JoeyBob
JoeyBob
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@HarlowXRaven said:
https://forum.deadbydaylight.com/en/discussion/comment/1768916#Comment_1768916
Im playing killer because you can get bloodpoints more easily without doing much tbh that's why.
You may think that's the case but it actually gives you less BP for time spent.
If you die as survivor you go on to the next game right away. You're stuck in the game as killer until it ends.
You may actually be right atm though since killer queue times are instant and it takes 10+ min to find a game as surv (this wasn't always the case).
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Don't play killer, not worth it. Best to main survivor imo. They're the power role and are much funner to play because of it.
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I stopped playing her after they started taking away her ability to mind game (vault animation). Is this a new need or something?
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Just give it the bloodlust effect
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@keygun said:
https://forum.deadbydaylight.com/en/discussion/comment/1768454#Comment_1768454
You don't need bloodlust to cut off unsafe pallets.
Nice try tho.
Nope.
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@keygun said:
Breaking pallets hurts survivors.
Not breaking pallets hurts killer.
You are just a killer main that doesn't like breaking pallets.
Wrong, breaking unsafe pallets also hurts killers.
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@XombieRocker said:
Cuz more people play survivor. A LOT more.
1 killer = 4 survivors.
That would mean there's like 20x or more people are playing surv over killer right now,
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@CLAUDETTEINABUSH said:
If you're queuing right now then it's because a lot of survivors play in these times (it's 3-4 hours before and after this specific time). If you go into killer queues they're basically 29 seconds, maybe less.
I play usually mid day or late at night (PST).
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This would be true if matchmaking were balanced. Matchmaking isn't balanced.
I've faced green rank killers at red ranks. And if I'm in a SWF with 1 yellow rank surv we often face yellow ranked killers.
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It shouldn't if you're a good killer. It should only affect bad killers, which isn't a good thing.
If matchmaking was balanced this may not be an issue, but as it stands now bad killers are only going to get bullied further because BL is gone.
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@Sluzzy said:
4 years of survivor nerfs...
4 years of survivor perk nerfs...
4 years of map nerfs...
4 years of killer buffs...
4 years of killer perk buffs...
4 years of giving killer aura perks and slow gen perks...
Over 2 years since a decent survivor perk came out...
Only months ago two busted killer perks came out that gives free wins...
Over 9 out of 10 matches is a bloodbath...
The devs are survivor sided alright.
Lol youre beyond hopeless.
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@IMhereRUN said:
C’mon with the BL thing already. Everyone pretty much knows, if you’re a killer and you reach BL2, you’ve already made a mistake.
For those players that maybe don’t mind losing and enjoy having only 1 or 2 chases a game...if you’re so reliant on BL, use PWYF instead. Stacks to this is much easier than getting BL, and 3 stacks is faster than BL3.
Yep, now bad killers are just going to do worse when they are already losing. Maybe it would be different if matchmaking was balances, but it isn't.
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@Axe said:
lets go over what the game had over the years:
insta repair with brand new parts
Old toolboxes
Old self care
insta heals
old borrow time
real infinites
exhaust recover while running
Old basespeed coop gens
old leader
old provethyself.
My ass devs are survivor biased
patch after patch devs would balance the game out nerfing survivors in and out, DS rework, BT only works now on the unhooked person, insta heal but with long timer, purple insta turned into a borrow with a timer, infinites removed, exhaust only recover while walking, self care nerfed to the ground, ruin got reworked so toolboxes got also nerfed to the ground. This game is being balanced around both sides and if you think the devs are still survivor biased then you are delusional. Both roles will receive nerfs, reworks and buffs the devs are not siding with anyone
You can name survivor nerfs if you want, but killers have been nerfed far more.
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@siren_sorceress said:
Lol no. You should not be rewarded for avoiding obstacles and failing to outplay via minigames. Pallets are all a surv has and you want to just speed past them? Yeah, that destroys the entire point of them.
Yeah survivors should just be able to bully bad killers that were already losing (since they're using bloodlust) even more. /s
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@Zayn said:
While your argument makes sense, bloodlust isn't usually used as intended. If a survivor is outplaying a killer at a fair pallet loop, bloodlust just makes it so that the survivor loses no matter what happens thanks to the free speed boost the killer gets. That being said, overly safe pallet loops should be lessened if this change goes through.
If a killer is doing that badly, he's going to lose anyways. The change just makes killers facing better survivors do even worse.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1766637#Comment_1766637
/s?.... The BL experiment is a live test... the Ruin change wasn't a live test
define experimentation:
the action or process of trying out new ideas, methods, or activities.
Live test is not only method of experimentation. Ruin change also started as experimentation. Nice strawman though.
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@RaSavage42 said:
WOW... two mentions
First... @JoeyBob No... Ruin was put onto a PTB that wasn't an experiment... they didn't disable it or put the change onto live for a weekend
Second... @chieften333 All console players are waiting
I guess youre right, ruin was changed arbitrarily with 0 experimentation. /s
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@Mister_xD said:
1) its an experiment. its only for a few days.
