LALYTHIA
LALYTHIA
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/1219727#Comment_1219727
Not bait. I started playing this game primarily because it was lopsided against survivors. That’s exactly what I wanted. A major challenge that is thrilling and heart pounding. Most of everyone else just wants to escape every freaking match without having to work for it. Most survivors think that having to do gens is working for it. They have no strategy, very little skill, and they are used to playing kids games like fort nite and Minecraft. I for one want a real game without all the fairness bs. I want the experience.
I'm sorry, I simply don't believe you. No actual survivor main would have this perspective.
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@kingoftheirish1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1219755#Comment_1219755
Anything with winners or losers has minimal amount of sportsmanship. Survivors some not all thinks they deserves everything for nothing. Everyone paid there way in to not care what other want. If I'm playing a RTS I should let my enemy get to the same strength just so they can have fun too. Tell others how they need to play for your experience is something you just need to get over. By the way I solo q as survivor and never expect a nice killer just a killer.
False, most actual sports have sportsmanship...its literally in the name, bruh. Which is why trying to compare DBD to a sport, and Killers with no actual skills to legendary basketball players is a very dumb comparison. I don't know a lot of survivors who think they deserve something for nothing. Just a huge community of survivors who believe they deserve an opportunity to play the game, which they are robbed of when cheap, ######### killers camp and tunnel them to death, like #########. I'm not telling anyone how to play for my experience, I'm telling the OP what to expect when they exercise their right to play like a total #########. If you don't want to get people bowing out of your match early and giving you an earful in post-game chat - don't play like a ######### tool. If that doesn't bother you, then by all means, you do you booboo. But don't expect to get to play like a ######### and then get a "GG" at the end of match, when you very specifically went out of your way to ensure it wasn't, in fact, a good game for anyone but you. :) I'm sure, with your killer avatar, that you care deeply about your survivor matches. [/sarcasm] But to be clear, I never expect a "nice" killer either, just someone who a modicum of skill to play a fair and challenging game without resorting to lazy tactics that ruin someone else's match and doesn't help them progress - either their skill level or their pts/rank. :)
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@kingoftheirish1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1219733#Comment_1219733
So if LeBron James loss every game to make the rest of the league feel good about themselves would that make him a better played or human? You can't win all the time of expect everyone to play by one set of rules and standards.
This is under the assumption that every ######### killer is LeBron James, which is a fallacy - the killers who play like this are generally not very good, which is why they employ tactics that are cheap and ruin the game for others. Also, Basketball requires people to play with a minimum amount of sportsmanship, which is highly governed by refs, DBD does not. Nothing about what you've said is remotely relatable. But it was a good effort.
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@xTalon32 said:
https://forum.deadbydaylight.com/en/discussion/comment/1219721#Comment_1219721
Go ahead and play with friends, all the power to ya.
https://forum.deadbydaylight.com/en/discussion/comment/1219727#Comment_1219727
To be honest, it's an opinion. But call it whatever makes you feel better.
It's a fake opinion. I don't buy this for a second.
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@CLAUDETTEINABUSH said:
As a killer, your job is to KILL the survivors, that's the whole purpose of the killer side, but of course some survivors don't see it exactly that way. In no way I'm trying to make fun of them tho, so I think I should short some things out.
The killer can do anything that isn't bannable to win the game. That means they can camp, tunnel, camp a generator (don't ask me, I got flamed for doing that), play any killer and use any perk that they like, there shouldn't be anyone to hold em back. Yes of course its a d*** move to camp or tunnel, but, since they are the killer, they can do it. You don't make up the rules, both as a survivor and as a killer.
I'm struggling to understand why I shouldn't use killers like the spirit and "I should go play a normal killer". Excuse me but, you didn't actually pay for my account did you? Since this is my account I can use whatever I want.
If someone flames you in post game chat, send them this and hopefully they will realize how stupid they really are xd
Cya in the fog, fellow killers and survivors of the fog.
No one misunderstood. Many killers act like complete ######### and purposely ruin other people's games. The desire, if not expectation, is that they don't. It's not rocket science. Its human decency, which seems to have escaped too many people in this game. By all means, act however you want. But don't whine like a little ######### when people dodge your match and have a spicy post-game chat about your ######### behavior, because that's a survivor's right. ✌️
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@JediWithASniper said:
Solo survivor is where it’s at. I don’t have the same lame *** whiny, crying baby experience that I see here all the time. I want a hard game, everyone else wants a pass it seems. I want the randomness of a terrible team. I want the evil camping killer that makes you choose between objectives and altruism. I want to be tunneled. I don’t understand why any of you play this game if you want to be babied every second that you play it.
SWF is For people who can’t handle solo. People who are to scared of things they can’t control. I like moris, in fact, I like ebony moris. I like the game hard and scary. What is with all the whiny little baby survivors who can’t handle the game??
Im a survivor main who plays solo queue. I don’t want an even match, I want to go head to head with a psychopath, and barely escape by the hair of my chin.
Well this is fictitious bait. But ok.
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Maps are about to change so that you can more easily be "right behind the survivor" with "no palettes nearby". So, it seems like changes are already being made that will improve the viability.
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Getting in a chase, breaking LOS and sneaking off...then watching the killer try and find you.
When a killer that hard tunnels you is dumb enough to pick you up, especially if you're the obsession.
