Legionair
Legionair
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2557138#Comment_2557138
Justified? It's his fault for wasting time trying to catch me... He could've done the smart thing and go check on gens or chase a weak looper.
sorry was he supposed to leave you and maybe get 4 more hooks and zero kills while you all get to an exit gate and teabag?
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/2556038#Comment_2556038
Please dont nerf items... there is almost nothing to pick from
What do you mean? there are so many numerous items and addons for survs that are incredibly OP if you use them correctly
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@IronKnight55 said:
It's hated because it's unfun. I just played a game after taking a break for 2 days, and guess what? I got camped to death on my first hook. I only completed 1 gen and looped him for a couple of minutes. I died with only a little over 9000 BP.
You looped him for 2 minutes? thats 2.25 gens worth for a surv on single gens so im not surprised, that means 3 gens would have been done by the time he hooked you as you did one before he did. I say its completely justified
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@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2556963#Comment_2556963
Seems we agree SBMM punishes winning, we just slightly disagree on which groups get punished :P
Honestly, I preferred ranks determining matches. They were more consistent, even if there were definite problems - MMR seems too exploitable and is even pretty volatile on its own.
I agree to disagree on some stuff :) but yes I feel like the old match making based on ranks was WAY more fun. plus you could actually SEE if you were high up there and feel accomplished with it or realize you needed to tune it down if you wanted to play more casually
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@Aurelle said:
So it's spooky season 🎃👻 and I'm looking for new scary games/movies.
Does anybody have any thriller/horror movies or games they recommend?
Labyrinthine
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@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2556955#Comment_2556955
SBMM punishes sweat-winning, plain and simple. It's isolating the sweats against each other, and soft-locking the people who have a hard time improving in their tiers of play as well. Escape-Based Match-Making never worked in testing, and it's pretty much only working consistently for mid-tier SoloQ atm.
So honestly? Don't sweat. Give yourself BBQ, get your 4 stacks, then find a meme you want to play with, or start doing/redoing tome challenges to hone some skills. You'll drown in BP, probably get some chases, and might start learning some stuff about the maps you didn't get to check out before - I've started examining in-game screens/monitors and newspaper clippings if a SWF team is just being a pile of dicks.
sbmm punishes casual winning I feel like, even if you win 5 times playing casually then you will go against sweaty tryhards that make the game immensly unfun. this is why i like the idea of a casual mode and a ranked mode
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@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2556876#Comment_2556876
While I can't connect to 'fun' from that kind of vindictive mentality - basement builds are what I do to unwind these days. I've been having a blast with an Insidious basement Myers - I can just blithely enjoy some of the pretty atmosphere down there, or I can explode out in a rush of Evil if survivors spend too long harassing me. It's usually the more tryhard SWFs and clickybois who do the latter.
Regardless of how you do it - it's a game. People should play to have fun.
i feel sbmm has taken a lot of the fun out of it though as you have to constantly perform better to keep winning
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2556894#Comment_2556894
Game balance is designed around the fastest and most efficient method for doing an objective. Proxy-tunneling is the most effective and fastest method for Killers to do their object. Just because some Killers don't use Proxy-tunneling, other Killers do. The game has to be balanced to that.
But the game wont balance whether or not a survivor holds m1 on gens?
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@Torsti56 said:
https://forum.deadbydaylight.com/en/discussion/comment/2556849#Comment_2556849
Mb. I calculated it wrong
No worries!
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2556876#Comment_2556876
You sound like you are have loads of fun.
Thanks! I am :)
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2556832#Comment_2556832
The problem isn't "if a killer face-camps/proxy-tunnels", the problem is "because a killer can". The game is balanced to the most effective strategy. Do gens for survivors. Proxy-Tunneling for killers.
Because every Killer can proxy-tunnel a survivor out of the game right off the bat, then gen speeds have to be fast enough to account for that strategy.
Those 2 strategies balance off each other. You change one, you have to change the other.
Your point doesnt really make sense as most killers will proxy-tunnel AFTER they see the objectives fly by as 1-3 gens will pop after 1 chase. the genspeeds were not fixed to account for proxy-tunneling if you think they were I would like proof because rn the devs are working on how to make camping more punishable but say genspeeds are fine. there is a cause and effect between these 2 things and it starts with genspeeds. because killers arent in the power role and know genspeeds will make the game imbalanced then they feel like they have to proxy-tunnel in order to balance the game speed
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/286587/camping-and-tunneling
This is what makes SBMMR so awesome. Killers, like you, that like to face-camp and proxy-tunnel get moved up in MMR with the SWFs that have 16 cop-out perks, while Killers that like having fun and avoid camping and tunneling get to play with survivors that run non-meta perks.
