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KayTwoAyy

KayTwoAyy

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  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118110#Comment_3118110

    If we balance around trash survivors, we have to balance around trash killers. That's how balance works. So...Nurse needs buffs now, right? Because no one who's trash can even get a single hit. A killer who can't even hit survivors is incredibly bad, right? Maybe if she could use her power one more time before it went into cooldown, if she had stronger add-ons, and if she moved faster, she'd be balanced.

    Oh wait. You just brought on-release Nurse back to DbD by balancing around trash players. Just stop. Your logic doesn't work.

    At this point, I'm convinced you're trolling.

    You've just invented a hypothetical scenario, pretended I proposed such an idea, and then threw shade at me as if it was my original idea.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118077#Comment_3118077

    Stats are misleading because the average Nurse is bad. They're also misleading because the average survivor is bad. You're picking and choosing. Stop it.

    The average survivor is trash--there is nothing misleading about that.

    With that acknowledged, we now need to balance the game around trash survivors.


    As I said before, it is not worth having this discussion with you.

    You don't acknowledge the possibility that the data the developers have provided is negatively skewed. If we can't agree on a foundation, then the entire debate becomes hearsay and a waste of both our times.

    I'm not picking and choosing anything--the data you have based your opinions on are quite literally misleading.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118006#Comment_3118006

    Actually, yes. If we're balancing around the average survivor, we're balancing around the average Nurse. That's how that goes.

    Nurse's low killrate is entirely because of the fact that the average Nurse will lose every game. Oh, and the fact that Nurse's pickrate is super high does prove that she's difficult to become proficient with by this game's standards.

    So unless you balance around the top tiers and heavily nerf survivors, Nurse can't be nerfed either. Stop picking and choosing how to balance each side individually. They're both balanced around the highest level, or they're both balanced around the average level.

    It's not picking and choosing. It is recognizing where the statistics is misleading.

  • @feffrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117896#Comment_3117896

    I didn't ask for it sooo...?

    I'm just not a fan of characters being sexulized I hated when fan art dud that as well and now seeing the Devs on board with it just make this game a sexual fantasy

    I didn't ask for it either, but when they put out a poll asking what the community would like to see and most of the replies are in favor of a Dating Sim, what do you want them to do?

    I think its lame af, but I've got nothing but respect for BHVR for listening to their community. Not many companies would do such a thing

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117782#Comment_3117782

    Average Nurses lose every game. You're complaining about the top 1%, so in other words Nurse isn't a problem.

    I'm sorry but its not worth having this discussion with you if you fundamentally believe that nurse is difficult to become proficient with.

    It sounds like your entire argument is based on the fact that she has the lowest killrate, am I understanding that correctly?

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117850#Comment_3117850

    Lmao. You would need to be on the east coast of US. Is the name the same as on here ?

    I faced @KayTwoAyy not so long ago. I was playing pretty bad that game though

    Still rolled and smoked me 😅

  • I think the real question we should be asking is...

    Why do people continue to support games pushed out by companies like EA and Activision, who milk their customers for every penny, before releasing the same exact game a year later without learning any lessons from the previous iterations?


    While I don't think DBD is balanced enough for BHVR to abandon updates on the game, I think the studio has put enough focus on DBD to justify branching out to new projects.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117413#Comment_3117413

    Every other killer IS underpowered. Who besides Nurse and Blight do you see getting 2ks in tournaments?

    I don't watch tournament DBD (it's a joke) and I don't play tournament DBD.

    I was asked to build a comp team by people who play(ed) for the Golden Wolves, and I declined.


    Myself and 99.9% of DBD players should not care about tournament DBD.


    Joe Schmoe may have learned how to loop Wraith for an hour, after 9,000 hours of game time, but the average survivor can't even loop Wraith for a minute. Why should the game be balanced around Joe Schmoe, when he makes up less than 1% of the playerbase?

    ---

    ✅ Balance the game around the average player, and players will engage with the game longer.

    --> The longer players engage with the game, the better the average player becomes.

    ----> The better the average player becomes, the more the game needs to be balanced around higher skill play

    ------> The more the game needs to be balanced around higher skill pay, the more likely the game will be balanced around competitive play

    ⛔️ Try to balance the game around higher skill play before the average player is ready, and the average player will just leave.

  • If BHVR released a killer with an identical power tomorrow, and it was locked behind a paywall, said killer would immediately have the best kill rate in the game.


