Magikazam
Magikazam
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1247357#Comment_1247357
Totally disagree. I go play killer to get a break from survivor. Figuring out how to out maneuver and hide from someone faster than you with hit priority takes more skill than chasing until bloodlust kicks in and getting a 10 foot M1 through a window.
Low quality bait.
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@LALYTHIA said:
LUL
Ppl would complain about something that's already been nerfed...on the heels of literally everything else being nerfed 🤣🙄 just because you got face rolled for 1 gen by a team in one match doesn't mean the add on needs changed. Put your big killer panties on and get over it. They aren't that common.
Alright then, survivor don't get to cry when facing iri build huntress, tombstone myers and any killer with pink mori then. ''just because you got killed whitout anyway to play around it by a killer ,who barely put effort, during one match dosen't mean the addon/offering need a nerf, put your bug survivor panties and get over it, they aren't common''
See whe both can sound braindead if we folow your logic. no matter if something common on or not, getting rolf stomp cause someone had an add on/offering that gived them an incredible edge with no downside aint fun for the other side.
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@Shocktober said:
Solo Q survivor is very hard. Much harder than playing killer once you have gotten good at both sides. You can't rely on your team for a damn thing.
Killer you can know what to do in each situation, and the only real challenge is going against a coordinated SWF.
Solo Q? Well, you might just hit 2nd stage or just outright die on your first hook. After someone else fed the myers tier 3 and you ate the 99% stalk.
I disagree, Survivor take less skill than killer. The only hard part for survivors are knowing how to loop correctly, and that far from being as hard to learn compared to how it is for killer to counter those loops, You just need to know in what windows to vault and how to run around it, you basicly just need to know where to run while you hold W. Killer has to learn how to mindgame you around those in a way to can get a hit on you twice. I can garantee you moon walking and learning how to hide red killer vission from survivor is harder then running in circle.
Add to this the fact that second chance perk give time to your team and can reward extremly stupid play from a survivors. Considering killer gameplay is all about punishing survivor mistake, this is disgusting. I honestly think that if could play with 3 copy of myself as survivor, I could beat most killer while I only know how to run half the loop correctly and while im not a pro at mindgame. As long as there 4 survivors, you should alway have a minimum of 1 survivors on gens. KIller can't get more pressure then that unless survivors screw up.
The only reason killer can win the game is cause survivor make mistake. so I don't see how the gameplay is anywhere hard when your on the side of the team that start with an incredible edge.
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@JediWithASniper said:
So... I think it’s time to talk about respawning pallets.
If hooks respawn, so should pallets. Although, I wouldn’t advocate the pallets respawning in the same place they were broken, nor do I think it should be anything like the speed that hooks respawn. Here is my proposal:
Every two minutes, the map generates pallets to the total number that spawned at the beginning of the match. If the map spawns with 7 pallets, and 3 pallets are broken, not just downed, but broken, then at two minutes in, the map regenerates the 3 broken pallets.
This enables the killer to prevent pallets from respawning by leaving them. Not all pallets are safe, so they don’t all need to be broken.
In this way, the fewer number of pallets on maps is fine, but you don’t end up with a whole map that is a dead zone.
Also, 2 minutes is maybe too fast, perhaps it needs to be 3 minutes instead.
Soo hook are directly relied to killer objectif there a reason they respawn, killer can't kill if hook are gone. on the other side, survivor can still do gens and open exist gates if no pallets are remanining.
The fact you compare these 2 thing disfust me.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1247229#Comment_1247229
Killers don't need a 3k to pip. I can play "no kill" killer and pip. Also, your stated scenario isn't plausible. You would not have pipped from that. You also wouldn't double pip from running the killer for four gens. I actually don't prefer to run the killer that long because your pts end up being mediocre without other objectives. Although, I agree, it is much easier to pip as survivor, it is much easier to acquire actual BP on killer.
And survivors being able to pip easier just means when a 12 gets matched with a bunch of 5s, there probably isn't that much skill gap. Just saying.
''And survivors being able to pip easier just means when a 12 gets matched with a bunch of 5s, there probably isn't that much skill gap. Just saying.''
And that were your a bit wrong. What happend is the matchmaking realise no one is near your rank and extand the range on the level gap, oh your facing rank 5 survivors? the matchmaking wont make differance on how many hours they have put in game, You may as well face 3 solo survivor who all got 300+ hours than you who run decent meta perk (Usual solo build that probably have ds or Bt combined with an exhaustion perk + Iron will and detective hunch or anything similar to that) just to have a fourth survivor who also rank but who's a potatoe who got carried by 1 friend in a duo SWF and who trying to learn with his first level 40 char and probably don't have good perk or unlockable. You face anything between those. It just that you are more likely to face people with more hours than you.