The sweaty killers get the sweaty survivors and both don't get to have fun. It's a fantastic system.
I have PLENTY of fun camping and tunneling my friend and it is so satisfying seeing surv swf dc and suicide on hook when they play vs a sweaty killer that wants to win vs their 2 prove thyselves 2BNP and the rest meta perks. Playing this game got so much easier because entitles survs dont understand how to play vs it and get upset that the killer went against the survivors handbook for killers. thank you for your jab though, it was very helpful for creating civil dialogue.
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@CluelessWanderer said:
It bothers people when Killers camp and tunnel from the very beginning when there are 4-5 gens up. Nothing like waiting for your match to queue up, only to be staring into a Killers face, have him down you again steps from the hook, and having him remove you from the game before it's even begun. You leave with no blood points and a depip when you were basically almost powerless. For the remaining 3, it becomes just an exercise in getting as many blood points as possible because you know the Killer will just camp the next person they find, and everything becomes about who will outlast the other and maybe find the hatch. Even then, you can still depip because you've not been able to get any altruism points, barely any chases etc. In Solo queue people start just disconnecting or killing themselves on hook. So it feels like a huge waste of time, along with a complete lack of sportsmanship.
However, it's understandable as others have said if the Killer is behind, or all the gens are done etc. At least then they're doing it tactically.
even if a killer facecamps with how long a chase can last a single survivor can get 8 gens done by themselves with 0 genspeed boosters and no other survivors helping. the survivors can easily get all the gens done and leave while the killer gets one kill. If you need the math on it I can definitely get you that as I have done so with many others before.
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@KingFrost said:
"Why do survivors get mad at this?" you ask, then state that it's "Not Fun"
Well, that's why. It's the same reason killers get mad over gen speeds, or haddonfield offerings with a 4 stack of Balanced Landing. The whole "It's the only way to win thing!" goes both ways. You can't use fun perks as survivor, because if you do then when the killer tunnels Jake out of the game at 5 gens, you're absolutely screwed. Especially when Jake is a random who doesn't know how to loop, but got carried by his team to higher MMR (While your MMR goes down because you got camped the last few games in a row). It's silly to ask "Why do survivors get mad at X!" and then state that you know "X" isn't fun. It'd b elike someone asking the killers "WHY DO YOU GET MAD AT SURVIVORS FOR DOING THEIR OBJECTIVES?"
all I can say is killers mostly camp and tunnel in RESPONSE to how quick survs do gens, if a killer is camping and tunneling straight away its because they have been vs genrushers every game and need to raise their mmr again so things go both ways but keep in mind if genspeeds werent as they were killers wouldnt have to do this in order to win. it STARTS with the survivors side being overpowered or too easy, killers just adapt to it.
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@Torsti56 said:
So 60% of the killers have unlimited Tinkerer when you get gen to 75%. Umm no, I'll pass
when did I say they gain the undetectable status when a gen hits that point? nowhere. where did I say they get a notification when a gen hits that point? nowhere. also where in the world are you getting your stats from?
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2556039#Comment_2556039
I kind of think something needs to be done about gen tapping. If I'm not running pop, it doesn't make much sense to kick a gen only for it to be tapped mid chase.
I think if they changed it so that with my idea, if you pop it, it regresses one full checkpoint and the part needed gets respawned somewhere on the map would be very good for pop and give survs incentive to at least get the gen done halfway up a checkpoint to prevent that
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@DropdeadPiggy said:
Gens are fine too many damn hooks
Gens take 80 seconds with 1 survivor on it, if a chase typically takes 1 minute to do the survivors can get between 2-3 gens done by the time it takes the killer to get one hook. lets say a chase if a surv holds w takes 40 seconds with the sprint burst they get when the killer hits them and a pallet adds between 8-15 seconds. a map will spawn between 12-26 pallets a game, some of these are god pallets. so I think 1 min a chase sounds reasonable. The survivors get a downtime of 12 minutes to do gens, with only 80 seconds for them to finish a gen with 12 minutes a survivor could get 9 gens done and this is WITHOUT a second surv repairing or toolbox-speedups etc. genspeeds are MATHEMATICALLY impossible for the killer to stop. provide me with some actual reasoning before you pop in and say genspeeds are fine with word of mouth.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/286578/genspeeds
You can't fix genspeeds without also fixing proxy-tunneling/face-camping. Gen-speeds have to be fast to account for the ability of a Killer to take a survivor out of the game immediately using proxy-tunneling/face-camping.
