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JustAnotherNewbie

JustAnotherNewbie

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  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277490#Comment_3277490

    I would agree for NOED, as I think it rewards players for playing poorly and still managing to get more out of it than they deserve, however other endgame perks only delay the game for some time, that could have also been achieved at a different point in the game... Therefore I cannot entirely agree with it... If we consider no way out or remember me... That delay you got there could have also been ruin, or pain rez or whatever... whereas I don't think those kind of perks are comparable to noed...

    I don't care your point about ruin and pain res. Care to clarify? I understand they delay gens but how is that related to end-game? If the gens are done, those perks are irrelevant. Is that what you mean? So you compensate with other end game perks?

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277373#Comment_3277373

    But at least the killer won't get robbed as much anymore of their deserved 4k just because of random rng with hatch... only door rng stays... well better than nothing I guess...

    If survivors do all gens and killer has not managed to 3 hook one single survivor thne killer should leave them go. Why do end-game perks exist for Killers? Just let survivors get their well deserved 4 escape.

  • The first month I started playing I got Iri 1 the last few days before reset.. You definitely have to play sweatier when you hit Iri grades and do more to contribute (I think you need at least two Iri emblems to get a pip but correct me if I'm wrong).

    This time I got Iri 2 but I can't say I was forcing myself and there were many days I didn't play, I think it can be possible if you can strategically grind out to Gold the first week and then have the rest of the month for Iri ranks.

  • @Dionysus42 said:

    Eruption does nothing if you don't get downed. Seems like a skill issue. My soloQ teammates get downed very fast every game; it's just Eruption actually punishes you for their mistakes.

    Is it possible for no survivor to ever get downed throughout the whole game? Isn't that then simply a skill issue from the killer's side in that case? Be a bit more realistic, even the devs have said survivors are supposed to go down (and they've designed that way) and killers who know anything will leave a survivor who they have trouble catching and go to someone else.

  • @Veinslay said:

    A skilled console killer that plays well is way more impressive than a PC killer. Console killers have to deal with controller deadzones, getting spun, autoaim, low framerates, stuttering, etc. Also bleeding toxic survivors out on the ground because they think it's funny to teabag or moonwalk in your face or emote at a pallet cause they got a stun at a 100% safe pallet is satisfying

    Lol, is moonwalk the new toxic behavior now? What am I even reading.

  • @Terion said:

    i got downed, killed and hooked last second on exit gate area because of Noed today... By a nurse! now THAT surprised me. (figured she wasnt expecting to get us to get gens done but i guess it was a baby nurse.)

    I've seen some Nurses run NOED. Even if they get 1k all game till gens are done, that NOED can turn their game actually. (I can recall at least 2 games where that happened).


    Maybe you should run NOED as well, i don't understand why people are snobbish about it. I haven't played much these past 2 days, but when I have managed to find a Knight they seem to be going for the adept challenge so I would assume not everyone who plays him is not a killer main. Maybe they liked him and NOED is free. It may also synergize decently with his Hex perk.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275778#Comment_3275778

    Because casuals, the probably least invested and mechanical worst part of the player base, couldn't be bothered to take a screenshot after each game, then go to a Web page, make an account and upload all those screenshot and THEN verify and edit each one by hand.

    Only players who are seriously invested in the game would do this chore ... like me :)

    Killers like Pinhead are notorious noob stompers, but crumbled a bit under the weight of proper applied SWF and that know the proper counter to his power, ie the importance of box management. Most players uploading to Nightlight thus won't die as much to Pinhead, resulting in his significantly lower kill rate there, compared to his overall stats that include all kills, be then hight tier SWF or 20h fresh soloQ.

    Ok but again how does this tie in again with top 5% MMR. Pinhead and Sadako as well as Dredge still come up on the top half.

    Nightlife doesn't seem representative of either. So either they're average and that's why it doesn't line up and it will when BHVR releases escape rates by MMR (if they ever do) or something weird is going on.


    As much stuff as we throw to BHVR they still have more tools to collect stats than Nightlife and they are more impartial than people self-reporting. Just cause someone bothers to screenshot and report doesn't mean they're good though, more invested? Definitely, but in any competitive game most people are stuck in Like mid to low MMR and they play ranked to get that result which means they are indeed invested enough.


    It simply seems very weird to me that is has such a huge disparity between what we got from BHVR and what we see in Nightlight. I mean I read posts all the time about SWF that you would thing they make up at least 50% of the playerbase but 4man SWF is like 5%? Less than that, but that's such a big topic that anyone who has no idea can actually believe that it's more common than it is. I'm just confused that is all.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274391#Comment_3274391

    The most strategical killer in the game doesn't require any skill is the weirdest take ever.