Anytime you go to enter a locker and you find someone already in there.
When you hear an omnidirectional terror radius getting closer but don't realize it's coming from behind you until you get a swift poke in the butt.
Running around the same pile of debri and downed palette 60 times like a cartoon chase because the killer refuses to break it.
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I know match making is messed up, but I find it really weird that a level 4 would get mixed into that team if you weren't with someone. That's bizarre. Also, I am assuming you're console? I'm PC and never wait longer than 10 minutes for a lobby. Lastly, you are right, solo survivor is the crappiest position to be in, in the game rn.
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LOL at everyone suggesting you "find a safe loop" 😂 Enjoy that strat for the next week or two. 👍️
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@28_stabs said:
Deliverance+DS+Unbreakable should do.
If killer doesnt leave you on the ground to bleed out or get Rancored, its not a big problem.
Sorry, I'm not bringing three perks to counter one type of assholery. Frankly, there's too much assholery to do that. Not enough perk slots. 🙄
Also, Deliverance would only work if you safely off-hooked someone. If you are facing a face camping killer, even if you managed to off hook someone prior to getting downed and hooked yourself, it likely wasn't considered "safely".
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@OniWantsUrLocation said:
https://forum.deadbydaylight.com/en/discussion/comment/1216533#Comment_1216533
That is actually the main problem. We have too many "newbie survivors" with thousands of hours. Camping can work very well because the survivors make it work.
I love how killer's bullshit camping is always the survivor's fault. 😂 ok buddy.
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@sulaiman said:
Play killer and do it differently. and every game you are in the survivor will have fun, won´t they?
I do play killer. I do play differently. I do try and ensure everyone has fun. Being an ######### is a choice.
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@ZoneDymo said:
We all been in this scenario, you hook someone, doors are open, you play fairly and look around a bit, they unhook.
You come back and now there is one wounded and one full health.
Hitting the full health in this case means an ez escape for both.
Hitting the wounded means they are downed, now they are crawling to the exit, let them crawl and they will escape, pick them up and you get DSed and they escape.
So really, if you want to prevent that all too common scenario (and I think we all agree it is pretty bs that there is nothing you can do about it as killer) you have to tunnel early on to atleast make sure people used up their DS before that can happen right?
Nice, one additional counter to DS. Sounds like its even more fair than ever. 😂
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@EvilJoshy said:
Uhhhhh how about the other 3 survivors finish the gens and get out? That killer doesn't get any bloodpoints or ranks up.
Face camping is not a problem. Only the weak killers do it and the newbie survivors fall for it. Have you seen a popular streamer face camp someone unless they pissed them off?
A) the remaining three people cannot finish 4-5 gens before that person dies. Someone else is likely to get hooked, especially in a random team.
B) It ruins the game for someone, completely. They likely didn't deserve to get no points and de-pip.
C) Camping is most definitely the problem.
D) Camping is absolutely used by red rank killers. As is tunneling and slugging. The idea that cheap game play only exists at rank 20 is a myth.
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I have to agree with the title. Tunneling literally ruins the game. I just had a match where my teammate was hooked first and tunneled off every hook to death. We had 4 gens still up. I really just wanted to quit. Not because a 3v1 is difficult. Not because they were my friend - they weren't. Simply because it literally has a way of sucking every ounce of fun out of the game. It takes something fun and makes it exhausting and ruined. It's like all the kids on the playground play fighting and having fun and then the school bully jumps in and punches someone in the face. Fun over. It really changes the dynamic of the game and taints your desire to play. I escaped that match, but I was done for the night. It's a ######### thing to do to someone. It doesn't help you get good at the game. It doesn't make you a skilled player. It just makes you an #########.
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Yeah, no. Unless there is a plan to fix the killer-sided hatch changes, keys should stay exactly as they are.
Also fine with NOED.
Mori sucks dicks.
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@Giraffee said:
Hey, so I’m a survivor main (I know I know, half of you already hate me but just keep reading) and I was thinking about a way to fix D-Strike to counter tunneling and to not give the survivors complete safety.
DS requires a few changes but does NOT need a rework. I have a few changes that could make the perk more.. fair for both sides. (As “fair” as you can make it in this game)
First of all, DS should not have a timer. It will never run out, but if the survivor starts working on a generator, starts healing, or does anything altruistic it should go away. This makes it so killers can’t just run the timer out and wait for the survivor to lose it. But this also makes it so survivors can’t just be “immortal” while DS is up.
Another change would be to make DS go away once another survivor is hooked. If the survivor is still on the ground and not picked up a 15 second timer on DS starts and if they’re not picked up by then, it will run out.
Do I need to change anything? Or is it well off? Thanks for listening to my idea.
DS is not an anti-tunnel perk. No where in the perk description does it say "for tunneling ONLY". One of DS's primary functions is to help thwart tunneling, but much like other perks it has more than one application/use. It is fine the way it is, and functions as intended.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1215998#Comment_1215998
If by 2016 you mean 2018 and if by 2018 you mean 2019. You do realize we have eyes, right?
https://forum.deadbydaylight.com/en/discussion/comment/1216005#Comment_1216005
I still haven't figured out how to find the graphs for averages instead of peaks, but the numbers for averages state it's well over 30K
No, the average players in picture 1 are as follows:
30,347 (march)
23,421 (february)
23,258 (january)
23,102 (december)
23,463 (november)
Average of all: 24,718 players on average (which is lower, because I did not include the "last 30 days" number in this, as we are only 1/2 way through April and that would double count 50% of March).