Those 2 issues are 1 side of the same coin. If you don't discuss a solution that addresses both sides, then there is no reason to even discuss it.
If a killer proxy camps or tunnels survs still can get all 5 gens done and open an exit gate in the time it takes for the survivor to die on hook, tunneling and camping are legitimate strategies most killers use in RESPONSE to how the survs set the pace of the game (such as getting 2-3 gens done before 1st chase ends). its not fun but its not fun for killer either getting 1/12 hooks in the time it took survs to get 2/5 gens. tunneling and proxy camping are already counterable by surv perks (borrowed, ds, adrenaline, DH etc) that give them NUMEROUS second chances after they are unhooked. tunneling and camping can be reviewed after genspeeds are fixed but as they are tunneling and camping need 0 work rn as they are what killers can use to get back into the power role that they are forced out of
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/286578/genspeeds
It's a...toughie.
While he feels a bit undertuned, Pinhead feels like a huge step in the right direction. He adds an additional objective, and potentially two if you run Plaything. Pig is similar (although also a touch undertuned).
I don't think genspeeds need a nerf, exactly. I'd rather see:
- More 'secondary objective' killers/perks that force survivors to have to do something else.
- The power of toolboxes reduced slightly.
- Some maps reworked to be less punishing for the killer, in terms of ground to cover/geometry to navigate.
- Something tweaked in terms of skill checks - making them a bit less powerful on a 'hit'.
Watching some of the best killers in the world, far too often they lose - not because they were outplayed - but because they were unlucky and lost 2-3 gens before they even had a chance to respond.
In the secondary objective part instead of killers having to be reworked to give survs that objective I think this idea I have would provide that, its not nerfing genspeeds, it is simply giving survs more interaction to DO something as a secondary objective in order to progress gens, no more holding m1 for 80 seconds while someone does a chase, now they will have to actively leave in order to do stuff
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@DemonDaddy said:
By the devs own statement, the killer is playing 4 1v1 games at once.
Given that survivor objective is quicker then the killer's, it makes sense to prioritize which 1v1 is gonna get the most attention. The time constraints on killer just don't allow the equal spread of focus unless survivors themselves are under performing.
yet the devs literally make the game harder for the killer to even do those 1v1's which causes horrid survs to get to high mmr through copouts the devs make and then they get entitled and thus produces the toxicity, salt etc
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@Underdawg said:
I think you answered your own question. Most survivors get upset because it's not fun. The only counter play they have against it is running meta perks and hoping that their teammates are capable enough to help them.
My question to you is: Does it bother you that it upsets them? If so, why?
It does bother me that they get upset about that. I am simply adjusting to the pace of the game, but they are so entitled as survivors because the devs cater to them so much that they get salty that killers are finding ways to be in the power role so yes it infuriates me that the devs have made such a toxic community by being so bias
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2543740#Comment_2543740
You act like it's an option when teammates seem to love running away and hiding after unhooking. Decisive and Unbreakable are ran together for a reason, you CAN'T pick them up. You can straight up ignore an unhooked Survivor, down and hook someone else, and then STILL get Decisive Striked because the timer was still going.
But hey, it was nerfed and it still works, so this can happen to the rest as well! They are the top ran perks and are the strongest, so why not add a little more strictness to their strength? Survivors get 16 perks, remember that. That's 4 of each meta second chance perk in use. No perk in the Killers line up lets them magically stop a Survivor from moving and granting a free hit, or picking back up a Survivor for free if they somehow get off after being picked up, or the ability to hit through endurance.
Survivors countering the Killer is to have perks, the Killer countering Survivors is bowing down to the mere existence of these perks EVEN IF they aren't being used by a single Survivor. The mere existence of them conditions the Killer to respect the Survivor, which is insane since it's a 1 VS 4 and the Killer only has 4 perks.
Thats why I have adopted Spook N Jukes mindset on tunneling, camping, and noed. if they arent okay to use why can you do them and why are they there? yes you get a bit punished for it but I personally find it more fun to proxy camp for the inevitable sucker to come by then leave and maybe get 3 hooks a game. since doing this my 4k rate has gone up significantly and I feel like im in the power role again. survs finished 3 gens before you got 1st hook? time to camp. they still get unhooked? time to tunnel. survs set that pace for the game, you are just adapting to it accordingly and if they dont like it, you dont like 3 gens being done in 2 mins either so they can shove it.
