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LastShoe

LastShoe

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LastShoe
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  • All perks of the teammates should be visible in lobby. It would reduce the gap between swf and solo.

  • If you join the match knowing that you have a bad internet connection, you are joining at your own risk.

    Different matter is when you loose connection because of the servers fault.

  • @adalesmo said:

    for a 4-man SWF, it's survivor-sided. If you play solo survivor, the game is 100% balanced pretty notably toward killer nowadays, especially with killers whose abilities are as busted as Oni, Deathslinger, Spirit, etc., whom seem to be intentionally created for the people who play killer who don't bother learning how to play killer, so they need killers who can't reasonably be countered.

    And no, they should definitely not balance around it, as 4-man SWF is not even common.

    Ok... you have just given 3 killers, that are among the hardest to play effectively, as an example of killers for people, who don't want to learn how to play killer...

    DAMN

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1319632#Comment_1319632

    Here, just found it:

    https://us.v-cdn.net/6030815/uploads/125/VKQ73IWNH91J.png

    As for closing the gap between solos and SWF teams I agree. The closer solos and SWF teams are in potential the easier it is to keep the game balanced.

    This graph isn't the best.

    It is surely a nice curiosity, but it lacks information about ranks and hours.


    Also, this graph shows that its more likely to play against swf than pure solo squad. 27% of players play in premade of 2, which means that 27% solo players will be with them, 12% for party of 3, so 4% of solo players go to them.

    This leads to conclusion that only around 20% of lobbys will be purely solo squads... which kinda matches my experience.

  • @Yamaoka said:

    While it can be frustrating to play against a truly optimal SWAT-SWF-team the devs can not balance the game around them as killers would simply become too strong for solo survivors to handle. Besides SWF by itself may have an advantage over solo players but without optimal gameplay from their side they will typically lose to a good killer even WITH the benefit of communication.

    But they can reduce the gap between solo and swf. How? Visible perks in lobby, better way of communication. Better ways of knowing what rest are doing.

    @USELESS said:

    I don't like get a swf game too, but to be honest, a great survive with friends team is made by great solo survivors

    Trust me, its not true. SWF can eazily focus on gens with the knowledge where the killer is, while also being terrible at chases.

    When you are downing survivors one after another, you will completely break down the solo survivors, while for the swf gens will still be flying.

    @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1319588#Comment_1319588

    It's about the numbers. There are statistically BY FAR more solo players than 4-man-SWF teams. Games are (almost) always balanced around the majority of players.

    The DBD devs revealed stats a while ago and if I remember correctly full 4 man teams were really rare.

    That's why they can't balance around them. However they want to implement some mechanical early game change according to their latest stream which is going to give killers more time to build pressure.

    Where? Because in Europe i feel like there are way many more swf's than solo players.

  • Well... i play deathslinger lately a lot and i can say:

    This buff is not a right idea. Deathslinger is a perfect material for hard killer with big reward for playing him good... the thing is... there is no big reward.

    There are many loops where deathslinger is just powerless against injured survivors, who arent potatoes.

    Hitting througth the window, doesent guarantee a hit. You have to pretty close to actually menage that, and guess what! His 110% speed makes it hard to close the gap.

    He lacks lethality. Just like clown, he is good at shutting down some loops and just like clown, you need perks like stbfl for lethality. It's actually the only 110% killer who needs that.

    If you shoot survivors at the very end of deadhard (it's very hard) you will actually hit them, just like it is with melee strikes and hatchets, but they aren't speared, they just scream.

    Many of his addons are just garbage. Deep wound? If you have nothing else, you can run it... but its not the legion, deep wound rarely matters on him. Terror radius addons? They are just a garbage.



    How would i buff him? Well, i think that the most reasonable buff would be a longer lunge. It would compensate his 110% speed on some loops, making it viable to not just break the pallets, without making him too powerful on the other loops... and it would actually help him with his power to secure the hit more often.

    Another thing would be that, the survivors after loosing the grapple, can't do actions like pallet drops/vaults for set amount of time. For now its possible to stun the deathslinger with the pallet and avoid the hit... which is just insulting for his power.





    Overall i think that bhvr should start to think about using different killers speed (like 112,5% speed) and lunge distance to help them balance the killers.

  • I think it would be a good idea if more perks would get bp bonuses (Post trail ones).

    I also think that prestige lvls should reduce the cost in bp, so there would be actually a reason to prestige your most played characters.