You are looking at PEAK players, which does not denote the baseline for the game's average player count. If you were considering peak DBD players, even at 50k, they are 25k behind their highest peak instance of players.
And the only reason March/April have been higher is because of quarantine.
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@CANxOFxCORN said:
https://us.v-cdn.net/6030815/uploads/489/ZAIWFLCEA0BR.png
So, what is this in comparison?
That game has been dead for a long time?
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@Desh said:
This is exactly why I hate playing as a Rank 1 Killer. Have to play with these kinds of toxic people both in game and in endgame chat. You either kill everyone and get belittled for being sweaty or using brain dead killers, or you kill no one/1-2k and you get insulted for having no skill. This is not the first time I've gone against these people and they've been reported before but still haven't gotten held accountable for this. This is aggravating and is exactly why people depip purposefully all the time. No one wants to play fun killers like Pig, Nurse, or Plague (I used Demo this game) and prefer to use Freddy, Doc, or Spirit (brain dead killers apparently to the community) because of the toxicity at this high level.
https://us.v-cdn.net/6030815/uploads/720/ATU2BFIKZZ1Z.jpg
https://us.v-cdn.net/6030815/uploads/326/O7AOJT6QDR0A.jpg
Now I've had my fair share of toxic killers but not as frequent as this. Mainly because instead of 1 killer, it's 4 survivors so it's more common to see.
I get toxic killers more matches than not. The difference is they are mainly toxic in-game and don't want to discuss it post-match. I also get this exact same racial-slur-filled bullshit from Killers unfortunately often because I play Claudette. It is not just you. It is not just survivors doing it. Hell, it is not just this game. These people exist in every game.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1215937#Comment_1215937
That graph clearly shows it going from about 20K to about 50K
Considering the release of multi-platform, and the fact that recently everyone is in quarantine, this isn't really exponential growth. Its still only at about 26k players average, according to the first graph in the last 6 months.
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1215762#Comment_1215762
Any killer is basically inescapable once they find you. That's the problem with making it even easier to down people. You will almost never juke anyone competent in DBD without them mindgaming themselves or maybe quick and quieting into a locker with iron will.
Deathslinger is hot garbage. Fun to use, but you gotta be pixel perfect with the shots (that you also gotta lead). Hatchet hitboxes are so huge by comparison they will nail you around corners sometimes. And she gets 5 of them, and they all do damage. You finally land a really good shot with deathslinger but whoops, there's a box nearby. Now you can't even down them.
He is lethal up close but what killer isn't? Huntress is way more lethal up close.
You can get his terror radius down to 8m with monitor and his purple add-on but that will involve a ton of wasted time ADSing to generators.
Lots of killers are escapable once they find you, at least in my experience as an iron will wielding Claudette. 😂 He, on the other hand, like all ranged killers, are harder to escape because distance is not in your favor - as it is with a ghostface or a myers (aside from ghostface's broken ass stalk ability LOL).
I'm just advising from a red rank survivor perspective, a DS main is not hot garbage. Although, you are right, huntress gets some ridiculous hit box hits. You went around that corner a full second ago? Too bad, your invisible ass is still hanging out there somewhere. LOL I would argue that at least with a huntress at extreme close range (in her face) it is harder for her to hit you if she has a hatchet cocked. You wouldn't run at a DS...he can just spear you, M1 style. LOL
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1215687#Comment_1215687
It's elegant in that it normalizes the objectives of both survivor and killer. Obviously the game isn't set up this way now and there would be a few problems with some killers, but that could be changed.
The problem here is that this game has been out what 3-4 years and behavior has yet to address this issue and all attempts have so far been failures. We can all agree that the current system is not good and basing skill off of many different factors for each side doesn't seem to be the right way to do things.
I would even say having a 50/50 weight on chase time and gens done for survivors, then chase time and survivors killed for killer. Ultimately the game boils down to those, you have to be chased by the killer and do gens in order to succeed as survivor, you have to chase survivors and kill them as killer to succeed as killer. I don't see how there would be too many variables in this and I think these two blanket statements entail the entirety of DBD. Of course you get people who suicide on hook, but that's generally not the norm, especially in higher tier play, so the ranking system will even itself out as killers and survivors who don't deserve high ranks will eventually plateau and not progress in ranking until they get better at chases / gens / kills.
Even considering killers like ghost face, you could determine the skill rating based off of the down instead of the initial hit. I would say that if you stalk someone to one hit down them and you do this consistently, you are a skilled ghost face killer. The only problem I can see here is with billy, maybe leatherface, but then again if you play well with these killers and down people quickly, you are being skilled. Again, here, killers can be altered and balanced, that's the elegance and beauty of this idea.
The pip system already in place could be used for this. You satisfy 25% of your objective and you get a black pip, 50% 1 pip, 100% 2 pips, or it could be harder than that and removing the black pip entirely could be an idea.
There is actually much more behavior could do balance-wise with this set up than the current set up and the hidden MMR system that is coming. You give killers and survivors simple objectives and you can alter the game based on those simple objectives, instead of having up to 4 different scoring events for each side. Are survivors getting their 50% pip off of gens all the time? better look into gen times. Are killers killing too many people? better look into pallets and windows or even perks.