2) they explicitly said that Bloodlust was only going to be a temporary fix to how unbalanced maps were when they first introduced it. now with the map reworks its no longer needed on a lot of maps.
3) bloodlust rarely ever helped you win to begin with. if you needed bloodlust to down someone, you already lost simply because you have no map pressure and gens are gonna get done faster than you can hook people.
4) no, just because they nerfed killers this time does not automatically make the devs survivor sided.
5) i barely even noticed the change in my games.
1) change of ruin was an "experiment" initially.
2) I see you don't think its an experiment either since you've already changed your position to saying BL isn't needed.
3) Correct. A killer getting BL 3 is bad at chasing. Taking it away will just make this already bad killer do even worse. Matchmaking may be the main issue here, but BL helped a bit in these cases. Removing it will only make such killers do even worse.
4) I can give a long list of killer nerfs if you'd like. It's not just this "one" time they've nerfed killers.
5) Good killers wont notice it since good killers dont bloodlust. Its faster to successfully mind game chases or play loops properly. Like I said, this will mainly impact bad killers, making them do even worse than they already are (allowing survivors to bully them even more).
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Would be interesting to see the impacts this "experiment" has on survivor queue times when they already take 5+ min.
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@RaSavage42 said:
It's an experiment... as a test to see if BL is needed and also to test the reworked maps
To see if the devs have anything else to fix on maps
And to ease console players frustrations on lag spikes
Changing Hex Ruin was also an "expirement." We saw the results of that.
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@chieften333 said:
I can sort of see where you're coming from. But if you get to tier 3 bloodlust it's your fault for not abandoning chase.
The issue that no bloodlust does expose however, is bad map balance. A large amount of people are reporting that some loops are highly unusable now. Just to list some, the house of pain, the asylum, the god bus, in autohaven, and apparently killer shack with a hook on the corner.
I agree that you can argue that getting bloodlust 3 or perhaps 2 is the result of chasing poorly (or bad map design), but if the killer is bad enough to need bloodlust 3 to down survivors, losing bloodlust will just make him do even worse (when he was already losing). Perhaps if matchmaking was balanced this wouldn't be an issue as much (since bad killers would face bad survivors), but matchmaking isn't balanced.
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@SoylentPixie said:
Every time someone gives a 'reason' for DCing while asking for it to be removed, it's nearly always an advertisement for exactly WHY we needed it in the first place.
Yes, because DCing in a farming match just hurts the remaining survivors SO much.
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@PanicSquid said:
https://forum.deadbydaylight.com/en/discussion/comment/1755077#Comment_1755077
Farming is not a reportable offense.
https://forum.deadbydaylight.com/en/discussion/comment/1755218#Comment_1755218
The DC penalty is not broken, it punished you for disconnecting, which you did.
You shouldn't be punished for DCing
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1757396#Comment_1757396
I'm still mad that we're not getting console optimization
I'm not paying around 600 dollars just to be able to play at 60 fps. Something that should be on the base game already.
Good. Console players ruin my games, adding crossplay was a terrible idea. Matchmaking still takes the same length of time and is still unbalanced.
Console players always sandbag me as survivor and drop pallets in my face, super annoying.
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You don't lose auric cells on the premium rift so it doesn't cost anything.
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Not a big enough problem to put it the title it seems.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/1755084#Comment_1755084
Then you'll have to wait progressively more time every time you get to go against farming killer.
Good luck
Yep, precisely why DC penalty is broken and should be removed.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/1755073#Comment_1755073
You know that devs have no possible way of detecting that killer is farming other then you reporting them?
Why don't you just report the killer and survivors farming and leave it to the devs to decide?
I did read your post and gave you an example where your statement "The DC penalty is trash" would cause much, much more games to be ruined which you completely ignored. Would you rather see DC every game because of random reasons?
because reports dont do anything. Its better to have no DC penalty than a DC penalty.
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@theArashi said:
So if you ragequit because it's Deathslinger and you don't like Deathslinger, entire team should lose because your sorry ass don't want to put up with other players in MULTIPLAYER GAME?
DC penalty isn't perfect but it's way better then nothing.
Im sorry, but it doesnt seem like you can even be bothered to read a post before commenting random ######### that in no way relates to it. No, it wasnt a deathslinger, I never even mentioned who the killer was. And no, my team isn't going to lose against a farming killer (happy them).
Stop commenting when you dont even read the posts. Who knows how many times youve commented and randomly accused someone when you dont even read the posts.
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Horror games aren't suppose to have any sensitive or graphic material in them. They're suppose to be pink and fluffy.
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Instead items should never go in sale!
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Remove sole survivor and add it's effect to OoO.
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Basement insidious bubby gives me a 3k on average.
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Downing all the tea bagging SWF near the start of the game as Leatherface and leaving them slugged until they died.
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It was a buff. All good killers brought thana in the hopes that survivors would heal because of the penalty. The problem was survivors never healed. Now they may heal more thinking it's better and waste more time.
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Yeah, DCing for hatch really makes it hard for the last survivor.