    Saying a killer is weak is understandable but saying "no-skill" is beyond my understanding.

    He probably means mechanical skill, not skill as in game-knowledge skill.

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275839#Comment_3275839

    I would say it's more exaggerated in this game though. While you are correct game's typically become not as fun when gameplay is optimized. In this game killers play in the most boring way(tunnel and camp) and survivors play in the most boring way(pre-throw and w). It really is uninteresting compared to high level ow or league for example.

    High level League and probably Overwatch too, can showcase some really high mechanical skill from certain champions and players, in DBD I think that mechanical skill is more avoided and mostly limited to killers like Nurse and Blight (and maybe Wesker too). But for survivors the most mechanical play you can make is hug the structures too tight or do a 360 which does not work on experienced killer, and maybe DH, or CJ tech which again works mostly on inexperienced killer. And the meta can make a game boring on high level as well, currently DBD is going through a gen focused meta which is rather boring and tank metas in League can also be boring because people rather see stuff like assassins or warriors who are the mechanically skilled ones for the most part (but I'd say that even tanks can be somewhat mechanically intensive as they do have skillshot based abilities that you need to heal).


    That's why playing against Huntress can be so fun for survivors as well.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276204#Comment_3276204

    Also, a lot of the more fun (and sometimes meta) perks are lurking on licensed characters. So, not only must the game be bought, you either need to wait for a lucky shrine selection or pay more for a DLC pack or auric cells for that character.

    Although, I have to point out--Survivors are meant to go down. They've always been meant to go down in a chase eventually. It's why most infinites were removed way back, why windows get blocked, why Bloodlust was introduced... if a Survivor can't get out of a chase, it's supposed to eventually lead to their getting hit.

    True about DLC characters and perks. Like Reassurance currently and back then Decisive Strike when it was still strong.


    Sure, but you're are supposed to go down faster now. That's why Bloodlust kicks in faster.

  • They will grow one, duh. It's a game, it can be done🤣

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276166#Comment_3276166

    yeah im surprised windows users dont have to pay extra since xbox is owned by microsoft. They could do the same and denie accsess to the internet unless you pay a monthly fee. Maybe that will become normal one day, all though i hope not.

    I hope Internet v2 is around the corner. That's such a supervillain plot. Would not be surprised if some of those people are considering it and making plans for it, I just hope by then there are other alternatives.


    Social media currently is very meh for me. I really miss old-school forums like DBD even if it's a bunch of whiners.

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275839#Comment_3275839

    "No one is forcing you to play that way if you wanna have fun, you're the one limiting yourself because you want to win."

    I think you sum it up quite well. A lot of killers* will complain that their games are too sweaty and no longer fun, but instead of letting go for a bit and accepting a few losses to remain in a bracket where they can mess with chill builds... they'll double down, say "to hell with it" and bring the most sweaty builds they can, not realizing that they're running headfirst into sweat city, which is precisely what they were complaining about in the first place. And the longer they'll spend fighting fire with fire, the furthest they'll be from chill brackets when they'll finally be tired of all the sweat and salt. Same with players doing 100 win streaks, and then complaining about sweaty games when they're back into chill mode.

    *I'm saying killers particularly because unless full SWF, survivors do not gain anything by lowering their mmr, only worse teammates.

    I don't even know if lowering MMR works. Like there are times when I win and next game I get a Meg prestige 1 who dies last but somehow manages to get less points than the Jake who died first (this really happened, I have it recorded) and then I play again and get better teammates somehow despite having lost.


    I think after some time searching for suitable participants the game just picks whoever is waiting to be matched, and big part of that is small numbers.

    Even though League has probably 10 times or even more the amount of daily players I still have to wait 1 min or more at times like night etc, or when I have people in my team who are very low MMR. But DBD still is much faster at matching you, although League's players are more numerous because it actually takes MMR into account.


    When I saw the steamchart recently it was a real Lightbulb moment for me and when I take into account the logistics of this I feel less frustrated because they really cannot do otherwise. From now on maybe we should be seeing less threads about MMR and more about how DBD is supposed to attract new players AND retain them, which would make the overall experience better AND in time we could finally get the correct implementation of MMR. It's just that with bad MMR new players get stomped and we have the problem of retaining them afterwards. Overwatch 2 and League are free to play, no need to buy them but of course you can always spend money on cosmetics and passes etc (for League that is), which I think might be appealing for many newer AND younger players who may not have the money to buy a game even if 20 bucks especially in other countries with a different currency. Of course in that case cheating and hacking would have to be addressed a lot more as it has the potential to become more prominent if the game is free. So it's really a balancing act all in all.