This is flawed. Placing the requirement to both be chased for half a match and do gens for half a match on individual survivors is not equal to a killer chasing and killing survivors. There are four survivors on a map, only one is in a chase at a time, and you don't get to select who gets into a chase in most instances. The killer makes that ultimate choice. In a 4-man team, people take on roles - someone more confident at chasing may wear a more flamboyant outfit and pursue the killer. Someone who plays more immersive may hide and work on generators while the killer is busy. Neither of these are poor strategies or game play. They all work to serve the greater good of the team in the end. At least that is the idea.
Additionally, maps and mechanics have been and are being changed to provide for substantially shorter chases.
I could also see this promoting killers to tunnel survivors. If a survivor is off-hooked and so you enter a "chase" with them and down them in a matter of seconds, this would skew the numbers and make for a very unenjoyable experience for survivors, as it already does.
This also eliminates killer's other objectives, which are meant to help provide balance in a match, for the aforementioned reason. The current PIP system requires killers to do more than just down survivors to gain rank. I know killers think they shouldn't have to engage in the other objectives, since "Killers gotta kill", but the point requirement to do so is incentive to not play like a dick, IMO. If you don't derive any rank by applying gen pressure and meeting other objectives, what is the incentive not to camp and tunnel to ensure short chases and kills?
It seems as though this would only serve to significantly swing the rank pendulum in the other direction and would require a significant investment of time/money to overhaul the game just to accommodate this adjustment, which if implemented into the current state of the game would be unbalanced.
For the base reason of 'variables' already stated, a multi-objective system seems most fair across the board, and we still don't know what the effects of the massive impending patch changes will look like when it comes to the ranking system. The job of survivors will become more difficult, dealing with less loop options, smaller maps, and slower gens...and theoretically the job of killers should become a bit easier for all the same reasons. I would be interested to see how this reflects in the ranking system.
I dont disagree it needs work. But I dont see this as the equitable change you claim it to be.
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@chenais said:
Why are survivor mains so toxic? They do a lot of unfun stuff to killers. Like, this is insane. Every game is a survivor that does toxic stuff.
First of all, tey keep spamming crotch purks. For examplle, the other dey, a survivor used the crutch perk no miter. This made it so that when I tried to sluge him to t-bag, he got up and escapped with his stupid dod hard. Really, I do not know why survivors kuep using crutch perks even tho they have a free win, every time.
Then, they rin away when I try to catch them. Why is this not a bannable offense?! Really, survivors should just make heavy noises and then put themselves under a hook. It is so stupid to need to go threw loops that makes it so I need skill to catch the survivor. Survivors really are selfish to not play like I want them to play.
Also, why do sarvivors kep playing in a swf group? I am so sick of these trieshard 4 man bloody party stremers group that ure a slight challange to me.
This is it for the new rulle beuk! Hopefully every single servivore main of dbd reeds this and realize how tekix they are. Thank you for followang my new rulle booke!
Definitely read this in the Samnation trapper voice in my head. 😂
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1214214#Comment_1214214
+1
However Deathslinger is a weaker huntress. Even if it is easier for him to hit a survivor he has to hit, reel you in, swing to cause dmg. Then he has to do that all over again. By the time it takes him to hit+reel in someone, huntress can just throw 2 hatchets and they are down. With the speed of generators in this game, a killers strength is how fast they can down someone. Like The TTK(time to kill) of every CoD gun. The one that does it the fastest tends to be the meta.
A huntress can't sneak up on me either. Literally had a P3 DS silently pop around a corner and smack me the other day, then quick scope me in a second and down me. 😂 This wasted very little time, and he was effective at doing this to our entire team. Idk if its a radius perk that enabled him to get so close before anyone could hear him, but it was pretty OP. He was inescapable once he found you. Maybe its a learning curve.
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@leyzyman said:
https://forum.deadbydaylight.com/en/discussion/comment/1214214#Comment_1214214
Alright, I see your points. However, let me make my own points for your argument.
1. You say that you didnt play these particular killers that i have mentioned. I am glad they did not affect you, but what about the people who it did affect? I was learning nurse before her rework was announced, then stopped to play more spirit. Then spirit got hit too. Then I got to play oni beforehand, and he was great. And after his nerf, I kept trying to play him, he just felt terrible, as time and time again, I was skewed by the slow turning ability. Again, I am not saying that they all didnt deserve the nerfs. I am saying that it was mainly nerfs till the end.
2. I am glad that you didnt use ruin in the situation. But wouldn't saying "45% of killers in all ranks use this perk, and 80% use It in red ranks" be a sign something is up alone? Instead, they changed the perk to be far less effective, and told killers to shut it. Now, I see that they finally notice gens being to quick, and that is why they are changing them, but killers were told BY THE DEVS THEMSELVES to just deal with it. And I guess the point was to see if gens were an issue, but being told to just shut up doesn't help the argument.
3. The nerfs you are suggesting I am going to argue my side
-windows closed: wasn't the point of windows to stop infinates from happening (like the bugged windows in mother's dwelling right now) that make it IMPOSSIBLE to catch survivors
-less pallettes: peanist confirmed that there was only 1 map that got rid of 2 god pallets in a map where there are 4 in 1 map tile.