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@gstvslv_02 said:
https://forum.deadbydaylight.com/en/discussion/comment/1666436#Comment_1666436
talk #########! you must play only survivor, why do you think there are too many survivors for few killers? it is extremely frustrating that you are doing everything right and still taking generators with extreme speed!
Oh my god! Someone completely countered my point! There's no way they could be right, they must be lying! There's no way that anyone who countered my point could ever play killer!
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@gstvslv_02 said:
https://forum.deadbydaylight.com/en/discussion/comment/1666314#Comment_1666314
a will #########, the problem is me because this game is extreme unbalanced?
you must be just the ######### of a man surv who thinks the game is super fair for the survivors, i brought you an example with the video of one of the best pro players by dead by daylight. do you want more examples? I send countless videos!
Someone is upset that theyre a poor killer player. When I play killer I often get 3-4 kills at red ranks. Gens get completed but so do sacrifices.
Learn to take some responsibility from your own lack of ability.
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Because people can tolerate ######### on PC and don't just start crying when a name shows up that they don't like.
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Don't blame the fact that you suck at killer on the gens. Youre the problem here.
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@cacao1 said:
For me Borrowed Time is an important perk BUT it is not even close to balanced if compared what I have in mind to it, and I have a HUGE buff to the intended use and a HUGE nerf to the NOT intended use of the perk.
Problem right now: people can bodyblock for the unhooker eventhough you dont want to hit them you are forced to.
I would suggest following changes:
- IF the rescuer is full health then the first hit on the unhooked survivor is transfered to the rescuer not triggering deep wound on anyone and resets the timer for borrowed time again. If the unhooked survivor is hit the second time while MORE then 8m away from the rescuer the deep wound effect applies now BUT if the unhooked survivor is still inside 8m radius of the rescuer the protection effect is ignored and he goes into the dying state
- If the rescuer is injured then deep wound effect applies on the first hit (just like we have it now)
- Healing someone, selfhealing, unhooking or reparing will remove the protection effect.
- Borrowed time is triggered inside of 28m radius of the killer independend from his terror radius
- 1 - Optional: BT time is paused while in chase but shortened overall (this will still be exploitable by stealth killer BUT they can do it right now so this is a buff eather way.)
- 2 - Optional: Deep Wound is cancled imidiantly after unhooking, repearing or healing someone and results into dying state. Which means you can still do those stuff mentioned and the timer will deplet BUT if you stop it you go down imidiantly
What these changes above would achieve:
- Gives 2 protection hits instead of 1 IF the killer is REALY tunneling the survivor!
- Removes the ability to bodyblock against a killer who is NOT tunneling (because the hit is still transfered)
- Removes the abuse of the invurnarble status for progress gain
- 1 - Option: Would further more act against tunneling (waiting out BT)
- 2 - Option: Would prevent the Deliverance into BT into BT into BT (yes happened to me several times). And give a gamble aspect e.g. if you can do the generator in time to trigger your adrenalin to heal deep wound or you go down.
BTW: This change would still fit the name "Borrowed Time" perfectly because you also borrow the time from your teammate if you are tunneled! You even borrow twice the amount of time!
WHY: Because I hate that abuse of game mechanics! Borrowed time is there to defend not to attack but against me a non tunneling killer it is used to attack all the time. If I play fair I want to play a fair game too!
PLEASE DEVS! PLEASE!
Lol you want it nerfed even more? It used to work on both the person being unhooked and the person unhooking. Now it's just the person unhooked. All it does is counter tunneling now so its not even good if the killer is somewhat competent and goes for the person unhooking. It was better and more balanced before the nerf if anything.
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I'd shut th game down. There's no saving this heaping like of burning trash.
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What perks?
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Only slugging counters DS.
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I'd rather say the truth.
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Yes it does. There's a reason why I like smurfing to face baby killers.
Its going to be even better to be able to bully high ranked killers on my main.
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Slinger is just a worse huntress.
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Not until I started purposefully de ranking. With all the recent nerfs to it I have no reason to stop.
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@SkeletalElite said:
Because the devs want you to make a choice between regressing a generator and committing to chases. 45 seconds it still enough time to reach any generator on the map, even as huntress on mother's dwelling.
Yeah, because the tournament really showed that it was an issue causing killers to have too much of a winrate.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1632355#Comment_1632355
I don't know how you think logical fallacy works, but just because the ad hominem wasn't the main focus of the point you were making doesn't mean it wasn't attacking the individual instead of their argument.
Also the just go around works against survivors with more than 100 hours when they learn to look behind them. Most of the loops with balanced landing were god window loops which means no room for mindgames and no room for counterplay from most killers as long as the survivor was smart enough to ever look behind them.
Your argument is closest to god windows were balanced all you have to do is double back and never have the survivor look behind them
It was talking about the argument, I see you ignored the quotation and have no clue to what a fallacy is.
Anyways, I played killer when balanced landing was actually decent and I never had trouble with it anymore than other exhaustion perks like sprint burst or dead hard.