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@Duskk said:
I truly think 95% of the time I’m DSd as killer, it feels un fair. They got un hooked, I chased and down and hooked the un hooker. I go to a gen to patrol it, there the un hooked person is presumably about to begin working on it to finish it, they run to a loop, I mind game, get the M1 hit and go to pick them up. And BANG I’m DSd. I still don’t see how that’s “tunneling” I hooked someone else, found them, won the mind game, and got them down. And I’m punished for it? I get I’m supposed to just slug them till the timers out, but it’s so boring to play that way. DS needs a rework IMO. Every game when I get DSd I sarcastically say to myself “oh man I guess I tunneled”. Cause it doesn’t feel that way despite what the purpose of the perk actually is.
I personally eat a DS as soon as I can, I play nurse so 5 seconds doesnt really matter to me and ill down them and hook them anyways. camping and tunneling is a very viable way of playing now because of how imbalanced the game is so I would say get used to it. It may not be fun for you but its infinitely not fun for them since its against the survivor rulebook for killers
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@CrimsonMothKing said:
The Xenomorph, referred to as the Perfect Organism, is a vicious and cunning killer, created and evolved to be the pinnacle of any lifeform. By using its heightened senses and parasitic preproduction, this killer lurks in every shadow, to either kill by itself or with its own kind.
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Power - Evolution Perfected
Passive - Acidic blood
When stunned by a pallet, the Xenomorph will release its acidic blood onto the pallet that had stunned it. This pallet will become weakened. Weakened Pallets have a limited number of uses by survivors before they are broken automatically.
Special Ability - Heightened Senses
Activating the ability, the Xenomorph enters a lowered stance, granting the Undetectable Status Effect and increased movement speed. While in this stance, the Xenomorph can spot nearby survivors using Killer Instinct depending on the survivors condition and movement within a 24 meter radius;
- If the survivor is standing still and not interacting with anything, they are not revealed, but still hear the audio cue.
- If the survivor is moving while crouching or standing still and injured, the radius is reduced to 6 meters.
- If the survivor is injured while crouching, the range is reduced to 12 meters
- if the survivor is walking, the range is reduced to 16 meters.
- If the survivor is running, the range is 24 meters.
- If the survivor is running, whilst injured, the range is increased to 32 meters
- If the survivor has been impregnated by a facehugger, they are not revealed by Heightened Senses.
While in Heightened Senses, the Xenomorph can vault 20% faster and is granted the ability to jump up to elevated vault locations. Survivors revealed by Heightened Senses hear a Hissing audio cue, which gets louder if the Xenomorph is looking in their direction.
Special Attack - Pounce
While in Heightened Senses, the Xenomorph can hold the Primary Attack button to slow themselves down and charge a mid ranged lunge attack. Releasing the button, the Xenomorph will pounce forward, damaging the first survivor hit. Can't be used to break pallets and doors. Missing Pounce will cause the Xenomorph to enter a miss cooldown state, hitting an object will briefly stun the Xenomorph. Using Pounce will put it on a cooldown.
Special Hook - Facehugger Nest
Hooks are replaced by Facehugger nests. The Nests work the same as a hook, but a facehugger will attach to the survivor an implant an embryo in the survivors chest. Survivors on stage 1 of a hook can still attempt to free themselves, and in stage 2 they still need to struggle. However, in stage 1 they can't immediately attmept to escape the hook as a Facehugger is latched onto them. Only stage 1 of a hook can afflict a survivor with a Chestburster. If a survivor with a Chestburster is hooked a second time, they affliction tier is increased by 1, up to a maximum of tier 3, but gestation time isn't affected at all. Gestation time is paused when on a hook.
Once off of the hook, the survivor is also given a gestation timer. Once this timer expires, a chestburster will rupture out of the survivor, killing them instantly. As the timer progresses, the gestation will reach different stages, increasing the survivors affliction;
- Tier 1, -10% penalty to healing, repairing and unlocking,
- Tier 2, Survivor audibly coughs periodically.
- Tier 3, survivor, once injured, is afflicted with the Broken Status effect
- Tier 4, death.
Survivors can have the Chestburster removed by interacting with a powered generator. Doing so will lower the survivors affliction tier to tier 2, or tier 1 if tier 2 wasn't reached. Survivors trying to leave without having their chestburster removed will be executed at the exit gate.