-Less window/palette combinations: I do not know exactly what you mean by this? Please elaborate further
-Increase in the number of unsafe palettes (+Killer hit priority, this is deadly): I totally agree with you on this one. It is BS
-New maps have been quite a bit smaller: yeah, but you see that the HUGE maps make some killers absolutely useless, and those killers have to 3-gen just to not lose usually.
-More hooks: I dont think that they added more hooks, I just think this is a side effect of the smaller maps
-Hooks closer together: again, side effect of the maps. They should remove a few hooks
-Totems remapped and better hid: well, the main problem is that most totems are placed next to gens. Still gonna be an issue
-EGC (is killer sided): I agree, but depending on the situation it is either to just get the survivors to leave, or OPaf (last survivor with hatch closed). If you want my opinion, they need a new endgame collapse. I like Tru3tal3nt's idea on it.
-Hatch changes (are killer sided): was it fair to just to have the hatch open after the killer finds it? I will give it to yah though.
-Hooks regen significantly faster: yeah, but you can break a hook in 2.5 seconds with any toolbox
-Inability to 99 hooks: again, you can break a hook super fast anyways.
-Nerf to Insta-Syringe: they were nerfed, but like how I said some killers did need a nerf, this was needed too.
-Nerf to Styptic Agent: I think it got buffed. 1 health state was good before, but now you can take an insta-down hit and still keep going.
-Nerf to toolboxes (you can argue they are faster, but the significant reduction in repair amount makes them next to useless when your entire toolbox can be nullified with 1 POP kick): toolbox REPAIR was nerfed, I agree. Toolbox SABO was buffed a lot.
-Nerf to self-care heal time: fair enough
-Nerf to DS selective use: DS was nerfed for the OoO for the game, but was buffed for the other 3 survivors. Most killers just assume that all people have DS nowadays.
-Nerf to leader: wait... what does leader do again (for real, I dont remember this perk).
-Changes to door RNG that place doors closer together, despite EGC: yeah, RNG doors are stupid for both sides.
I do agree though that the solo survivor community needs to be brought up. I would personally love to just either see solo survivors be buffed, or see swf just get nerfed themselves, and balance the game around that. I guess I just dont see the changes like you do.
I will say this though, is it fair to balance gameplay around the weaker version of survivors (solo) and make it impossible for killers to compete against swf? But I guess it isnt fair to balance around the stronger version either.
So, hears to hoping that the next mid-chapter patch will be focused on bringing either solo survivors up, or swf down to be equals, then we can have a balanced game.
Edit: oh, btw, I know we have different opinions on this, but deathslinger is just a worse huntress imo. At best he can only be as quick. My reasoning huntress is better is because she isnt punished as hard for missing a shot, as long as she has a hatchet left.
Here's the thing, I'm not really arguing with you that changes were needed to improve the QoL of Killers. Especially after coming here and legitimately understanding there are issues for both sides. It was asked why survivors are so upset about the latest patch and this is the answer. It's not that these changes over the last 18 months weren't needed for Killers...it's that they are needed because of a dynamic in the survivor community that not everyone benefits from - in fact the majority doesn't benefit from.
The window/palette changes as well as the hook changes mentioned were not in reference to this PTB and were not a result of new maps, as they occurred before new maps came out. The first window, palette, and hook changes happened months ago. I don't remember the specific patch, but it wasn't recent. But they did happen - I specifically remember thinking it was bullshit. 😂
I agree with you that EGC was a good addition in terms of not having toxic people make a game unnecessarily long. It is, however, Killer sided for some reason. If it was solely to get survivors off the map, you wouldn't have doors purposely being put closer together to make it that much harder for the last remaining survivor to get one open. It is to the point that depending on the killer, I dont even try. I go do totems or open chests until the entity kills me because a high mobility killer with adjacent doors is a death sentence. Its no fun to know the game is so stacked against you in end game that you will not survive no matter what you do, even if you played the best and it resulted in you being the last remaining survivor. Even if you know you're going to pip. Thats not the objective of the game. All you really want as a solo survivor is a fair shot, and they stole that.
The same goes for the Hatch changes. I personally loved hatch stand offs. To me, it was a totally different element of the game. It was a test of wills. Who will swing or jump first. I understand a lot of people didn't like it...but I found it to be fun because it truly was a 50/50 chance. You are either going to get snatched out, or you'll make it. Now, you cant even enter the hatch if the killer is in too close of a proximity to it...so if you're a few steps ahead of the killer and go to jump in, you can get denied, but they can close it even if you're standing on it. Not to mention it can be closed and start EGC, which we already covered. And the likelihood of the killer finding it before you is high, given that they can and have freely traversed the map at top speed and you cannot.
I dont think I've ever seen a survivor ask for the changes that occurred to hooks. No one wanted those changes, and getting hook sabos is much more difficult. It actually doesn't take less time to sabo hooks if you consider the fact that someone hell bent on sabo would 99 the hooks, thus a hook drop would take a millisecond. Now, you have to correctly guess which hook the killer is going to (which is a feat in itself with the aforementioned hook changes) and prepare so that you can have it down in time to not put yourself in danger or you have to take a hit to accomplish it. This was not a benefit. I have yet to see a single person in a random match successfully execute a hook drop that saved someone. And since toolboxes are such garbage now, most people dont even have the resource to accomplish this.