    As for killers, I do sort of agree with you. As in, the same way people used to call Dead Hard a crutch for average and bad survivors I think the same can be said about many bad and average killers. The game has definitely nerfed chases for survivors but buffed the ability to down a survivor for killers (see DH rework, reduced distance gained when hit, buffed Bloodlust). Chasing is the more interactive mechanic compared to kicking and regressing gens or holding a 3-gen and proxy-camping. So as a result those perks that slow down the game a lot have gotten stronger not only because they are reworked but because their "counter" for solo survivor which is not going down has been nerfed as now survivors are supposed to go down at some point (unless the skill level between survivor and killer is completely unmatched). So a killer who just got into a 2-gen chase can still turn the game around by slowing down the game for the last 3 gens especially if resources like pallets have been halved. And if the guy he downed first was the strongest looper, well now it's easier to down the guys hiding behind gens. And even if one of them is decent if there no more pallets left but 2 gens or 1 gen left to do, good luck trying to get the killer to chase you or lasting in chase enough (depending on the map). It feels sometimes killers are stuck in different patches where killer was probably more difficult maybe (I cannot know for sure, maybe it wasn't and they were biased back then as well).


    Plus if solo gets nerfed by nerfing looping (because to be honest that is the best time to save time and tyhe more exciting one) and teamplay is buffed for SWF but solo can't follow, then it's to be expected that at higher levels killers will also face SWF more often as those teams have the tools to deal with the current meta best, which seems gen-focused to me.


    I also play builds that probably can be really bad. If I run DH, Blastmine, Flashbang, Residual Manifest (which I do run cause duh fun) then if enemy brings Lightborn, I'm only left with DH lmao. Would I like it if this combo was stronger? Yeah, of course. I would like it if Blastmine progressed faster if you worked with a teammate (currently it progresses only by how long you spend on a gen, not how fast that gen works) or if you used a toolbox, same with Flashbang. And I would also love it if Flashbang could be carried with other items and you didn't have to drop your item to get the Flashbang or being able to store 2 and maybe Residual Manifest having a little bit of extra (like either longer Blindness duration or also making the killer unable to see scratchmarks). All those perks also require good timing (except maybe Blastmine) and feel really rewarding to get right, and I'd definitely be an advocate for them to be stronger for solo queue because as it is you really have to be super good at flashbangs and Flashlights and this build still suffers if the killer brings 4 slowdown perks. Regardless I still run it because I find it extremelly fun and rewarding when even part of it goes right. And again like I said, a single Lightborn can really counter it. And even then for Flashbang and Residual Manifest you kinda have to play a bit sub-optimally by going into lockers to craft your flashbang every time and searching for chest to get your flashlight for Residual Manifest.

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275890#Comment_3275890

    that right there is why i switched to PC. I will never understand why XBOX and Playstation want us to pay double for our internet.. Like.. We alredy pay our providers right? And the extra 8bucks or how much it costs is for like... Using their plattform which is basicly just a generic Hub for purchase games and use the internet, what you can do on pc for free. Oh and you get games monthly, but completely random.

    Just hope microsoft and Apple dont decide to do that same thing for computers aswell.

    The thing is that you don't need a psn subscription to play all the games online. I remember Path of Exile on PS4 is both free AND you can play it free online. So I don't understand what is up with some other games. And PS3 didn't have such a thing, you payed to have good deals for games but you could play any game online for free.


    I wouldn't be surprised if Microsoft wanted to pull something like that but lets not forget that XBOX is microsoft and they already had that kind of service for XBOX360 so if anything it seems they poisoned the well.

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275852#Comment_3275852

    been trying to get into soulcalibur 6 because of the customization and having your own hand crafted fighters beat each other up. But all is left is macro combo spammers with their default characters XD

    I also play Soul Calibur 6 or at least tried to, but queue times were over 30 mins long and I don't like having to pay 8 euros every month to be able to play online on playstation.

  • I agree about new players getting matched with skilled players, but unfortunately DBD doesn't seem to have the numbers to support a more strict matchmaking system. I thought this game had much more than it currently has but most of the time it doesn't break 50k on average. Comparing DBD's playercount to Overwatch 2 is silly. Of course Overwatch can support good matchmaking when it has 1mil players playing daily and DBD only has like 35k.