That only change once you hit red rank and ocasionally end up on poor souls who are green rank as rank 1 killer. just cause there isin't enought killer in the game+ survivor pipe fast so they don't stay under green rank relly long.
TLDR, due to how the matchmaking work, the lower your rank as killer, the more chance you have to face stronger survivor who got WAY more hours than you. The higer you rank, more are you chance to face lower rank survivor.
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@MPUK said:
https://forum.deadbydaylight.com/en/discussion/comment/1247261#Comment_1247261
Solo players don't have to do anything with their perk slots to read auras etc. I play a lot of solo survivor. I have Resilience, Spine Chill, Sprint Burst and Iron Will. Same build I have in SWF.
People need to stop thinking that all anyone talks about in SWF is what is happening in game. Most spend the majority of the time talking about what they have done that day, how much food they have managed to devour being stuck at home all day and general conversation with the occasional "oh... the killer is with me by the way". Not all who play SWF take it ultra serious and have every map divided in to grid references that are constantly reported.
You still have communication and base aura read perk for free in a game balanced around the fact you need to waste a perk or somehow communicate with people nearby you with the 2 emote given to you and your basic hud. just being able to tell someone that ''oh killer chasing me'' make it so 3 other people know they are completly safe to do anything. Any one could just grab OoO and have the potential to ruin a killer game with no effort. Sure, you wont be giving killer position the best way you could at any time like tryhard SWF, but you can just be with friend who play casually, who aren't god looper and say to them things like ''Yo were facing trapper and he putting traps around shack'' Grats, you could not ever use it for the rest of the match, you have effectively made the killer power way less strong and now that trapper has probably lost 2 or 3 gen to do a set up that probably will be useless, just cause people will avoid that side of the map. You're Relly far from being a tryhard SWF who told their friend every trap location + telling them when it safe or not to go disable them. You just told your friend ''yo avoid/be carefull around killer shack'' and that relly impactfull for the killer.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1247243#Comment_1247243
I mean, I also get Pips with 3Ks in Red Ranks. So you might be talking about playing Bubba and camping everyone to Death at those Ranks, or in general a low number of Hooks.
No, best case senario if you camp with bubba is that you get safety pip (no pip, but don't depip) the rank system destroy your points if you stay near hooked fella. and mind you, a safety pip is 4k only.
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@MadLordJack said:
SWF is overpowered as shite. Everyone knows that. BUT, most people don't try to tap it's full potential, and of those people, most seem to use it as a crutch.
And and and, and this is an important one, SWF is needed for the game to keep alive and healthy. It's such a big draw, not just for the RAW INFO POWER factor but also for the Sandbag With Friends factor (and everything in between). People just like playing with their friends. SWF will always be an issue, there's no real way around it: even ignoring comms, you play so much better knowing how everyone else on your team plays.
Now, all that being said, I do think that some perks should be locked out of SWF. OoO is the absolute biggest problem here, closely followed by standard meta perks and even nonstandard ones such as Prove Thyself, Deliverence, and even Distortion. I dont necessarily think they should ALL be locked out ALL THE TIME, but maybe there's some way to make sure a team doesn't have all this, a key, a map and a map offering.
Even if you don't tap full power potential as SWF you still get legit every usefull aura reading addon into your basekit minus OoO just by talking. You get to counter the surprise factor killer has at the start of the game when you still don't know who you face. If your friend tell you he just got stalked by ghostface, you will be double checking around you more than if no one could communicate you who they got chased by. Your potatoe friend who relly only on terror radius? now Ghostface wont get free stalk early game on him. You got baseline Kindred. that save 1 perkslot for survivor who already have 4 time the perks of a killer.
IMO SWF should have limited perk slot.
2 player- not affected
3 player- lose 1 perk slot (does not affect the fourth player who alone)
4 player- lose 2 perk slot.
If you get free perks for simply being in vocal chat, then you need to lose the ability to overstack second chances perk. A solo survivor has to use perk slot for overall utility and aura reading, or they can go stacked with second chances perk. Differance is they wont have both and have to make a choice.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1247229#Comment_1247229
"Killer require a 3k to pip, unless they got a extremly long game that usually don't happend with lower kill count. As a survivor, I had game I just cleaned 2 dull totem, worked on a single gen, got caught in chase kinda early and then got facecamped til I died. I contributed almost nothing to the team and did'nt escape, yet here I am with a pip."