Special objective - extraction station and Royal Jelly
Exctraction Station become Powered once a nearby generator has been completed. Survivors can interact with these stations in order to have their Chestburster removed. Doing so will rank the Survivors affliction rating down 1 tier. Extraction Stations go on cooldown once used.
Survivors remain undetectable to Heightened senses for 20 seconds after a successful extraction.
Around the map are mini objectives where a Survivor can extract Royal Jelly and use it to momentarily pause the gestation and remove 1 tier of affliction. Royal Jelly cannot be used to stop a Chestburster emerging when trying to exit the trial.
Special ability - apex predator
If a survivor has reached the second hook stage, and has had their Chestburster removed from them, downing a survivor using pounce will automatically cause the Xenomorph to perform a Mini-Mori.
__________________________________________________________________________________________
Perks
Hex: Hive Mind -
While this hex remains active, all other dull totems are 'activated' as well. If a survivor cleanses the wrong totem, the killer receives an audio and visual cue, only if that totem wasn't already a Hex Totem.
Evolutionary Dominance -
Upon hooking a unique survivor, gain a token, up to 4. For each token, your terror radius in chase is increased by 2/3/4 meters.
Being stunned by any means, reveals that survivor for 1/1.5/2 seconds for each token when in chase.
Lost in Space -
Hooking a survivor causes all other survivors to suffer from the blindness status effect for x seconds.
___________________________________________________________________________________________
Addons -
Ultra Rare -
Progenitor: Yautja Predator -
-Tremendously increases Pounce cooldown
-Moderately increases charge up time of Pounce
-Pounce can now put Survivors into the Dying State
-Apex Predator can be used on survivors that have a Chestburster
Progenitor: Ellen Ripley -
-1 Egg Nest will be replaced by a Royal Egg Nest (Can only be used once before becoming a normal Nest)
-Survivors affected by the Royal Chestburster no longer are afflicted with Tier 2 or Tier 3
-Tremendously reduces gestation time for Non-Royal Chestbursters while a survivor is affected with a Royal Chestburster (Doesn't Stack)
-Survivors can be affected by a facehugger again by being re-hooked.
-Royal Facehuggers take longer to be removed and Royal Jelly duration is considerably reduced.
Very Rare -
Progenitor: Bull
-Pouncing at a pallet will cause the Xenomorph to go through the pallet and break it. (Similar to the Legion's Iridescent Button).
-Disables Acidic Blood passive.
Progenitor: Dog
-Slightly reduces movement speed.
-Moderately increases Heightened Senses movement speed.
-Moderately decreases pounce missed cooldown and charge up time.
-Moderately increases Pounce stun duration upon hitting a wall.
Progenitor: Colonial Marine
-Increases Heightened Senses detection range by 6 meters.
-Moderately increases Pounce charge time and cooldown.
Hive Resin
-Extraction Stations take longer to remove Chestbursters from survivors.
-During Heightened Senses, the Xenomorph sees the aura of survivors trying to remove a Chestburster for 5 seconds.
-After successful extraction, survivor suffer from the Haemorrhage and Mangled status effects for 45 seconds.
Royal Facehugger Nest
-1 Egg Nest will be replaced by a Royal Egg Nest (Can only be used once before becoming a normal Nest)
-Greatly reduces gestation time for Non-Royal Chestbursters. Survivors be affected by a facehugger again by being re-hooked.
-Survivors affected by Royal Chestbursters no longer are affected by tier 3 affliction.
-Royal Chestbursters take longer to be removed and Royal Jelly duration is moderately reduced.
Rare -
Progenitor: Hospital Patient
-Slightly reduces Gestation time
-Survivors can be affected by facehuggers again by being re-hooked.
Spoiled Royal Jelly
-Reduces the effectiveness of Royal Jelly, (Doesn't effect Royal Chestbursters)
Promethean Extraction Units
-Extraction Units take longer to remove Chestburster from survivors.
-After a successful extraction, survivors suffer from the Mangled status effect for 30 seconds
Hollowed Cranium
-During Heightened Senses, the Xenomorph sees the aura of survivors trying to remove Chestburster for 3 seconds.
-After a successful extraction, survivors suffer from the Haemorrhage status effect for 30 seconds.
Beta Triplet
-When Acidic Blood is triggered, the number of vaults before the pallet breaks is reduced from 4 to 2.