    DBD reminds me a lot more of fighting games and what they're going through atm. You maybe be a new player and you get matched with someone who might be playing the game for like 10 years. Why? Because those are the players left. And it has a big problem retaining players for that reason. Doesn't help that fighting games are not only mechanically hard to get into but also rather expensive.

  • Every game when it is optimized becomes boring because the best tactics to win are usually safe and methodical and for the most part boring.


    No one is forcing you to play that way if you wanna have fun, you're the one limiting yourself because you want to win. And to win you have to use those tactics either as killer or survivor.


    This game is 6 years old, by this time people have narrowed down the best tactics that are low risk high reward.


    I would love as a survivor to have more perks and the game to be more focused towards chases, but I don't think killers would be happy about that either (killers are still complaining about Dead Hard and even Windows of Opportunities because they can extend chases).


    You can simply just go for 4 aura reading perks if you wanna play in an exciting way but people would rather run 3-4 slowdowns because they are so much safer. You don't have to chase everyone in that case especially good loopers, you can find the weak link force him to drop pallets therefore using up resources and then downing everyone becomes easier AND you get slowdown on top of that. SO the game can reach a state where no more pallets are left but survivors still have 2-3 gens to finish.


    Unlike aura reading where you have to be excellent at downing survivors at the right time and committing to the wrong target will cost you more.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275689#Comment_3275689

    Tbf against huntress, nurse blight and artist it’s amazing which are all top tiers

    It’s actually weaker against killers like slinger, legion and clown if anything

    It's also bad against instadown killers like Myers or Ghostface and they're not top tier either.

  • @Nazzzak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275782#Comment_3275782

    Probably good to note that Nightlight is also really only used by English speakers. Gaming is extremely popular in Asian regions but you probably won't get a lot of data from there on Nightlight.

    That's a really good observation, we really act like we're the only ones playing it (I mean I'm not even from an english speaking country but I'm still from Europe)

  • @Someissues said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275406#Comment_3275406

    Vids like that is dumb, how often will you get iri addons each game? i play most of my games without addons. Huntress one shot is still the strongest if we go with that

    also ran that setup, doesn't guarantee you wins, survivors can simply leave lmao and not stay

    Dude, it was a hoke reply. Did you even read my whole post? It's only 3 sentences long.

  • @danielmaster87 said:

    Another reason why Dead Hard is still a problem. Even more effective against weaker killers than the stronger ones.

    Dead Hard is better against Nurse than say Legion or Deathslinger,

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275672#Comment_3275672

    I'm all ears, bamboozle and superior anatomy are all perks for windows. the more experienced you become at killer, the more you will avoid bs windows like garden of joy, autohaven fun-bus, haddonfield windows while learning to mindgame T-L type windows without needing the perk. Hex: blood favor is a hex perk. Hex perks do not last very long though effect is alright. Speaking of perks that do not last very long, Lethal pursuer is arguably worst hex perk because this aura perk lasts for 9 seconds and then disappears for entire game. whats more annoying about the recent buff to this perk is that they use this perk as justification to making other perks have low linger-aura numbers such as new Knight Hex:Face the darkness perk that has whopping 2 seconds of aura reading and then the perk sucks anyway with its -buffed- 4 second aura reading.

    Lastly, STBFL feels like a perk that should just be base-kit to every killer without using a perk slot. Weakens boring second-chance endurance & Health-state shift-w gameplay. This is like only chase-perk that killer use that has mild semblance of being useful. I just wish more chase-oriented perks were more effective rather then these more boring gen-defence type perks.

    Survivors also want more chase oriented perks for survivors. I didn't like Vittorio's gen perks.

  • @HugTheHag said:

    The Knight just came out. They probably need much more data before any buff can be consodered. We wouldn't want a Thana situation where they hotfix the killer in a terrible way just because people were vocal about it.

    On Nightlight, the killer's got a slightly subpar kill rate at the moment, and even though new killers might usually have the opposite, Knight is also harder to play. He's arguably the most "balanced" (and take that word with a huge grain of salt) a killer's come out, with an around 50% killrate on nightlight, the site being constituted of a better than average survivor demographic.

    Maybe Knight really just needs a bugfix and time to learn how to play him.

    Maybe he does need buffs.

    That's why they need a couple of months worth of data, in my opinion.

