" - whatever that means exactly? how about using that along with the "gens while being chased" mechanic - just for the altruistic category. While you're sticking around, sacrificing yourself and your time, you get x altruistic points for every point your teamies get. If your teamies do nothing all game until you die or you ######### on hook asap you still depip but if at least two of your teamies do enough of something useful (while the third potentially tries to unhook you and spends their time Running across the map just to realise there is no saving you) you'll have enough altruistic points to zero pip (assuming that you yourself did something useful before being (face)camped).

  • Why are you trying to convince me that I wouldn't quit playing if it was solo-q exclusive?

    And how do you get to "neglecting the killer" when I just said that there should be re-balancing? The issue is, as you pointed out yourself, you can't balance against two things at once that are on opposite sites of the same spectrum. You can either bring swf down to solo - or bring solo up to swf and then balance the killer against this new baseline, precisely so that killers don't get "neglected".

    Let me ask you this way: How many people do you know who genuinely enjoy solo-q? I for one don't know anyone. Some put up with it "in the mean time" or use it for Rituals/Challenges or BP-farming - but they don't go "yay! Finally! SOLO-Q - lesss goooo"

    That being said: I'm happy to agree to disagree. You believe default-solo-q would lead to a better game experience for everyone involved. I believe it would lead to a worse game experience for everyone involved. I'm perfectly fine leaving it at that.

  • @HelloKitty2022 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890930#Comment_2890930

    The problem is you have 3 groups and its nearly impossible to balance them out in a fair way. Since i also played swf i could see a very big difference between random and swf group. The gap is far too big and the killers is within this gap figuratively speaking.

    A second server/platform is just to find out which way of playin will be more successful. In my proposal both will compete and one will win. I am sure that without swf will win and the reactions of swf lobby convinces me even more.

    So if there is no swf you will really leave dbd no matter how many perks you unlocked nor how many costumes/styles you earned or even bought? Tbh i really doubt it. Sure some will leave for ever. But a big amount will arrange with the new situation. And it will attract to new players. Plus Killers will have more fun and we will have enough killers even at night time.

    So what is so frightening of this experiment? The high probability that solo players and killers will be more successful?

    That's why I said bridge the gap between swf and solo.

    "So if there is no swf you will really leave dbd no matter how many perks you unlocked nor how many costumes/styles you earned or even bought?"

    Yes. I for one play for fun - and while I enjoy looking at Leon's pretty behind I wouldn't mind playing some RE2 instead if it's his butt I want to see and I hzave to play by myself anyway. I rather burn 10-ish euros, buy another game and have fun with my friends rather than hang around in dbd all by myself. I know pretty much for sure cause it has happened for quite a few other games already. Heck, I even left games I had 4000+ hours in and had unlocked hundreds of euros worth of cosmetics (even though I unlocked most of them the grindy way, like with shards in dbd) simply because the people I played the game with left and playing 70% by myself turned into 100% by myself.

    "So what is so frightening of this experiment?" For me? Like I said, that the whole point of getting the game in the first place was to play with friends.

  • I'd be interested to know how expereienced you are and how you would evaluate your knowledge and your ability to carry that knowledge over into actual gameplay and execute it along with the time you had to practise (deliberately avoiding the words "skill" and "ingame hours" which seem too broad).

  • How about if all 4 are slugged for more than x time (/a cumulative slug-timer) one survivor (based on rng) gets automatically picked up by the entity - with soul guard for them & potentially everyone they pick up while injured - regardless of how much they have recovered. Slugging is a viable strategy to some extent and sometimes it would even be plain stupid to deliberately avoid a slug. But having all four slugged and going "kek-troll-face" and proceeding to wait for the bleed out while looking at them is way up there on the list of styles of gameplay that no one wants. Anyone playing remotely normal wouldn't be affected by this at all (prolonged slugging of several people is a condition) while those going kek-troll-face would at least run the risk of the survivors making some kind of come-back.

  • Moin.

    The way I see it, all three of your points can be addressed by bridging the gap between solo-q and swf and balance killers against that (and considering their recent survey they are thinking about ways to bridge the information gap between swf and solo-q). There is just too much of a difference between solo-q and swf - the most important being comms. If you balance against solo-q, swf are just op. If you balance against swf, solo-q is a chaotic mess and a guranteed zero fun experience (at least for the survivors - but I guess even for killers chasing down four clueless chickens gets old soon enough).