I like the concept, the chest burster/impregnentation needs tweaking and the perks need a massive boost as an aura showing for an m1 killer at a pallet does nothing. How about instead of the aura showing, every time the xeno "hooks" a survivor they gain a stackable token up to 4 that grants the undetectable status for 2/4/6 seconds per stack
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@ThiccBudhha said:
We would probably need to reduce the number of necessary gens to complete to 3 or 4 to compensate. But I generally like the idea, it would make the game more engaging and less qte simulator.
Even playing as survivor just 80 seconds of skill checks while someone does a chase is too boring especially at higher mmr, I think it would be more engaging for survivors as well as give killer more opportunities for more chases and would help balance out the length of the game
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@Xayrlen said:
https://forum.deadbydaylight.com/en/discussion/comment/2533262#Comment_2533262
But have you thought about not making a sweatfest every game? You complain about tryhards when you yourself tryharding for that sweet easy 4k. Try chilling in your next game and eventually you will be placed within the desired mmr.
ah yes let me lose the game 10 times and waste 2 hours of my life for a problem that shouldnt have happened in the first place
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2546274#Comment_2546274
Then take the range down a peg, but limited opportunities to put them into play will make them go straight into the bin. Survivors can't afford to take that kind of gamble on perks that aren't worth the risk. I'm already unsure if these perks will see any use a week into their deployment, but if they get a limited number of blessings, they're probably not going to see use before the end of their first week.
Cut their range by 25% and give the survivor a 60 second cooldown when the killer snuffs their boon, how's that sound?
Sounds amazing but still thats stronger than a killer hex still. imagine a killer being able to re-light devour hope? even with a 60 second cd thats insane, same with boons my friend.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/283731/boon-totems-vs-hex-totems
Boon totems also take time to set up, way less time to destroy, innately help the opponent find them, and only affect their immediate vicinity.
They're both totem based perks, but people really need to stop clamouring that boons should get all the Hex drawbacks without recognising the benefits Hexes have over boons.
like being destroyed when a boon is placed on them? or the fact that when they are destroyed they are destroyed permanently unlike boons that get to be relit? or the fact that survivors all get up to 5 perks a game if a boon is up and they are nearby?
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2545175#Comment_2545175
if they're that close you should be able to find them and chase them away. If they're not right beside (< 5 metres) you, they do not physically have to time to run infront of you and flashlight save before you can look down. If they are, just spend one second taking them out of position for a free hit or atleast make it so they cant flash you in time.
Id love to but with some maps spawning up to 26 pallets a game thats near impossible as they always have a copout
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2542890#Comment_2542890
no they literally do not physically have the time to run infront of you and get the save unless they have exhaustion perks ready (which they probably already used). Its game mechanics, not related to skill
Like I have said, if they are experienced and high level they will be hiding nearby with iron will and will be in a position to be able to flashlight save. you dont need exhaustion perks to flashlight save
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2542911#Comment_2542911
well then what is the point of the post? 🤔
read them and youll see
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2538380#Comment_2538380
if you are doing all of this with a strong killer, strong perks, and etc but still complaining you are getting steamrolled by flashlights of all things, then either you are lying about how good you are, or lying about getting steamrolled and it really seems like the former :/
I never said I have difficulty with flashlights
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2541243#Comment_2541243
there is nothing you can really do against it because they dont have time to run infront of you and flashlight. Its simple as that
thats if they are unexperienced
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2538177#Comment_2538177
whenever that happens i just do a quick 180 and it works 90% of the time
then you played against some garbage survivors my friend
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@SMitchell8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2538294#Comment_2538294
I chase a survivor through 4 pallets and eventually down them, only to get flash light saved. What defense do I have and what compensation is there for such wasted time? I don't have lightborn, yet why should I play with 3 preferred perks whilst they can have all 4 - 12? I like a toxic swf challenge every once in a while, but not every single game for the past fortnight.
its not even swf nowadays even in solo the survivors get matched with high mmr teamates and also are notified when others are in chase wgich i think def needs to go. there is no way to compensate for the 12-26 pallets or the 3 copout perks, you are told to "deal with them" or you are "bad", because god forbid we realize the game is inbalanced
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2538380#Comment_2538380
I'm aware what breaking off is, I just highly doubt you're doing it as effective as you think, getting even a 2k isn't that hard since thats what MMR is for, and even then the majority of my games I get 3 kills or more. Been playing for 4 years now, about 3 years of killer experience, play all killers and the most gen regression I'm gonna run is Corrupt and Pop. Of course its all dependent on what killer I'm playing at the time.