    How can people reach the conclusion that Nightlite is a playerbase that is better on average. The Dredge has around 53% killrate on there but on the stats we got shown by BHVR he was up to 60%. Same with Pinhead. On Nightlight he has a measly 51%. The Artist has 48%. What? Are those killrates averaged with killrates before patch 6.1? I'm so confused at what I'm seeing on there vs what people are saying😵

  • Why would it not work? They also get a peepee growth. That simple.

  • BT is still available, it just stacks on top of the basekit BT so you can still run it. It's simply not as common now so most people don't run it. One perk that is similar that has gotten somewhat popular is Off The Record.


    Dead Hard has been reworked and it now works more as a prediction perk that if you get it right it rewards you with endurance so you get Deep Wounds and have to mend at some point, so it's weaker against some killers that apply this effect already (say Legion or Deathslinger) so there is no more Dead Hard for distance but it can extend chases if you get it right. It's simply that the timing is more tight and latency can play a big role and the more experienced the killer is the less he'll fall for it (especially after first time)


    The game in general seems to be going through a gen-focused meta with the past 2 survivors (Vittorio now and Rebecca when RE chapter 2 was released) speeding up the gens and looping having gotten a bit weaker (you now gain less distance when hit and killers have received Bloodlust buffs).


    The last few maps have been not well-received according to the forum but I dunno if that is representative (with Garden of Joy as the biggest offender due to weird collision and a very dark main building for PC players).


    Also as far as boons are concerned the most common is CoH, usually paired with Shadow Step but not necessarily and most other boon perks being non-existent.


    I mean I dunno which role you play, but killer has gotten better as far as I can tell.


    Flashlight locker saves just got removed, flashlights are changed a bit overall but they also got a bit buffed cause they had gotten indirectly nerfed due to changes.

  • It's because you're playing him wrong, this is how you're supposed to play him:

    https://www.youtube.com/watch?v=kgsBvElFDwk

    (I'm just joking and trying to make light of the situation the Knight is having).

  • @RaSavage42 said:

    This game is balanced around whomever is louder...

    I actually wonder what the stats for this forum are. Like are the stats here representative here of the stats in the game (like say 80% survivor and 20% killer) or are they skewed towards one side?

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275353#Comment_3275353

    They have a very high amount of counters and their skill expression is incredibly limited, you can be as skilled as you want with dredge but if people use one locker lock at a time and play loops safe, there is no reality in which that dredge gets more than a 1k, I play a lot of dredge/slinger, and each time I get a 4k I know the survivors had all the tools to destroy me comoletely but they somehow threw it out the window.

    The fact that the majority of olayers somehow still manage to go down in safe loops against m1 killers show how little they know if the game, for example I have eon dredge games ON THE GAME, literally this should no the a possibility if my opponents had any idea how to play.

    But you did not tell me under what circumstances those killers suck. With perks or no perks? If you play with full slowdown and survivors have no toolboxes or gen perks are they still supposed to win? Resources in that case can end quicker than the gens are done and as it is currently as far as I know the game is designed so that survivors go down quicker than they used to. are you going to chase the survivor you know is good at chases or go find someone else? I feel you're talking about an ideal situation where every survivor is a god looper and knows every map like the back of their hand, but that is not reality except maybe at top 1%, but killers don't have that requirement to 3k or 4k. Does it help to know the loops sure, but if you know you got an easy target it's gg.


    As far as skill expression if I'm not wrong the way I understand is that they're sort of one-dimentional and mechanically simple, is that right? For the most part it seems that BHVR doesn't want its killers to be that mechanically demanding (like say Nurse or Blight and maybe even Wesker) for accessibility purposes but it's also excepted that one-dimentional killers are by default more predictable. I would like it if there were killers who required more skill because for survivors that would mean they don't have to rely to rely only on pallets which are a limited resource. Like two days ago I versed a Nurse and managed to run her at the start of the game for around 3 mins (I did have DH so that helped once) until she left after 2 gens got done and at the end of the game I had her chase me for 2 more mins. The team fell really easily to her (I even have a thread about it cause it was so funny) and that was a fun game no doubt so I would not be against adding more mechanically demanding killers which usually also gives them more options to do more stuff.

  • @Someissues said:

    Same with boons, boons are so broken I don't know why they are in. You can remove all gen slow perks, do the same for boons please.

    Which boons are broken? Dark Theory or Exponential?