    To say that nurse is “balanced” is to say that every other killer on the roster is underpowered.

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115192#Comment_3115192

    Yeah and don't forget that it also gives you a MASSIVE buff to healing.

    Fun aside, there are many underrated Perks for Survivors and hopefully now, with the Meta gutted, those will be used more.

    I still use Self Care/Bite the Bullet with Lucky Break and Overcome to just vanish. I use a Med Kit to heal once the Killer loses me cuz I can't be bothered to fully heal with Self Care.

    My friend has been obsessed with this build since the update. He runs Built to Last instead of SC.

    Fortunately, we don’t see Franklin’s that often, but he’s a great looper even if he can’t make use of the build

  • Empathic Connection is another slept on perk, only it provides your team with the crucial info instead of you.

  • I’m sorry bud, but this isn’t even a hot take—it’s just misinformed.


    There is not enough correlation to make such claims

  • @rha said:

    After stubbornly refusing to play after the patch, I tried yesterday ... and instantly regretted it. I'm much lower MMR than you are (I rarely get any nurses), but ...

    First game after two weeks of not playing was already 4k at 5 gens and my motivation to keep playing was super low.

    Every game but one was a 4k for the killer with zero chance of completing all gens.

    The one other game was a 0k and the killer got completely stomped, got two hooks all game and even failed to camp in endgame for a pity kill, despite the exit being halfway across the map.

    None of these games with extreme outcomes were any fun.

    It's so weird because I'm not really good at the game, but somehow teammates manage to go down against killers I find almost impossible to go down against. A Nemesis runs after me, whiffs and whiffs and whiffs, misses tentacle strikes too, I get a strong vault, he leaves. Soon after everyone's dead but me and the hatch spawns next to killer and I was outskilled I guess.

    The match after which I gave up was against a Trickster. This man too failed to down me all game. This man, oh my ... he couldn't even get a hit on me at the tiniest pallet loop the map had to offer. I guess we need another buff to bloodlust. Didn't matter though, he just needed to give up on me and hunt and kill my teammates which went rather quick (happy Self Care users, I saw them all with my Empathy self caring in a corner while I was getting chased, so yes no gens were done in the time I kept the killer busy). Trickster won hatch RNG too, so he is now officially more skilled at the game than I am.

    Not going to play anymore anytime soon.

    Also EU, btw.

    This is an excellent case study in why MMR and escape rate should not directly correlate.


    I don’t want to be handed free wins because I’m coming off a stretch of games in which my teammates couldn’t have been more useless.

    I want to make meaningful decisions, and see my actions reflected in the outcome of a match—not just for myself, but my team.

  • The game is littered with features that promote self-serving gameplay.


    The primary culprit is hatch, with several other culprits stemming off it. Its very existence undermines every reason a survivor should be a team player.

    As long as hatch exists, survivors will always have a reason to stop helping their team and try their luck with hatch spawn RNG.


    The second culprit are perks designed to benefit only the last alive.

    Sole Survivor and Left Behind both incentivize survivors to abandon their teammates, because they make escaping easier as the last alive.

    Perks like Wake Up, Open-Handed, and Distortion make SS and LB even more reliable than teamwork.


    The third culprit is keys and hatch offerings.

    Paired with the perks above, survivors can guarantee their escape, as long as they are not found before the last survivor is sacrificed.


    The fourth culprit is unproductive Archive challenges.

    Many people make Archive challenges their primary objective, rather than a side quest to escaping.

    When an archive challenge is something like “loot 3 chests in a single trial,” everyone’s chance of escaping goes down significantly.

    Not only is this NOT promoting teamwork—it further incentivizes other players to think about themself rather than the team.


    At the end of the day, teamwork is far less reliable than the selfish options BHVR has provided

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114316#Comment_3114316

    It's not that balancement is bad, if we compare to even 2019/2020 now it's still at the best it has ever been, the problem is that if solo Q is very bad then other players get frustrated and it becomes even more bad, and it's a vicious cycle.

    BINGO!


    There is no player accountability, and thus there is no player loyalty.

    Survivor is a dog eat dog world right now.


    This is what happens when push comes to shove in a team game that doesn’t promote teamwork

  • I've never understood how people peddled the narrative that nurse is difficult.

    I agree with you--she is too strong and (despite what people say) she is really not that difficult to become proficient with.


    However, her power is insanely fun to use. I mean, who doesn't like the ability to teleport through walls and appear next to a survivor at a moment's notice?