On that note - a toolbox's primary function was to repair generators, and toolbox addons had already been significantly nerfed long before toolboxes were (IE: BNP), so no survivors are happy that their core function was gutted and we got a "buff" we didn't ask for and almost no one uses.
The change to the styptic agent is not a buff. You could take a hit before with how it worked - you could also heal yourself when needed. Now you have to correctly predict an 8-second window of when you're going to get hit and you have to effectively get away and mend or you'll go into a dying state anyway. It was absolutely a nerf.
I get that Killers didn't like the ruin change and were basically told to "adapt". That is what solo survivors have been told every single patch for the last year and a half. It's gotten very old. And the game hasn't gotten anything but more difficult and more toxic as these changes have occurred.
I am not saying the game should be balanced to solo survivors. I am simply expressing why the largest segment of the survivor player base is upset, as the posts asks. The game is too far into the changes its made to nerf SWF at this stage. The only option is to continue toward leveling the playing field between swf and killers, and do something that brings solo survivors back into the fold on a similar level as swf teams, IMO. Which is why I dont think the balance changes lies with nerfing killers vs. finding a way to provide balance within the survivor community itself.
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Hook changes occurred some time ago. You are not dreaming. This is now standard. You will not wiggle off unless there is some divine intervention from your teammates.
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@VoidOfBeing said:
Self Care is an extremely selfish perk that discourages teamwork. Whenever I see someone with self care, instead of helping out with gens or finding other survivors to heal them, they run off into some corner and heal, preventing progress. Even as a solo queue I've never needed to self care over finding another survivor.
Lmfao - ######### no, piggy. <3
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@Dccrasher said:
Killers are too OP right now as it is, so giving them an ability that 1 shots survivors is so BULLSHIT. Hell, remove any and all perks / abilities that give killers the 1 shot ability.
No.
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@CLAUDETTEINABUSH said:
I've tried to main spirit for the past month, and imo, she is hard to master. Because you can't see the survivors or their auras while phasing, you need to rely on audio and small details of, for example, grass whilst predicting where the survivor will go.
Though, recently when I played a normal spirit game, I won a really close match with a swf (1 gen left and it was a 16 minute game) and the survivors kept abusing the endgame chat because, and I quote:
"Stop playing such a skilless character and go play a normal killer, you rank 6 boosted ape cun*"
It seems like on the survivor's perspective, spirit is just a free win once you start playing her, not even try to practice. All her add-ons are "op" and her power is "completely broken and needs a rework". I'll be honest, these survivors could lose against any killer because they were ######### around instead of doing their objective and such, so I don't understand, should I not rely on their mistakes and win? Should I just let them leave?
So, my question is, for you, as a player, do you think that spirit is completely skilless? Please let me know down below.
Cheers!
As a survivor main, I dont think she is skill-less. I think she has a higher skill cap than a lot of killers, but once confident with her she is obviously very strong. She is my least enjoyable to play against. I think the mind game advantage of her, when you face someone who is skilled at playing her, makes her feel very OP and somewhat unfair - as she gets more information than you do - and that's why a lot of people hate her.
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@AlbinoViera said:
Rank 1 Spirit main here. She definitely has counterplay as she is right now. It's like a lot fo survivors forget that they leave scratch-marks, or can double-back. I can honestly say a whole bunch of ways to counter-play her such as sprinting away when she's on the other side of a pallet, then walking back a second later. Or dropping a pallet early when she's in phase so you drop it in front of you, making her think you're on the other side. Even a simple one of guessing which way she's going to come from, something that you would do with, oh, I don't know.. EVERY OTHER DAMN KILLER. Seriously, everyone acts like every mindgame a person can do at a loop isn't a guessing game.. Just don't be an idiot and panic, you'll soon see that she's nowhere near as bad to play against as people make her out to be. If you truly, truly, don't have a clue on what you're doing against her, run Spine chill, Iron Will and Dead Hard. Spine chill tells you she's on her way, Iron Will makes you unhearable or just extremely quiet if she has Stridor, and Dead Hard let's you dodge a hit when she comes out of phase.
Even with a build tailored to counter the Spirit, as you've described, she would still down you. Dead hard doesn't work half the time and when it does, its only mitigates one swing. Also, you shouldn't have to tailor your build to counter one killer, when you don't know what killer you're getting. People always say, "Just run X perk...", that's easy to say in a forum, it's not possible mid-match. I find the unpredictability of Spirit really hard to deal with. She is easily my least favorite killer. Because as much as you'd like to say, "guess which way she's going to come from like every other killer..", which every other Killer it is not a guess. There is typically a visual and a sound element to their direction. She does not. So as the OP states, every decision you make is a 50/50 shot, and she is getting more information than you are...so I would argue its less than that.
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@Slaughterhouse3 said:
lol survivors have enough fun.....
I disagree with you. 😂
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1214148#Comment_1214148
Tends to apply to really low rank killers, cause the game doesnt WANT. To put white ranks like me in with res rank survivors, but it has to
I'm not a white rank killer, so idk what the reason is. 🤷 I just assume killers are sweaty and no one wants to play survivor anymore. 😂
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@SpaceCoconut said:
I play like rank doesn't matter.
I'll hunt the weaker survivors, I'll hit you off the hook, I'll eat that DS, I'll slug everyone if they let me.
Sometimes I'll let you crawl on the ground and beg for death by spinning at a hook.