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275251#Comment_3275251

    yea i still don't tunnel or camp and i don't run 4 gen regression perks because im trying to have fun not play like a bot and the only time a tunnel is when im 100% sure its a SWF, and yes they are out there (tunneling and camping ) but tbh...they are just not fun, sure you wanna win go ahead but there is a 2% of killers and survivors who are trying to have fun and you know at least get just a 1k, like seriously im running zanshin tactics and coup to grace, and for some reason survivors called me trash cuz im running 2 joke perks...while they are loaded with sweaty ones

    and tbh SoloQ fix could be implemented any time just add a ping system, which actually isn't that being added like next month or something, well not a ping but it tells you where each survivor is or something

    everything feels tough on SoloQ that when you get only a duo it feels easy, it doesn't make any sense

    I dunno when they're adding the survivor icons, I think in 2023.


    I also run silly perks like Blashmine, Flashbang and Residual Manifest because it's fun and challenging to get right (flashbang that is) and if I wanna try hard more I run something safer that can't be countered by one perk (Lightborn). The frustration comes from solo limiting me from communicating with my teammates and even knowing their perks, like if I see no one is bringing a gen perk I could try to cover that and maybe 3-4 slowdowns might be manageable. As it currently stands I don't think I've won a game against 4 slowdowns so far and if I did it was probably against a killer who did really bad.


    Currently the problem with DBD is that many people wanna play casual but they are stuck with sweaty killers and vice versa because it only has one mode. If it had ranked and casual maybe it'd be better for players who wanna play casual but perhaps queue times would suffer.


    And as long as killers run "nice" builds, even if playing with 3-4 slowdowns and tunneling and camping lead to more wins, it might take longer to get addressed. And perhaps the same is true with survivor. If the majority of survivors run those broken builds like Hyperfocus and Stakeout with toolbox, maybe BHVR would be quicker to address it, but players who play solo prefer to go for a more survivalist build than a team or gen focused build for obvious reasons, so the teams that bring the OP stuff is SWF who can co-ordinate it by way of knowing each others' perks.


    There's a reason there are limits in tournament play regarding certain perks for both killer and survivor and honestly I wouldn't be against it if made the game more enjoyable and you could only run non-duplicates for survivors but killers couldn't run full slowdown. But that is the case IF they ever decided to give ranked mode and casual mode.

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275058#Comment_3275058

    Dredge and sadako are bad, the thing is the majority of players are so bad they will even die to them, hell even trapper got a sort of decent killrate, showing that some people will literally die to killers that should be a guaranteed 4 man escape.

    Now what does the stats show us? That even the 5% best players are really bad at the game, ehich in turn means balancing for good players is not really a wise option for the devs.

    Damn, the mental gymnastics then. If people are having success with those killers how are the bad? Like on what level can you make that argument? Top 1%? Tournament play? Everyone being perkless and no add-ons? I'm trying to understand here under what circumstances those killers are bad in a practical and not theoretical way.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275202#Comment_3275202

    im not playing victim and i know how hard is SoloQ but im sorry are we really gonna nerf a killer or a perk because soloQ said so, or are we forgetting that SWF exists ?

    but you gonna punish survivors for having friends?

    look its either 2 things, either buff soloQ without making SWF extremely broken, or balance the game on both sides, nerfing a killer perk because its too broken for one side is not fair.

    I'm not against tunneling or camping. So I am sorry but I don't get your point in that case. If killers tunnel and camp and run 4 slowdown they're doing fine I would assume. Camping and tunneling are there for you to use, no need to limit yourself.


    My problem with those strategies is again solo survivor that needs communication to counter them and doesn't have it currently. Would I mind if they were nerfed or made harder to use for bad-average killer but a viable strategy for high level killers? No. But that's my opinion.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274742#Comment_3274742

    Or that killers in competitive are playing against the sweatiest possible 4 stacks who practice together on a regular basis, and they still often 4k even with restrictions on their killer builds. You can never convince many killers that they have a skill issue.

    In their defense survivors also have a limit to their perks, but yeah if killers were to follow tournament rules they'd probably not be able to run 4 slowdown perks.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275046#Comment_3275046

    It would just make you wait a minute to set up a boon, it's not like it would prevent you from setting a boon up the entire match or incapacitates you for a minute at the start of a match. You could go work on a gen first and once you finish the gen you can set up a boon.

    Since when can killers set up their own totems? When did I agree that was a good idea? Any comment I've made has been how that's just a bad idea to implement. This perk idea is completely separate from a killer able to set up their own totems. The idea is for it to exist to help out with the RNG and spawns - similar to how corrupt helps with the rng and spawns of survivors with gens except in this case it's totems.

    Uhhh I was replying to another guy in the first place who suggested killers set up their own totems, that the reply you quoted of me.