    I wouldn't want to see a ground-up rework. Instead, I'd prefer to change the effect her power has on survivors.

    • Maybe her blink hits only inflict deepwound, and she has a fast cooldown for blinks where she doesn't swing (so she can close the gap)
    • Maybe her blink hit inflicts a status effect similar to Nemi's virus, that forces 3 hits to down a survivor--but its only removed when hooked
    • Maybe her power builds up like Trickster's Showstopper or Oni's Blood Fury, and she needs to play hit-n-run until she gains lethality

    I think the key to nerfing her, while maintaining her fun-factor, lies in the lethality of her blink hits.

  • People who intentionally disconnect do not care about bloodpoints. Period.

    People who intentionally disconnect play DBD to have a good time, and they disconnect when they are not having a good time.

    It is that simple.


    Why they were not having a good time, you'll never really know.

    There are a ton of little interactions that happen between survivors (that the killer doesn't witness) that can tilt a person into leaving.

  • Thanks for the insights!

    This is crucial info for late game when I'm willing to throw my life for a person on death hook, thinking the MoM procc would make it worth it.


    Wants this bug gets patched, MoM might become a staple of mine for endgame hook trading--since OtR and DS are deactivated.

  • @TheArbiter said:

    You shouldn't even be using MOM right now because its bugged.

    Really? What is wrong with it?

  • Does the text say "hide" or "end chase by jumping into...?"


    Because I thought the specifics of that challenge was to end the chase by entering the locker. So basically, you need to hear chase music when you jump in the locker, and you need the chase to end while you are in the locker--basically the killer has to not check the locker for like 3 seconds.


    This challenge is easiest if you run Overcome, Lucky Break, Quick & Quiet, and Iron Will, and jump in the locker immediately after losing a health state and breaking LOS with the killer.

    Alternatively, you could run Poised, Head-On, Quick & Quiet, and Iron Will, and try to do this mid-chase after a gen gets done.

  • I will never understand why people try to defend this playstyle.

    It is sad that BHVR has been so slow to address such a massive problem in the game's dynamic, and I can only imagine it is because there are enough people on these forums and on social media preaching "it's necessary" and "it belongs in the game" for the devs to think posts like these are a vocal minority.

  • @Pulsar said:

    Sunk cost and the fact that there aren't any alternatives is a killer.

    Me and the boys have been playing Overwatch Comp over Survivor. That's how ######### our experience has been.

    that is low, my friend

  • A few days ago I loaded into a lobby to see a survivor named something like "078319079123974."

    Needless to say, it was a hacker lobby and I should have seen that one coming.

  • Nurse with Range Add-Ons + Call of Brine, Overcharge, Sloppy, and Jolt, so you can be like every other killer I run into since this update.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/337601/ds-stun-duration-needs-to-be-determined-by-killer

    https://forum.deadbydaylight.com/en/discussion/comment/3097128#Comment_3097128

    The problem isn't tunneling and camping. It's gen speeds. I've been on record as saying they need to go back to 80 seconds. DS needs to go back to 5 second stuns. STBFL needs to be looked at and adjusted.

    Also as a courtesy. You should always ask creators. Before posting their content anywhere. Especially when using it for example 🤭

    Your team should of escaped though. I didn't watch my video back yet. But I'm sure I played like #########. On what's already a pretty tough map for blight.(I hate saying that) Because I'm sure you juiced me to hell. I feel To the point I figured ######### it. The only way I'm winning now is to get someone out ASAP. I feel like if I say I played like #########. It takes away from what you did

    Wait, that was your stream?!?

    You were a good Blight--I wish I could have played a little better, and had some longer chases with you, but I did have fun against you!

    Apologies for not asking perms first, I didn't think the issue was contentious enough that it would reflect poorly on you in any way, and it was fresh on my mind so I shared it. Great to put a face to the name, tho! I know we've been going back and forth in a few threads on the forums here 😋

    I've been trying to push back against camping and tunneling on these forums for well over a year now, but most of my arguments with others are all anecdotal. I thought it was nice for once to have gameplay footage that could be reviewed/analyzed, rather than continue to just say things I believe are true.


    @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097128#Comment_3097128

    You clicked at him and asked for a chase. You got it. What are you complaining about?

    I've never once clicked at a killer asking for chase.