But never have I felt like a game is completely out of my control. If you keep blaming the game you're creating a barrier and you'll never improve. Think back on matches you've played and lost and try to figure out what you could've done better. Because there are very few, and I mean VERY few games where you actually have no chance. I'm talking going against a full on comp team where all their hours combined are over 20k and you just so happened to play your first game as Trapper.
Listen man, I have said my piece and voiced my reasoning and all you have done is "well that wasnt MY experience so you are WRONG. YOU are obviously the problem here even though you have voiced your experience you definitely lied and its not the game you just need to get gud". I could have a convo with you if you gave me something remotely along the lines of the balance of the game instead of "wasnt MY experience" or "You just arent that good". Until then, thanks for your time, but your arguments are counter productive and not at all receptive of what I am saying. I agree to disagree, have a good one.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2538356#Comment_2538356
When everyone is telling you something, perhaps they aren't wrong?
A cursory look, and I can't find a single big name killer player who ranks Wraith as anything less than 'mediocre'.
Are you certain that this isn't just a personal dislike?
https://forum.deadbydaylight.com/en/discussion/comment/2538397#Comment_2538397
Oh yeah, I run into this groups sometimes. It's astounding how BM survivors can be if you don't just let all 4 get away.
I have never seen so many swf players tbag and click at exit gates like they HAVENT just gotten by off of 3 body blocks and DH when they are ALL deathhook "ggez!" dude you got off by the skin of your teeth with 3 copout perks
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@nikodemo said:
Generally, I think survivors are too fast. It drags out chases, leads to hold-W meta and Scooby Doo esque looping.
It's excessive. Their run speeds need to be toned down, or maybe exhaustion slows you down more.
Maybe give survivors a semi lengthy but limited sprint? Enough to get to a pallet but not enough to hold w halfway across the map to shack? That or buff bloodlust to activate sooner if surv just holds w
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Most frustrating was a recent game where there was 2 diff swf and I played nurse, I saw them switch to toolboxes and one key last second so I knew something was up. Key user used all stealth perks and rarely showed herself or did any objectives unless her friend was being chased on comms, the rest of the survs had FULL genrush kits and bnp each. ALL prove thyselves etc, I still played very well and got 6 hooks with 1 kill but then what happened? they got 3gened and held the game hostage for 7 minutes not doing gens and hiding until all 3 escaped through hatch, doing the typical tbagging etc before they did. Then proceeded to tell me how bad I am at killer in end game chat, how I have 0 game sense, "get good" etc.
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@Laurie268 said:
Rip plunderer’s instinct and appraisal :( I still think this is a lazy way to fix it. They could remove keys from the bloodweb and make it so you can only find keys with plunderers to make key escapes really rare.
Keys you found in a chest that you didn’t use in a trial should also get removed just like Nemesis’s vaccines. So many ways to nerf keys but they decided killing them was the best option.
same thing with nerfing killers but hey ho
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2538313#Comment_2538313
I highly doubt your chases last 40 seconds and you're pressuring gens at the same time, as Nurse, with 3 slowdown. And every one has bad games bud, you ain't gonna 4k every game.
You can doubt all you want but your only reliable source to that is me, sorry bud. And you can def split off and pressure gens while in chase its called breaking off. Corrupt, ruin and undying. 3 gen perks the undying counts because without it ruin lasts maybe 1 min at best in my matches. also ive gotten 1 kill the last 3 games and still nearly gotten a pip each time because I dont like tunneling because survs cry so hard about it
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2538294#Comment_2538294
Thats not the game being one sided, ESPECIALLY if you're having trouble as Nurse with 3 slow down perks... also you can't tell if you're high MMR, the moment you've reached your skill level the game balances towards a 2 kills, 2 escapes. So technically every one feels like they're high MMR.
The issue isn't the game, the issue is your lack of pressuring gens properly.
My chases last less than 40 seconds each and with nurses mobility I pressure almost half the map at any given time. You have 0 right to say I am the one doing bad here when you havent experienced what I have, thats just stubborn closed mindedness. Also those games even with even less time in chases all 5 gens end up being done and I get maybe one kill
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2538264#Comment_2538264
Then don't bring the perk? Just learn to look at a wall? or bait the FL save? If you think the game is so unbalanced that you NEED to bring 3 or 4 gen slowdowns every game, the problem aint flashlights
1st off, I have played both sides to rank 1 and currently play a higher mmr nurse atm, i dont think, I KNOW genspeeds are bs enough to warrant at least 3 gen perks. The problem isnt flashlights youre right its the one sidedness of this game towards survivors. Killers cant keep up nowadays and its showing but no, spirit and deathslinger def need that nerf????