  • This small wooden cabin on Legion's map. When not counting underground lvls, then it would be the only exception.

  • @Milord said:

    I always wonder, can the hatch spawn on the top floor of The Game (or the top floor of any two-storey building, really)?

    Nope, the basic rule is that it will spawn on the ground floor, with some rare exceptions.

  • @coppersly said:

    If they keep that stupid sensitivity jump when you're going for Punishment of the Damned then he'll be fine. That ######### ruins the range attack and makes it VERY hard to use.

    Yes, not to mention that also sensitivity is different (or at least was, when ptb launched) depending if you are moving or not.

  • @Gomolazoli said:

    https://forum.deadbydaylight.com/en/discussion/comment/1311009#Comment_1311009

    https://forum.deadbydaylight.com/en/discussion/comment/1311035#Comment_1311035

    Hag has a counter and a drawback as well. It takes time to set up a web. And it can be destroyed by survivors while you’re carrying one. But spirit..she has none other than RNG. Not when you’re injured anyway.

    Do you know how rarely survivors use flashligths for this? And spirit also has a few drawbacks... and you can't injure everyone in 5 seconds...

  • Damage 5 different generators... i don't know if surge works with this one.

  • I wouldn't be so sure that spirit is clearly stronger than hag...

  • In my opinion he jumped from the E tier to the C tier... with pinky finger high B/ low A... i would need more testing on live servers, to be sure.

  • @VectorRises said:

    I played a dozen games today and out of those twelve games 10 of those were hook campers.. they need to be penalized for staring at you. They need to make it were the killer speed is reduce 10% for every 5 seconds camping and they don’t get that speed back just to teach those camping a lesson. Because I hate when my friends I play with get hooked or I get hooked and we can’t get them even when we screw up on generators. Or finish them they just stand there. So there is no way to accumulate points and rank up. Even when we escape we barley brake even and the guy being hooked camp de-ranks. How is that fun for anyone. Please creators make The killer penalized for hook camping please it’s not fair for the person hooked

    It would be so eazy for survivors to exploit...

  • Ive tried it, its not too bad... but i will prefer normal pizza and hot chocolate.

    @Yucchi said:

    And people complain about pineapple

    Hows its different from a cake? Except that you use furnances that are designed for pizza.

  • It looks for me like many survivors don't have immiment reaction to dodge, instead they have to prepare themselfes for this, in which the red light, that shows his power area of effect helps them because of it sometimes a quick scope from behind a wall (so survivor won't see the animation) can be very effective, but it requires better than 1 blink nurse lvl of prediction.

    Also, when it comes to range addons, im not sure, it would require more testing, but i think that maybe range addons increase also the speed of the wave.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1306065#Comment_1306065

    So that means almost every good Killer/Survivor perk is somewhat useless. But at least this goes for both sides.

    Yep and if The TriangleNoggin will be a top tier killer (even with his high skill floor), it could become meta shifting because of fear alone that survivors will face him and loose all the perks.

  • @WeenieDog said:

    You know... I'm not sure.

    I guess if a survivor is working a gen, then it would trigger normally. but It wouldn't do anything on an already regressing generator.

    That's exactly how it works... its a shame, that it's useless with ruin.

  • @xCarrie said:

    You get multiple warnings when PH is going for a ranged attack with a glow and animations. It’s not that difficult to dodge unless you’re in a narrow spot or unsafe/short loop.

    There’s a price for missing, yes PH can recover from it quickly but the amount of distance you can get from the slowdown he gets is pretty good.

    It’s a new map, of course everyone is going to be confused. Just play it more and give yourself time to explore, if you want play a custom match and take a look at strong spots and gen spawns.

    Please, think about this shortcut for his name...

  • I think it can be also used to make killer feeling more comfortable while not risking that he will kick the gen... and boom, 5 gens are done at once.

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1304808#Comment_1304808

    He still just kicks the wall. I think the main reason for this is because usually all break animations have the killer hit whatever it is twice and they couldn't do that with Pyramid Head's huge knife and make it look realistic or believable that he could swing it fast enough for the break animation twice.

    You know how it's usually fixed in video games? Berserk overswing.

  • @Mushwin said:

    So it got me thinking, more then for others to share their experiences if any of you have any? I mean i asked this to Mr Mushwin and all i got was, "all the time" lol So i ask as i have, a good few times over the years i have been here, died in my dream and some of them feel soooo realistic. Recent one been electrocuted and felt like i was really there and well this may sound a little sad or nutty to some but was wondering, if anyone hs ever experienced this? how bad was it?