    The flashlight click you saw was me saying:

    Untitled Image

    When a killer tunnels me, and I know I'm capable of giving them a good run for their money, I will always click a flashlight (if it is in my hand) to tell them "Challenge Accepted!" Its not meant to be antagonistic or belittling, it is more a way for me to take back agency and tell the killer that I'm ready for everything they're going to throw at me.

    If I don't have a flashlight in hand, I'll t-bag and it will mean the exact same thing.

    The second click in the cornfield, after he missed his rush attack, was me basically saying "is that all you got?"

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097128#Comment_3097128

    I've got time to watch the video. The timestamp is about 21:30

    I'm writing the comments along with my thoughts.

    21:45 start of the first chase, a missed stealth opportunity there, unless attracting the killer was intentional.

    22:58 first gen, so about 88 seconds from the start of the game (2 survivors maybe? I didn't check the lobby)

    Long first chase (~90s). The survivor seems a bit too experienced for that killer. The endurance hit is puzzling (frame-perfect dead hard?)

    The Flashlight save attempt make me think the Claudette has very little experience.

    The Yui saving right next to the killer : huge mistake. I would be pissed at her if I was that Haddie.

    (The click at 23:55 : I'd take that as a challenge request, what do you mean by it?)

    23:58 second gen, no one healed, it's bound to hurt.

    The second chase was long too, especially given the starting disadvantage.

    Nice DS.

    (The killer comments make me think he isn't very experienced, no value judgment here, just a way to get an idea of the general level of the match)

    Again an early save, this time by the Claudette. It may even been in the killer's radius. It's really asking for trouble.

    Nice moves from the Haddie, nice blind too : well played.

    26:08 "game over", no gen has popped for the last two minutes. It should have been enough to do 3 in parallel, two with some disturbance, one certainly.

    This game should be (almost) over already IMHO. The killer was busy on the Haddie for the first five minutes.

    I didn't watch the rest.

    I'm guessing you were the Haddie.

    In my opinion, the two early saves were the biggest problem. If these two had been a bit more patient the killer would have been further away, maybe busy in a chase, and you could have been healed. The killer wasn't particularly nasty, he was just trying to chase the "easy" down. (Which is another hint he isn't too experienced : it's obvious to me the Claudette and Yui would go down way faster than you.)

    The others weren't too efficient either.

    I think that four of you would have won that one easily, alas you were grouped with at least two inexperienced players.

    edit: Jane -> Haddie. I though the survivor has the same ... advantageous bottom than Jane ^_^;;;

    Kudos to you for taking the time to watch, and giving a break down of your thoughts on the turn-of-play!

    I agree with your analysis that the early unhooks really hurt our team. The Blight running BBQ tells me they are interested in hooking survivors and then running across the map to chase someone else off a gen. However, he recognized that his win condition this match became taking advantage of another survivor's misplay--especially when he felt the first chase with me was so long due to his errs, rather than my decision making.

    You've given me some interesting food for thought here, with your breakdown.

    The match still doesn't sit right with me, from a game balance perspective. Without OTR, DS, and DH, I would have been out of the game at 3 minutes. ...but then again, I wouldn't have needed these perks if I wasn't unhooked so early.

  • @Nicholas said:

    @KayTwoAyy , I love the perk but sometimes find never hooked people bringing The Killer to me, and I'm on death hook, lol It also happens with Aftercare. It sucks when you're running a medic build and want to heal people.

    I've heard similar complaints from people running Blood Pact.


    I'm grateful to have never encountered this--at least not in a way I perceived to be intentionally malicious.

    The perk provides incredibly valuable information. Unfortunately, it is up to other players to make use of that information effectively.


    I will say, I have a similar gripe with Kindred. I seem to reach 2nd stage (and even die on first hook) more frequently while running Kindred.

  • We've seen dozens of reports of tunneling & camping running rampant since the update.

    A significant number of players have expressed their frustrations as a result.


    When players feel stripped of their agency (as will happen when the victim or camping/tunneling), they look for a way to take back their agency. For some, this may come in the form of playing killer and doing to others what has been done to them.

    Thus spawns the vicious cycle of shameless nurses running broken builds, playing like their life depends on a 4k.


    I don't want to make assumptions about what percent of the community does this, but I can assure you it is contributing to the trend.

  • On a similar note...

    Why does every nurse bring a busted perk/add-on build that would be broken even on F-tier killers?


    I can tolerate it on someone who is clearly learning to play nurse (dragging the match out means more practice applying pressure and hitting blinks), but ffs you're shameless if you're actually a decent nurse.