  • Killers are doing fine atm. Solo survivor is not. You can run anything you want and you only have to rely on yourself. The game doesn't limit you like solo survivor. Making the gameplay about teamplay and solo survivor not having any means of communications and 4man SWF is probably 10% or less of the playerbase.


    Even now you still refuse to comment on solo survivor because you know they don't have a saving grace and making an argument about "what about killers?" showing that you have no real argument to make for the current state.


    You don't have to pretend to care or play the victim, just say what you really think that addressing solo survivor issues will make the game harder for you to win and you are ok with the state of it atm.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275058#Comment_3275058

    "Overwhelming" is often code for viable. Just like how wraith was "a wee bit OP" because his uncloak lunge was actually able to potentially hit people at medium sized loops. I get what you mean, but the perspective is not exactly impartial when you consider things like that. he has far too much counterplay and too much information to constantly calculate regarding his guards and their rotation on top of the chase and everything else the killer needs to be simultaneously tracking. You need to have a high reward for that much stress.

    Then according to you viable is code for high MMR. All killers are viable cause every killer has over 55% killrate. Having under 50% makes the killer unviable, if he has under 50% I take it back. If one way of playing him is unviable but another one isn't that still doesn't make him unviable even if he is unoriginal or boring that way.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275038#Comment_3275038

    If they actually took any risks of him being viable, I honestly think he'd be a very well received killer. As it stands, he's easier to counter than he is to play, and the reward is rarely worth the effort.

    Yeah but he can easily fall in the overwhelming side of killers. And as far as I can tell and correct me if I'm wrong, mechanically he is not challenging, so making overtuned is rather risky. I do believe his bugs will be ironed out no doubt although it'll take a while, but exactly because he is so different than the rest I think he is more difficult to balance right.


    I personally will wait a little, I understand killers are not happy with him. I don't exactly understand how they wanted him to play out if I'm being honest and killers were also saying Dredge and Sadako were bad and the stats came out and people were making all sorts of guesses as to why is that because it didn't fit their narrative. Of course I cannot deny I could be way off with this Killer but I'll wait and see personally.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275023#Comment_3275023

    I didn't say CoH is OP in any way in my comment. I didn't say any perk was OP. The only perk I listed was Inner Healing but not because it's OP but because it's the one I could quickly think of the name for perks that require the survivor to cleanse a totem to use. I was giving multiple uses to a possible perk that would block totems at start of the match since there's multiple uses for totems now on both sides.

    Why should boon totems make no sound when a killer is near when hex totems make a crackling fire sound when a survivor is near to help them find hidden ones? I'm fine with it not making a sound when it's put up unless it's removing a hex totem in which case it should still make the exploding sound so killer knows their hex was removed by a survivor and isn't a bug.

    Because hardly anyone uses the other boons. CoH is the most popular currently and the change you suggest would be a significant nerf to this one more so than the others in part because of how commonly used it is.


    Blocking off all totems for 1 min will affect SWF and solo differently. SWF will be able to co-ordinate and set their own pace and solo will be swept up by everything that is already happening and probably not be able to keep up with both gens and cleansing totems that the killer will know which ones to defend as he;'l have set them up himself (so he'll know to leave Haunted Ground unguarded as bait and protect his more important ones). Unless you mean being able to set up a spot you like and the game will generate the hex that goes to that spot randomly.


    Now what if the killer decides to place his hexes around his 3 gens? Good luck getting those and the gens as solo survivor.

  • Damn, I don't think I've seen a positive post for this Killer till now.

  • @Jay_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275023#Comment_3275023

    unless i missed something who went on a rant about COH being OP. this is a discussion about spawn mechanics in the game. He mentioned boons and clensing in regards to a perk idea that is corrupt for totems but thats it. Again if i missed something please quote it so i can see but it seems your pulling this out of thin air based on an assumption.

    The idea of having a perk that protects all totems for min and a half which stops survivors messing with it and that has nothing to do with the fact that boons are a thing its because hex totems need some sort of defence.

    Ok, then why should blessing a dull totem not be possible within the first minute? Make the hexed totems the only ones blocked. Killer can only use up to 4 hex perks. So that leaves one dull totem.


    Ok then, what about solo survivor? How are they supposed to play around it? Because I am not looking forward to a Mikaela leaving her gen to go look for totems after one - two minutes when things might be more pressing. It's already annoying when 2 mins into the game Mikaela just gets her boon up and she hasn't done anything but look for totems so far.