    YOu got it wrong, you didnt die there, you were only close to dying, in agony.

    Even if you die somehow in the dream, you don't actually die and just start dreaming about afterlife.

  • @Walker_of_the_fog_96 said:

    Don't take the lore seriously, after all, its a crossover!

    Crossover that doesen't create any ludonarrative dissonance... it's always good, when things stay this way. Not to mention that sirens could become annoying.

  • @Walker_of_the_fog_96 said:

    It would be cool hear that when the exit gates are activated.

    I don't think it would be right with the lore. Sirens were playing when the world was changing from what i can remember. So it's perfect for start of the match.

  • It would reduce range of the killer by almost 10 meters... creating many deadzones on some maps. Pair it with no mither and you technically will deny killer's abbility to kill survivors.

  • @calem said:

    I am allergic to cats :( But I mainly play Huntress, Bubba or Doc. I have tried learning Nurse recently but it's too hard so I'm giving up

    Dont give up, nurse is  ̶f̶u̶n̶ pure frustration.

  • For trapper: Corrupt intervention, infectious fright, whispers, save the best for last.

    Doctor: Corrupt intervention, pop, save the best for last, discordance (rank 1)

  • Don't forget that his weapon has to be a banana XD.

  • There are many other places like this, if killer is blocking you, he is griefing and this is a bannable offense. In this scenario you should start recording this and report him, based on his steam profile (not nick, the steam profile, there are websites, which can grant your reguired data).

  • NO!

    It's bad from the killer's perspective. Survivors with this and BT can just unhook in front of him just after he hooked and he can't do anything about that.

    It's also bad from survivor's perspective, when baby meg just unhooks you in front of the killer with this perk and without bt... rip.


    If you REALLY want something that works like this perk, just use Bottled time, at least you can't use it more than once per match.

  • I totally agree, it would be also helpful for learning some tricks.

  • @LegionAbuser said:

    I didn't know it was an exploit tbh, just make it a feature already, if im playing killer i can easily dodge swf but if im playing survivor i can't dodge certain killers? What kind of retardery is that.

    If that was the case people would start dodging all killers but clown... and don't forged, that devs made lobbys in such way, that you no more can tell if its swf by the way they are joining.

  • I would say that the new map.

    1. It has some very nasty loops, where killer is just forced to break the wall.
    2. It has 3 safe generators spots, one of which is the safest one in the game (you need to long the long route or break the wall, to get to this gen on the saloon balcony.
    3. Its very open, with balcony allowing to see, exactly where trapper and hag are putting their traps.
    4. It has a basement placement pot, that has no gens nearby.
    5. There is actually daylight on this map...

    Number one can be ezily fixed with new quicker animation. Lets say that the killer will just charge at them with their shoulder. It would be more menacing than kicking it... This animation is so bad for that. Also it shouldn't be used for adding massive amount of stronger loops, that can be reduced in power to normal loops after breaking the wall.

    2 Gens can stay... but this one on the balcony... you don't even need balanced lanidng for this to be safe. It's unmindgameable, only deathslinger can hit you there (and you don't really care, when you are injured). There is only way up, after which killer has no other choice, but to follow you. This gen is actually safer, than the one in the lab.

    Hag can menage there, but trapper... His traps are perfectly visible on most of the loops, unlike on Lampkins Lane he can't really trap falls (balcony gen has too many of them, the one on the gallows is too eazy to spot and you really reduced only to the spots on the sides... and survivors can eazily see, on which loops you are placing them.

    All basements, bu this one, have at least 1 gen nearby. It's in the corner of the map, where, there is maybe 2 loops and nothing else.

    Ok, why this map has daylight? Is this the end? I mean... Dead by Daylight? Well... ludonarrative dissonance it is then.



    And when it comes to all around changes:

    1. 3 Gens, where there are 3 generators right on top of each other shoudln't be a thing. Yea, i get it, survivor 3 gened themselfes... but c'mon, if all generators are in range of one bottle of clown's tonic something is wrong.
    2. Big empty areas, they are bad for everyone (except billy), killers have to walk a lot to patrol gens, there are just the dumbest totem placement spots and survivors have nowhere to run.
    3. Totem placement... some of the spots are just shining on top of the hill... nothing to add here.
    4. Lockers right next to a window... well, i don't think i have to explain this.
  • In my opinion survivors should be able to see others perks in the lobby. It would reduce a gap between swf and solo survivors.