  • imo its an insanely useful perk as is.

    most survivors will be within your aura reading range unless you're on opposite sides of the map, in which case it would be a waste of time for them to traverse the map to get your heals. and tbh, for the value this perk provides, its worth running Open-Handed

    i posted this in another thread:

    image.png


  • @drsoontm said:

    The killer cannot tunnel everyone at once.

    Doing the gens may be a way to punish him? (aka "pressure")

    Doesn't solve the problem.

    ---

    I played against a Blight earlier today running Compound Twenty-One and Adrenaline Vial with Deadlock, Dead Man's Switch, Pain Resonance & BBQ.

    I was first chase, and it lasted a minute and a half.

    I was tunneled off of first hook.

    OTR helped me loop the killer for an additional 45 seconds.

    DS bought me 3 seconds.

    Dead Hard bought me another 30 seconds.

    I was tunneled off of second hook.

    I didn't have DS anymore and DH doesn't work in Deep Wound.

    I died 5 minutes into the game.

    3 Gens were done.


    My team did gens the entire time I was in chase (they were very efficient).

    I had every second-chance perk a survivor could ask for, and in my experience... Blight and I would have been considered evenly matched. We both made some good plays, we both made some mistakes, I'm pretty sure my chases are about the length BHVR would expect for an even match-up.


    Aside from the fact that I'm tired of this boring gameplay loop game in and game out, it is clearly not balanced. This always ends in a 3/4k, because the killer can be carried by passive gen-regression/stalling perks, and the massive defecit survivors face with a 3v1. The "just do gens" argument is anecdotal at best, and should not be used as a counter-argument towards trying to make DBD more fun and engaging for all envolved.


    P.S. If you want video evidence, you can watch back the trial from the killer's POV here:

    https://www.twitch.tv/videos/1544576706?filter=archives&sort=time

    It was the first match of his stream, and it starts 21min into the broadcast. No hard feelings towards this gentleman in particular--my beef is with camping/tunneling in general.

  • @TheDappaScrappa said:

    But no matter what BHVR does some killers are going to camp and tunnel. No matter what you tell them to do or changes to make it will still happen. People wanted BT to be basekit to stop tunneling/camping. It still happened. Whatever they come with next it'll still happen. It won't ever stop. Just take the L and move on or hope you have a somewhat decent team to help.

    BHVR can literally change the win condition of the game so that camping and tunneling are 100% not viable.

  • @cacao1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096123#Comment_3096123

    the problem with your approach would be the inconsistancy between all killers AND the salt of people who main a specific killer and think that their killer is underbuffed. Meyers mains would cry in forums that Freddy mains have a 5% faster recovery animation and so on and on the other hand it would always feel weird to switch between killer especially M1 killer who feel the same from gameplay but everyone has individual numbers.

    Grouping all m1 killers and buffing this group by the same amount would not result in a perfect solution but it could give overall stability to killer that feel the same in a chase. IMO.

    I guess I would need to see my suggestion in application to agree with you. We can already experience different buffs with add-ons and perks (i.e. Pallet Destructor Wraith and STBFL), so i'm not entirely convinced it would feel jarring to switch between.

    To borrow your Overwatch reference, players can switch between many different characters whose guns fire in many different ways. A player might start out as McCree, then find themself switching to Hanzo and then Pharrah in a single round. These three characters have weapons that fire at very different rates of speed (one is also hitscan, while the other two are projectile), and players are adapting to them at the drop of a hat in a tense competitive setting.

    I would imagine it is far easier to acclimate one's self to their killers respective buffs when only playing one per trial.

  • I have mixed feelings about this advice.

    I'm coming off a 6-month hiatus, because I was upset with the state of the game, and I was displeased with the trajectory DBD appeared to be on.


    This update has been painful, but I support BHVR's decision to shake things up and attempt to make change. The intent and the effort is more important to me than the execution.

    I want to see the execution done properly, but I'll only boycott the game if I get the sense that BHVR is not putting their best foot forward.


    DBD doesn't owe me anything, but I recognize the effort BHVR is making and I wan't to give them my support. More than anything, they need our criticism--rational and thoughtful criticism.

  • I don't think they necessarily need to be classed. I think the devs just need to look at each killer individually and fine tune their cooldowns & durations to reflect what the killer can do in chase and how they can apply map pressure as a whole.