    The big issue with your "make it two servers and one will die (mwuahahahaha)" comes with the issue that it is a punitive/destructive solution; "if you don't like it then leave". That's not likely to be put into practise because it is a) more expensive (more servers that need to be paid for) and b) you're actively killing part of your playerbase. Dbd devs don't want less people to play the game. They want more people. Effectively removing the play-with-your-friends-aspect will drive away those who want to play with their friends.

    (Personally, I play solo-q more often than swf but not because it's so much fun/I enjoy it more but because I look at it as practise for when I get to play with my friends in swf. My friends have a lot less free time than I. In your scenario, I would stop playing dbd and all of us would find a different game to play as "swf"/co-op in genral at times and I do think quite a few players are in the same boat as I)

  • Twitch people are a species of their own when it comes to dbd players πŸ˜…At least where I'm at not at all representative.

    And yes, getting a start is really, really difficult. Sadly. It is very frustrating when things just happen and all you can do is blink and go 'wth just happened?' before finding yourself on the next best hook. :|

    As far as solo goes; some streamers have discords. So if you're not exclusively a lurker maybe joining a streamer's community to find one or two people to play with who are somewhat new might help. Most discords have a lfg section.

  • @Chusan said:

    Hello, I just started playing as a Survivor. Is it normal to match up against Red Rank 1 Players even when you're new to the game?

    That is one of the big issues with how matchmaking works. It makes no sense. - I mean, even the hours needed for someone to reach red rank 1 are gonna be more hours than you spent in game total - even if they manage to +2 every match (in which case they should really be put in a different lobby). Even if they played x hours, never hooked anyone and thus have abyssmal MMR they still knwo a lot more about the mechanics and how the game works than a newb.

    I started in December '21, am 450-ish hours in and it's safe to say for the first 200 hours I just fumbled around cause it's just too much of everything. Hardly any difference between hour 20 and hour 200. You can't learn your way around a map if you don't consistently land on it. You can't learn how certain killers work if you don't see them. You can't learn how perks work if you don't see them / get to use them. You can't learn how to stay alive in a chase if you're down after five seconds. I think those fitness people have a name for how it should be: progressive overload. In dbd it's all the latter and none of the former.

    In the end I got a friend to go afk in some corner on some maps in a custom game and I literally ran air just to get a somewhat decent idea of camera movement, character movement (when to vault, when to pallet drop, how to hug walls/objects etc.) and map layout. Doing that for five or six or so hours helped me more than the 200 hours in public matches. It's incredibly boring though. I recommend you have something to listen to, audio book, podcast, stream - whatever.

    I don't think vets realise this (I certainly have a hard time grasping it when it comes to games where I'm considered a vet with thousands of hours over several years), but the very fact that they started out not having to play as much catch-up and usually got a massive influx of matche swith certain killers, perks and/or maps whenever they dropped means they not only had more time to lean but also that the time they did spend learning was much more efficient than what a newb is dropped into at present.

    Long story short: If you don't find one or two people to consistently play with (and maybe do the one or another custom match) it's gonna be very, very hard to get anywhere anytime soon.

    Sorry for the essay - I guess I needed to get something off my chest πŸ˜…

  • It's a one way kinda argument though: the implication ist that (even) skilled players are essentially stuck with dh if they want to go for high MMR. - But it doesn't go the other way around: using dh does not imply skill (or high MMR for that matter).

  • idk, used to hate it because I couldn't find anything - I now kinda know my way around it and the expectations for matches on that map are so low... that they somehow often turn out to be quite fun. Kinda like the joke that's so unfunny that it's funny again or something being so sad that you have to laugh. If we're swf we sometimes put it as the last map via offering before calling it a day - just to goof off/meme. Do love the aesthetics though.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2876765#Comment_2876765

    There is no counter to Bubba unless there's a window nearby but that makes you predictable to easy M1's. AND WINDOWS ARE NOT READILY AVAILABLE ALL OVER EVERY MAP. And pallets are worthless because apparently the Devs thought it was ALSO a good idea to let Bubba wreck pallets really fast with little downtime.

    So you see the problem. He insta downs you with no pre-requisite (stalk meter, etc). And if there's no window nearby, now what? At least vs Billy, he has to dive at you in a straight line, and you can dodge out of his path. But Bubba? The devs thought it was a good idea to allow Bubba to swing and swing and swing WHILE TURNING CORNERS EASILY LOL

    NO KILLER SHOULD BE ABLE TO INSTA-DOWN A HEALTHY SURVIVOR FROM HEALTHY TO DYING STATE WITHOUT A PRE-REQUISITE.