Sometimes I'll destroy the obvious toxic 2-man and let the others finish gens.
It depends on my mood, but I like hooking survivors most.
You sound like a real sweaty #########.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1214231#Comment_1214231
Don't you think killer has too little information about survivor compared to what survivors received?
Killer has no information whatsoever about survivor's perks except the obsession pop in or not. You can only memorise their individual perks after they used it in front of you.
However, survivor has tons of information about killer's perk, even add-ons.
Hex? It tells you directly what hex the killer has except some "quiet" one.
Deadman switch? It tells you right away.
Sloppy? It straightforward tells you you're mangled.
Oblivious? It basically tell you to be careful about your surrounding so you're never caught off-guard.
Is this fair?
Yes, I do.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1214231#Comment_1214231
So I agree with everything you said apart from. The "10 extra metres" bit. Killer has a 5 second stun and from the moment when you hit the ds check you wait ~1.2 seconds from what I remember as you drop. So you have 3.8 seconds to get away, moving at 4m/s that's actually 14.4m you get. A killer moving at 4.6m/s would catch up at 0.6m/s if the survivor keeps running in a straight line, meaning that the ds stun actually buys the survivor 24 seconds before the killer catches up.
Op, the entire point of ds is to stop tunnelling, so having to play the guessing game is part of that. Do you tunnel for a potentially easier game but risk eating ds, or do you not and not get stunned for 5, but suffer an overall slightly harder game. If you ended in a 2k or above then the perk served its exact function, maybe not even well enough, and there's no reason to complain. Ds could use some tweaks to make it less abusable but the guessing game aspect of it needs to stay; its why ds is so effective.
Most survivors can't and won't run in a straight line for obvious reasons. They are going to try and vault a window, reach a palette, or try and go immersive if they can LOS. It is also affected by the mobility of the Killer or their ability to attack at a distance and the environment of the survivor. So, fair that the penalty could be longer, but it depends.
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I play killer to get a break from being sweat on as a solo survivor...so I tend to try and just have fun. Try and get sneaky traps or trick hits. Mind game people. I don't sweat. If a match is going poorly for survivors, I go find something to do on the other side of the map to let them reset. Sometimes I play pig (usually for a daily) and pretend to be a survivor too. 😏 But I usually don't try and meme too much, as people get equally as mad when you don't try to kill them as when you do. 😂 I just try and create a match that feels challenging, but fun. A lot of the time I go into it with the idea that I'll try to maximize my points without killing anyone on my own. A lot of times I still pip. Mainly just try and be the change I want to see in the world. 😂
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It sounds like DS had its intended effect. You got everyone to death hook, so everyone's points were probably pretty great, and ended with 2 dead, 2 alive, which is the basic idea of balance in this game. You are complaining why?
If you choose to play as though everyone has DS because you can't handle the potential of a brief stun and having to chase them 10 more meters before downing and hooking them, that's your choice as a Killer. It doesn't denote anything wrong with the perk at all. Survivors spend their time cleansing all the totems because they suspect the killer might have NOED, to the detriment of their gen progression, and sometimes the killer doesn't even end up having it. Or sometimes they don't and it completely changes the dynamic of the end game. That's their choice.
The fact that you openly stated if you didnt think they had it you wuld have just tunneled everyone is the exact reason perks like BT and DS HAVE to exist in the game. Also, DS is not broken when it's used outside of being tunneled. That's its function. It is not specifically an anti-tunnel perk, that is just its core use. Many perks have multiple or situational applications. DS is one of them.
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I don't play the killers you listed as having received nerfs to really feel the weight of the changes they received, but I can say that almost every single new killer gets adjusted in some way after release. This is not uncommon, and not a hit to the Killer community, it's meant to provide balance, like every other change in the game. Nurse really needed some changes and from the survivor perspective, she has remained the same in terms of facing her...a bad nurse is easy to escape, but a good nurse is absolutely lethal. I got steam rolled in a random team by a great nurse just the other day. It depends on who is playing her.
Spirit and Oni are also still incredibly powerful. Most matches I have with those two killers in-particular, in random matches, result in a 3-4k, which is not DBDs definition of balance. Although, I'm sure they are competitively matched in other group comps besides random solos. Like Nurse, I also can't agree that DS is weak, especially not a weaker version of Huntress from the survivor perspective. I can dodge a hatchet with ease. I cannot dodge a DS quick scope. If you are aiming down sights, prepare to get juked - but if you can quick scope survivors, there is almost no recourse. Again, a skilled player behind a Deathslinger is a very powerful Killer...one that has an instant shot and doesn't have to divert from a chase to reload, while boasting a tiny omnidirectional terror radius.
I never cared about ruin. Hitting a skill check is not that hard and when you miss it, it allowed for more gen time which was more gen points. So I never even bothered looking for Ruin because it's not difficult to play through. You could have kept your ruin, IMO. But new ruin is still very useful - I've had several matches now with killers running ruin where the totem was significantly well hidden...ruin in end game is super hard to overcome. In addition to the fact that Killers have POP, Thana, Overcharge, etc. to also help slow down gen progression.