    Realistically, we're aiming for all killers being equally competent, but providing vastly different gameplay experiences as both killer and survivor. As you've noted, that can't really be achieved when killers are treated the same with regards to 50% of their kit.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095973#Comment_3095973

    That's also something i think people are overplaying a bit.

    You don't need every single thing unlocked in DbD. The mayority of the perks are meme/ for fun.

    How long would it take to get the top 10 non killer specific meta perks on every single killer in the old version vs the new version?

    Cause once you have that all the perks for fun is something you can casually work towards

    And before you bust out a calculator to answer that question let me stop you to think about the madness it would be to calculate that with the random nature of the old version

    Which is another huge point. Even IF the grind was increased overall i would still prefer the new system. Any perk is at max 50 levels away to get on tier 1 on every character.

    It's so much more fluid then the old one that i really don't care how much longer it would take to unlock absolutelly everything.

    Most new players also don't care about that. They want to play with a specific thing and no longer having to praise rngezus to get it feels great

    Tell me where I said something factually untrue.

    There is nothing to overplay.

    The grind has been made worse for new players.


    I'm not trying to argue what the grind has done for everyone else. The grind has been made worse for new players, and that is a fact.

    It is my stance that new players are the ones needing a grind reduction, not the playerbase with 1k+ hours looking to completionist their roster

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3069697#Comment_3069697

    Old system meant you could start seeing them once unlocked at level 40

    New system all character have the perk at tier one at level 50

    Those 10 extra levels will very quickly become benificial if you play multiple characters

    And if you are only playing one, did you really have a grind to begin with? Reducing the grind does not equal completely getting rid of any progression system whatsoever.

    Maxing out one character wasen't hard before the change and the change didn't make it that much harder

    Even survivors have character specific daillies or tomes who are a lot easier now you actually have perks on them without investing that hard

    Whatever the math is. This change is miles better then it was before. So happy that now when there is a tome for a survivor you don't see a ton of that survivor without any decent perk what so ever

    You're downplaying the time sink required to reach Level 50.


    It undeniably takes longer to unlock every perk now, than it did before the update. Especially for those playing at this time without any BP bonuses. Players who already had every perk unlocked are just running victory laps, and do not need their grind reduced as much as those who are just starting out.

  • @drsoontm said:

    Apparently the plethora of other threads wasn't enough.

    Neither were the detailed explanations.

    So this time I'll make it simple. This is from the stream in January 2022.

    https://us.v-cdn.net/6030815/uploads/0BM3O8ZUXBHW/image.png

    This was before the devs said killer rates were lower than they wanted.

    TL/RD: "gitgut"

    There is a lot of documentation available to achieve this, both texts and videos.

    Lies, damned lies, and statistics.

  • @MilManson said:

    Honing Stone needs to become base kit (downs survivors if no one helps them escape) and also the addon which resets traps every thirty seconds.

    With them addons as base kit he will be competitive.

    If honing stone was basekit, survivors would have no reason to free themselves.

    The interesting cunundrum with Honing Stone is that it takes longer to recover a dying survivor than free them from a trap. So the only survivor who would want to free themself would be one running a slug build.


    I like the idea at first read, but the more I think about it, I'm afraid of how oppressive it would be.

    A survivor who gets caught in a trap while running to unhook is effectively to blame for losing the game. If it is a 3v1, trapper just wins. If it is a 4v1, survivors immediately lose all of their map pressure.

  • It is tough to know if matchmaking is not working as intended, or if the changes have dramatically shaken up people's MMRs.

    Regardless, there has definitely been a massive skill discrepancy across my lobbies.


    It has been incredibly difficult to tell if the changes are relatively balanced, as a result.

    All I can say with certainty is that camping and tunneling still need to be addressed.

  • Playing against trapper can feel super oppressive, if you respect the possibility that there is a trap on the other side of every window and pallet.

    In my experience, he is weakest against survivors who just say "F!&# it!" and vault every window while in chase, regardless of whether they know if a trap is there of not. Every window they vault that doesn't have an active trap on the other side of it is a huge time-sink for trapper, and is where he ends up losing a lot of his pressure.

    Survivors who respect the possibility of a trap being on the other side of windows are less likely to have 5 second chases, but they do run tiles less optimally as a result.


    I would like to see trappers traps take more time to disarm.

    Since it is such a fundamental part of his kit, disarming his traps should almost feel like a secondary objective to survivors not in chase.

    At best, I'd like to see an Add-On that reveals the aura of traps when within 4m, but traps take 5x longer to disarm and have skill checks.