    NO KILLER SHOULD BE ABLE TO INSTA-DOWN A HEALTHY SURVIVOR FROM HEALTHY TO DYING STATE WITHOUT A PRE-REQUISITE.

    NO KILLER SHOULD BE ABLE TO INSTA-DOWN A HEALTHY SURVIVOR FROM HEALTHY TO DYING STATE WITHOUT A PRE-REQUISITE.

    NO KILLER SHOULD BE ABLE TO INSTA-DOWN A HEALTHY SURVIVOR FROM HEALTHY TO DYING STATE WITHOUT A PRE-REQUISITE.

    NO KILLER SHOULD BE ABLE TO INSTA-DOWN A HEALTHY SURVIVOR FROM HEALTHY TO DYING STATE WITHOUT A PRE-REQUISITE.

    For example, for Myers to insta down you, he has to stalk all the way up to Tier 3. So there is counter play there. For Ghostface to insta down you, he has to fill stalk meter on you, so there is counter play there. Billy can insta down but he has to charge at you in a straight line, so you can dodge so there is counter play there.

    BUBBA HAS NO COUNTER PLAY, HE JUST STARTS SWINGING FROM MINUTE ONE and you're only salvation is a Window. Which makes you PREDICTABLE because he starts revving his chainsaw, and he KNOWS your only salvation is that Window, so he'll fake a revv and then just M1 you at the window. Rinse and repeat.

    Thats a lot of capslock. - And until a few weeks ago I would have agreed with you. But since then I learned some new stuff and kinda changed my mind. I still hold the opinion that the chainsaw is too much - but I'm at a point where i sonder if i think that because i havent figured it out yet - or because its actually somewhat op

  • Bubba is scary when you don't already know what strategies work against him and have the skill to execute them.

    That's especially frustrating cause you also don't get many chances to learn, especially when all players involved are newbs. New Bubbas seem to often be drawn to facecamp and NOED - and since newer players also don't know how to dodge the chainsaw or can loop tight enough around objects or get vault timing right etc his chainsaw gives him the one down he needs pretty early on. This also means that new players never get the chance to actually learn how to counter a Bubba until they're pretty skilled when it comes to the game mechanics needed in a chase (a lot of which comes down to good old practise over time).

    I'm slowely leaving the "newb category", I think, as I'm getting to a place where I have enough control over my survivor's movements and can recognise enough tiles to actually have something you can call a chase (as opposed to "press W and hope you find something you can run around three times before getting downed" πŸ˜‚) - and I start to get an idea of how to dodge Bubba.

  • @Piruluk said:

    For example if every killer would be equal in strength with Blight

    That would, however, not make "the killer just as fun as survivor" but the survivor as miserable as killer. Turning every killer into blight or nurse is a race to the bottom in terms of fun from what I can tell.

    As burt0r pointed out, an essential part of what makes playing survivor fun is the group-factor. You and your friends, as a group, can enjoy some time together and can decide if you want to sweat or if you want to goof off -- and regardless of the match outcome chances are you will have had fun simply because you played together with your friends and it was time well spent in one way or the other. This, by definition, is not possible with the single-player killer role.

  • I have a soft spot for RE2 non-prestiged Leon, absolute favourite sewer-puppy. Always trying their best... with varying degrees of success. Prestige & RE4 Leon are alright as well. As survivor I also like Felix - solely for the cosmetics (the new bowling haircut just screams "I wanna get punched in the face" - how is that not great? xD)

    I usually get worried when I see Megs, Jakes, Davids and Neas. - Either because I fear them crouching-all-day and farming hooks - or fear them going tbag and clicky clicky. There seems very little inbetween and either way isn't particularily enjoyable.

    Having a not-baby-Dwight or Kate on the team usually spices the match up in some way, so I like seeing them in Lobbies.

  • I do like that as well. - Alas. Just today I've traded hooks to buy time three or four times just to see the other two not-injured-not-death-hook-people just chilling by the open exit gate (usually they had bt as well), teabagging the map while the killer nodded at me, knowing fully well that no one would come for me πŸ˜‚

    But sometimes. Just sometimes. A magical moment happens where everyone is on the same page. And that's just beautiful - so I will keep going for the altrustic play.

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