  • Don't buff this addon, let myers get fat in fast food ;-;.

    #burgerkingmyers

  • Ok, how hard were you staring at survivors (probably legs) to even notice that?

  • Well... her movement speed is the slowest among all killers (expect burger king myers) and in fact, she is the most frustrating killer to play... also, her achivement to score a grab after 3 blinks is incredibly hard after her rework. You can't blink througth the most of the obstacles, when you have 3 blinks... so for this i would say, try to get on survivors good side.

    And when you want eazy nurse game... use matchbox with power recovery. You have only 1 blink, but 110% speed makes you probably the strongest killer in the game (still incredibly frustrating)

    When it comes to perks... nurses calling is very strong... so strong in fact, that everyone will expect you to have that... so don't use it (unless you have the game map offering), pop of course is amazing, B&C auras can be eazily used and for the fourth perk i personally run devour.

    And don't expect getting hang of the nurse... for me it took like 16 hours before i was able to hit survivors with first blink, without line of sight.

  • @MiniPisa said:

    "Killers have been catching nerfs left and right"

    meanwhile in dbd..

    -Freddy reworked

    -Doctor reworked

    -Updated maps so that loops are less safe for survivors

    -Breakable walls

    -Windows and building loops removed/nerfed

    -Maps are soon to become smaller

    If you actually can't appreciate all these recent changes in the game then I'm not surprised you're complaining about a survivor that escaped due to your camping.

    Right now breakable walls are on bullshit even stronger loops, where you are just forced to break them.

  • Ok, why are you trying to sabo, when you know that killer is using this? Trust me, its nothing more than a meme build. You use 3 perks for something, that doesen't work if survivors aren't braindead.

  • Just wait 15seconds and dont hook near exit gates...

  • But... if you are looking for hex totem, you know what it is and you find one by accident, you cleanse it anyway, unless you expect haunted... so the only thing it would change, would be that, you know this is Thrill of the hunt. Which would be only a nerf to already underwhelming perk...

  • Free content you get:

    -New perks from shrine.

    -Cosmetics from rift.

    -Cosmetics for shards.

    -New non licensed killers, for shards.

    -New maps.

    -New non licensed survivors, for shards.

    -I would say that playing against new killers is also new content.

    -New mechanics.



    Did i missed something, or is it all?

  • @ABannedCat said:

    In the latest developers stream they said they are making hit detection serverside. Once thats done Dead Hard will be superior to any other exhaustion perk, because you can just braindead react to killer's swing now.

    Well, no...

    Killers start swing --> it goes to the server --> it goes to you --> you use deadhard --> it goes to the server.

    There is still possibility, that it will eat deadhard. It will happen less often, especially when you have better ping than the killer. The biggest difference will be that, you won't get hit, if killer is the one who lagged.

  • @BingBongBoi_69 said:

    It's fine because if it's used early game then the killer doesn't need to worry about it late game when it may cost them the game. And if it hasn't been used early game then the killers just go after the other survivors.

    If its used early game, it stops snowball, which can and often will cost killer the game.

    And the second part doesen't even have any sense.

  • *Reads it*

    *Looks at the number of posts*

    Ok, all i can say is that: You have to learn to play and become better, not ask to nerf the killers... they are people as well, you know?

  • @MiniPisa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1294370#Comment_1294370

    Bubba is a hard case. Since he's known as the facecamping killer buffing him would be a terrible idea.

    Buuut he's also a facecamping killer because he's weak so they'd need to buff him for this to stop.

    ...And then these 2 points go round in a loop...

    I agree with GoshJosh, Billy doesn't need changing but the only way to stop Bubba's from their camping behaviour would be to get rid of the ability to keep the chainsaw up forever. They could still buff him in other ways, but make him like any average camper.

    He is also both weak and known for facemaping because he is often used by new players for barbecue.

  • @Pheonwings said:

    https://forum.deadbydaylight.com/en/discussion/comment/1291085#Comment_1291085

    Yeah I should have put minor nerf stuff needs to be tweaked a bit on him. I'm rank 2-3 it switches between those and I see so many doctors barely enough nurse. Otherwise I get Michaels and t bagging scream players.

    You don't see many nurses because of the biggest skill floor. While most of the killers took me just 1/2 matches to get hang of their basics, the nurse needed something around 16 hours and that was with her overpowered range addons

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