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2538228#Comment_2538228
You don't need 3 gen slow down perks unless you're playing in a tourney, which apparently every one on this forum is other than me.
So, in this situation they're left with 2 choices. Bring a perk to deal with it, or learn how to counter it.
if you bring a perk to counter JUST flashlights you lose the ability to bring perks to aid in taking down survs faster than gens get done which is near impossible even with ruin undying
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@Zwergz112 said:
Everyone screaming a yelling seem to forget that this isn't live, I know people have to speak to be heard but don't forget that this goes through PTB before going live for a reason so alllllll the worries about Boon Totems will likely be seen too before release.
Calm down people.
Edit: Remember how Lucky Break was?
will be seen but not heard if its from a killer perspective just the same way its been for YEARS
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@Shroompy said:
every tried looking at a wall? Franklins perhaps? Maybe a little bit of Lightborn?
would be great if we didnt have to have at least 3 gen perks to stop the unbalanced and mathematically impossible for killer to stop gens but then use the 4th slot for just that? we cant afford it
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@AGM said:
Let's see if you follow my logic.
Commodious Toolbox with both charge add-ons: 32 + 12 +8 = 52 charges
Streetwise's 1.25 multiplier: 52 x 1.25 = 65 charges
Now we factor in new Built to Last's charge replenishment, plus our original charges: 65 + .99(65) + .66(65) + .33(65) = 193.7 total charges
193.7 charges divided by 1.5 charges per second gives about 129.13 seconds. In other words, it would take 129.13 seconds to use those 193.7 charges. (Which, for reference, is nearly 2.5 gens. 1 gen = 80 charges.)
But wait! There's more!
If you add the 36 seconds spent replenishing your toolbox in a locker to the 129.13 seconds you get 165.13 seconds total invested in using and charging your toolbox. And, if you divide 193.7 by that total time investment, 193.7 divided by 165.13 gives you a final efficiency of 1.173 charges per second.
For reference, Resilience by itself has an efficiency of 1.09 charges per second on its own, and finishes a gen in 73.4 sec. This Built to Last build would complete a gen in 68.2 sec.
In conclusion:
Streetwise with new Built to Last and a Commodious Toolbox with two charge add-ons can finish gens 7% faster than Resilience on its own without even needing to be injured.
Therefore, the ultimate gen rush build will probably be Streetwise with new Built to Last and a Commodious Toolbox with two charge add-ons, and either Prove Thyself, Fast Track, or Resilience as your final two perks.
If anyone noticed an error with my math, or have any other suggestions to make this build even faster, I'd love to hear it. Oh what evil have I unleashed upon this world...
This game has and always will be mathematically impossible for killer to win
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@Anniehere said:
I played against very high skilled killers and after so many games, i can say with confidence that 80 seconds repair time is balance against them. the problem begins when players are not playing efficiently and they lose because one reason or another.
I agree that the game is not fair in the beginning of the match where 3 survivors can spawn together next to a gen.
Something need to get a rework, it can be the chase, gen alert, gen speed, health state and maybe more.
If any change is made in favor of the killers, it will not be fair to the survivors and vice versa.
All because the game is not really balanced and as i said, they should rework some things.
Some changes can stop the repetitive hex perks and complains.
"if any change is made for killers it would be unfair" but dbd has constantly nerfed killers and buffed survivors for years and thats fair???
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@dspaceman20 said:
I know a majority of hex perks aren't used for a multitude of reasons. But I'm curious if you had the opportunity to change all the hex perks to be better how would you do it.
How would you buff all the hex perks in a way that warrants it to be a hex?
Allow the KILLER to place it on a totem much like the boon totems rn. that would balance the ######### positions hexes always spawn and give the killer a chance to be able to protect it better as most ruins last 30 seconds tops in a game. Also if a hex totem is destroyed it shouldnt be gone, like boons killer should have to find a different totem to place it on. would give hex totems more of a feeling of "the KILLER is hexing you, THEY and the entity put it on a totem"
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@Fobbo said:
Are we doing some detective work here?
Doesn't take a detective to see the devs dont care for killer players, only survivor