  • You can't use "rancor" in a sentence, but you can say "rancor" as a single message if it is your first time typing the word.


    Personally, I rather be able to see what people are actually saying (with the option to hide chat entirely), and report them for chat harassment, than to have mundane words blocked while moderate slurs can still be slung around.

  • I've been noticing some disgusting 3-gens lately.

    Like... the Plague can puke on all 3 gens with a single purge, type close.


    I've also been noticing some really gross hook spawns without offerings.

    I've seen hooks spawn literally back to back, and I've seen hooks spawn so far that survivors are reaching 90%+ without Breakout, Flip Flop, or other perks to help wiggle off.

    In fact, I think the worst offender I saw was survivors running two Petrified Oaks, and two hooks spawned within 4m of eachother on Rancid Ab.


    Curious if something in the code has changed, since the addition of new tiles on MacMillan.

  • My go-to Nurse build has always been:

    Add-Ons: Spasmodic Breath (disables blink for 60s 4.6m/s movement) + Metal Spoon (grunts of pain are 50% louder for 60s)

    Perks: Hysteria, Enduring, Nemesis, and Play With Your Food


    Its truly the only way I can enjoy nurse without feeling like a sweaty pos

  • @VoidOfMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091523#Comment_3091523

    you want it word for word? you gotta be kidding me

    i simplified what he said directly to him, he knows what I'm talking about, he's just pretending he didn't mean it.

    https://forum.deadbydaylight.com/en/discussion/comment/3091537#Comment_3091537

    But who said if you don't like being tunneled you automatically don't like interacting with the killer? You said that in your video.

    The survivor roles are = interact with the killer + do gens + totems + chests + help team mates

    but you said "if you don't like doing gens and don't like bein tunneled, maybe you don't like the game"

    didn't you say that?

    So it's that all DBD is about? either you do gens or you get tunneled out of the game to the next match, right?

    Your comments are exactly why Scott made his initial comment.

    Debates on this forum get twisted by random injectors for zero reason other than to start drama.


    This is a poor place to discuss his video because people on this forum are prone to provide their opinions with little-to-no grounds in reality.

    The first page/page-and-a-half of replies were offering some good insights in response to Scott's video--focused more on their own personal experiences, rather than trying to put words in Scott's mouth. Every reply since then (this one included) might as well be deleted, because they're offering nothing more of substance to the original conversation.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091451#Comment_3091451

    You're doing it wrong if you're running to pallets in hopes of stunning them lol.

    After I've already taken them on a minute long chase, and my pathing has led me to no other good options? Hardly.

  • I've "pre-dropped" pallets on nurses to try and stun them as they blink to me. Every damn time I get hit before they even appear on my screen.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091320#Comment_3091320

    Could or could not be. I just don't find it that hard to believe is all. Solo que is rough, but one thing I notice when playing survivor. People playing killer just typically arnt my level as killer. They're as bad at killer sometimes. As people are survivor.

    I've been noticing a ton of killers far below my skill level, as well. However, it has only been in playing with 1 or 2 other friends that I've been able to leverage that fact to better the outcome of the match. In solo queue, i'm pretty helpless with respect to my teammates' fate, which paired with the lack of aura reading in OP's data is what leaves me in disbelief.

    I suppose if OP said they queued with one other person during this data collection I would be more inclined to believe it.

  • I have noticed this too, OP.

    I believe it is a knee-jerk reaction to forever Plague and Legion. Killers who don't want to run gen slowdown, and instead take advantage of the recent buffs to add variety in their builds, are being punished by the actions of those who put survivors through hell with slow gen speeds and long matches.

    The threat of a forever Plague and Legion is always there, so survivors are coming prepared.


    I've been working my way through killer archive challenges the past 2 days, and survivors are punishing my horrible builds really well.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091226#Comment_3091226

    I believe it. I've escaped more then I haven't since the update. Not everyone has the same experiences.

    That's not to say some things don't need fixed for the survivor side however.

    OP is claiming to escape 80% of his matches. That is a statistical wonder in solo queue, even if one was to claim this is a small sample size. Furthermore, the data suggest that nearly 50% of OP's trials were zero kill games.

    Do you realize how difficult it is for a killer to not kill anyone, now that DS and OTR are disabled once the gates are powered? Hooking anyone at the end of the game is a death sentence, unless the rescuer has BT or the killer grossly misplays the turn of events.

    Something here is misleading.

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