    So I'm asking how will this change not nerf solo survivor further? Because for SWF it won't be a problem probably. And boons get a lot more value already the better co-ordinated survivors are, so for them it'd be a nerf somewhat which killers want. But what about solo survivor?

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274983#Comment_3274983

    So basically guard totem and let gens fly or leave totem and have survivor that watched them immediately cleanse it. 😂

    https://forum.deadbydaylight.com/en/discussion/comment/3274986#Comment_3274986

    I think they should make a perk similar to corrupt but for totems. Block all totems on a map for the first minute. If you're running a hex build you'd throw it on to protect your hexes and it also prevents survivors from putting up a boon totem at the start of the match or using one of the perks that requires cleansing a totem to use like Inner Healing.

    I like it when the conversation against escalates to "I find CoH op". Because I don't think anyone else ever mention the rest of the boon totems and you saying blessing a totem should also be blocked probably is cause you hate CoH. As if the other boons weren't useless already. Fine if you get that then I hope survivors get no sound on booning a totem and no sound when killer is near. He should be able to spot it by sight only. That way I can accept your change.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274947#Comment_3274947

    All you need is 1 survivor watching the killer to immediately cleanse the hex totem. Most times I find a hex totem quickly it's not because I spawned next to it but because I saw the killer checking it for survivors. So not only do you have the kille waste time finding a totem to set the hex but you basically guarantee the survivors have an easier way to find the hex totem as well.

    I would assume if they went through all that trouble to place it down, they'll probably guard it with their family's life.

  • @AssortedSorting said:

    Personally I'd like to see Hex Totems placeable by Killer, not starting out lit on Dulls without a helper Perk (EG: Thrill spawning Hexes on Totems at the start)

    Place 'em anywhere you want, akin to Pentimento across the whole map, but if placed on a Dull Totem it increases the Cleanse time.

    Wouldn't that require time from the killer? In the time it takes the killer to find their desirable totem spawn the survivors will have done a gen and probably working on two more.

    It seems to me that it's the same issue Trapper has at the start of the game.

  • @danielmaster87 said:

    I'm just tired of spawning with 2-3 of my teammates as survivor. That's literally the weakest starting position you can have as survivor. Give me the spawns my opponents get, where they're all spawned on separate gens and one is even spawned on my side of the map. All I ask is for a little consistency.

    I also get very often all 4 of us spawned together but no one is bringing that offering. And if the killer has Lethal Pursuer and you all spawned together? Good luck trying to make it to the other part of the map in time.

  • I do agree that it requires a lot more knowledge on the side of survivors when you begin playing and even then it requires communication to advance (which does not exist outside of SWF), but I would argue making killers more complicated and more mechanically demanding perhaps is good for the game and for players who like a challenge. It's good both survivors and killer. For survivor it's good because if a killer is hard to understand and play, it means the killer can make more mistakes and for killer it's good because he will feel more rewarded and usually with a steep learning curve comes the ability to affect more stuff in the game. So higher risk higher reward.

  • I also get bored when I have to play for 15 mins trying to finish that gen I started when we entered the game but because is it's in the middle the killer keeps kicking and it explodes everytime someone goes down or is hooked.


    Should have brought gen perks as well I guess. Perhaps the game then could have ended at 10 mins instead.

  • Everytime you equip no mither on any character your character's peepee should grow by an inch everytime you escape.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274846#Comment_3274846

    We were told there was going to be a meta shakeup, and the most popular survivor perk in my games is still the most popular survivor perk in my games. Going from #1 to #1 isn't much of a shakeup.

    We were told we could bait DH, but I can't do that when both players have good ping, and when I'm using a lunge or certain killer powers.

    I just want what the devs promised us.

    First of all, most people don't follow updates. Not just in DBD but also in other games. That's why last time the released perk usage Self-care was in the top 20 although admittedly DH had gone down, but I'd argue it's easier to see the difference between old DH and new DH than it is to see current Self-care and Self-care before the last nerf.

    Out of all the exhaustion perks DH is the most rewarding to get right no doubt. The thing is that Otz's stats don't seem to have self-care on, so what playerbase does it represent even? And even if DH is first is it still as effective as it once was. Again I'll mention Self-care, despite it being prominent many people here at least can recognize how bad it is, but the rest of the playerbase doesn't seem to have caught up yet. So we'd need more info for DH if it is as effective as it once was and if it's the exhaustion that actually leads to more escapes or if it's just an annoying perk for the killer to deal with (like say boil over, although boil over isn't as common).


    Also 6 or 7 of those perks come with a free character or are free for everyone. That also has to account for something.

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