If you would like to know why changes seem to sting survivors particularly hard, it is because the game has been continually tuned to help Killers have a more competitive edge against SWF teams, to the detriment of solo survivors. Every change that is meant to slow down or lessen the gap between a good SWF team and a Killer means those slow downs apply individually to solo survivors who don't have the same benefits of a coordinated team as SWF do. So what's a balance change to SWF feels like a nerf to solos. Here are some of the changes solo survivors have felt in the last year:
Windows closed
Less palettes
Less window/palette combinations
Increase in the number of unsafe palettes (+Killer hit priority, this is deadly)
New maps have been quite a bit smaller
More hooks
Hooks closer together
Totems remapped and better hid
EGC (is killer sided)
Hatch changes (are killer sided)
Hooks regen significantly faster
Inability to 99 hooks
Nerf to Insta-Syringe
Nerf to Styptic Agent
Nerf to toolboxes (you can argue they are faster, but the significant reduction in repair amount makes them next to useless when your entire toolbox can be nullified with 1 POP kick)
Nerf to self-care heal time
Nerf to DS selective use
Nerf to leader
Changes to door RNG that place doors closer together, despite EGC
...this is just a few, and doesn't include any of the changes to Killers that were additional and positive, like movement speed increases and the reduction of 'negative side effects' in perks.
Every time a core perk is changed to balance its use in a SWF team...or a loop is closed to stop elongated chases...solo survivors lose their competitive edge. They don't have the same benefits as SWF teams, yet they are expected to play as a team at that level because the game is being balanced to make the SWF/Killer dynamic more even.
Making maps smaller, increasing dead space, reducing palettes further, slowing gen speeds, and taking out every major loop on every legacy map is going to be very interesting for the solo survivor community. I am in the camp that thinks it will probably ruin the solo survivor experience because the solo survivor experience is already difficult, sweaty, and only marginally fun.
I don't begrudge Killers their balance. I understand that SWF is very frustrating - I experience it when I play Killer. I think the game should be balanced and everyone should be able to have fun, competitive game play. But to ignore the solo survivor community - the largest segment of the DBD player base - I think is a misstep. At least an unfortunate step for players like me. I hope they find a way to balance out the two segments within the survivor community too.
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He shouldn't be considered weak. He has a tiny terror radius and an instant ranged weapon...anyone who can quick scope is golden.
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@Actionjacksn said:
If the killers are overpowered, overbuffed power role as said in this forum nowadays than why the surv que times are bad because less and less killers playing and there are not enough red rank killers? This game should be full of red rank killers and full of purple/green rank survivors in this case, and killer que times should be bad because of everyone wan to play overpowered killers and go easy mode. I just can't understand it.
Survivor queue times are significantly shorter than Killer queue times on PC, in my experience.
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I have to agree with the title of this post. SWF aren't every single match. Getting a toxic, inconsiderate killer and/or a bad team is pretty much every match. I just had 4 in a row. Days like today make me never want to play this game again. If it wasn't for occasionally playing with friends and family, I probably would have by now.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/144157/way-to-go-killers
idk, I have been playing 4 man SWF without perks or items and we have been having a great time tbh soo yeah.
LOL This was clearly a person new to this killer. Doesn't really prove much when you curb stomp someone an average 5 ranks lower than your lowest survivor playing a killer that is obviously not their main. 😂
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What point are you trying to prove here?
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@DonZwiebel said:
That would be interesting to know if an ingame report is enough in these cases. Filing an additional support ticket for every insult I get seems a little bit much.
I only do it if people use racial slurs. I play Claudette a lot in random matches, so it is sadly not that uncommon.
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That sounds creepy AF LOL
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@GrannyonAcid said:
https://forum.deadbydaylight.com/en/discussion/comment/1212993#Comment_1212993
Survivors have been allowed to get out of matches for four years. Maybe the game didn't go their way, they got hooked first so they give up. The killer they're facing is good, quit. Avoid him getting BBQ stacks, quit. QUIT QUIT QUIT. It's been going on for four years. And someone brings up the idea of the killer getting a surrender button and the first thing brought up is how survivors would feel? Four freaking years of quitting out of games and that was fine. Holy damn. Not that I agree with the idea. But that's just ridiculous. The millions of d/c's. You used to have multiple a match.
Are you high? Killers have been DCing for the same length of time. LOL DC ban isn't in effect because ONLY survivors quit matches. And my point to that statement is that there is no reason a Killer should get an easy "leave match" button when things don't go their way, but a survivor has to die for it. Not. equitable.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1212993#Comment_1212993
survivors can suicide on hook and not lose 2 pips. Hell, if they did enough progress beforehand, they can black pip or even 1 pip.
tbh killers should be able to just open the exit gates at any time as a way to surrender. EGC starts like normal, NOED doesn't go off so it cant be exploited, game will be over in minutes.
The killer would do this every time the match wasn't going their way. A 3 man team and a killer can still play a match. A team with no killer can't play anything. So no, this should never be an option. Also, I don't disagree that survivors can kill themselves on hook, but that's no fun. It rewards the killer with a sacrifice for their obnoxious behavior. If Killers got a way to bow out gracefully, survivors should get one too. But nobody is suiciding on hook because they're having a bad match and then pipping up. :| Suiciding because they had a great match and it will help their teammate, maybe. But not because a match is toxic AF. My point was there is no equity in that statement. We had a way everyone could forfeit a match they weren't enjoying and it was removed. So here we are.
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I always do a quick report and then submit a ticket with video evidence of the conversation if that happens. I also report their profile to steam, as I'm PC.