You may not want to compare Red Rank Killer Pipping with yellow Rank Survivor Pipping.
Killer need to 3k as soon as rank 13 with the current average match time. Survivor only require some skill when they reach purple. I can tell for experiance that what you face the most as killer around rank 15:
Rank 8 survivor> Purple rank that arent 8 >Red rank that arent rank 1>Green rank and Rank 1 Red>Yellow rank.
Killer rank also depend a lot on your killer, Legion can ez get point and get away with a 1k or 2k
and If you want to rank up as plague I hope your ready to stall game to death AND pull out 3k in each single game.
im exagerating a bit for plague, but you get the idea
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@LetsPlayTogether said:
So you think this happened cause of swf and not just because of rank difference? How naive. LOL
rank aren't a good way to mesure player skill in DBD. Killer require a 3k to pip, unless they got a extremly long game that usually don't happend with lower kill count. As a survivor, I had game I just cleaned 2 dull totem, worked on a single gen, got caught in chase kinda early and then got facecamped til I died. I contributed almost nothing to the team and did'nt escape, yet here I am with a pip. That or the killer find me early, I chase him for 4 gens, don't escape, double pip.
The only reason killer rarely get matched with anything below purple rank is because you either need to depip willingly or get face camped at as the first hooked survivor.
survivor also get point for almost anything. Hide? point, generator? points, killer find you when you hide? that a chase, here some point. You exist in the same game as freddy? Points. no seriously, survivor get points when they fall asleep....
The matchmaking made it so if any side as to wait for long, it gonna pick someone from lower rank, Sadly both potatoes and god looper SWF can be from rank 1-8 and the matchmaking wont care about that.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1247041#Comment_1247041
The game length is NEVER in the hands of the survivors. Survivors cannot sit on a gen unbothered by the presence of the killer - or being untouched by an incoming killer. The killer fully decides the duration of a match, and that falls entirely on the pressure that they apply on the survivors. For the killer, the game isn’t over until the last survivor dies or escapes - the survivor has one life. If you’re a terrible killer - or one that is being matched up with survivors that are miles better than you are, then yeah, you will be outplayed and that’s to be expected. But if you are being paired with people on the same skill level, then a killer can make finishing one gen living hell.
I’m not really going to read the rest of your post, I feel like most of it is the same repeated garbage but re-iterated in an attempt to change my mind. But you literally can’t change facts. You want to take the argument of a top killer.. go watch some killer mains on twitch or YouTube, how they can go on a killer streak of 20, 50, 100, with ease. But achieving 10 consecutive escapes as survivor is deemed as an accomplishment.
im going to only repeat this once more, SWF is not an advantage - it is the standard. The game should’ve ALWAYS come with the feature to communicate because it is a TEAM game. In this game, you can EASILY screw over your team through having that lack of communication.
for example, I was playing with two friends earlier, and obviously 1 random in the lobby. Right in the beginning, the random ran into the killer and then proceeded to lead the killer to where I was - working on a gen - and this proceeded to get me hooked after a chase where I was forced onto struggle by a lack of willingness from my team to come and rescue me. Keeping in mind that one friend was being chased, one was working on a gen across the map and the random was crouching around refusing to come unhook me - despite me having kindred so the player could see that no one was coming to get the unhook and that my friend was being chased whilst I was hanging.
when you’re playing against a communicative team, you’re actually playing against a team - because they can try to outplay and if you happened to get outplayed - then oh well, you’re not entitled to 4k matches, sorry to break it to you.
ive played against amazing killers that easily kept the pressure up and prevented gens from being done. I’ve mentioned to another poster of an Oni game that I had. We only managed to get two gens done before the Oni hooked everyone and it was GG. These players aren’t top 1% of the player base either, so your pisspoor comparison is a waste of your time and my time.
In conclusion, you’re not entitled to 4k games, and if you’re going to refuse to adapt and learn from you games then don’t expect survivors to go easy on you when they spot your weaknesses and exploit them.
'' Survivors cannot sit on a gen unbothered by the presence of the killer'' yea, you can. killer can't be at 4 differant gens at once, if the killer is in a chase your free to sit and hold m1. as long as all four survivor are alive,unless they make a bad play, they will alway have 1 person siting on a gen. if someone aint on a gen at any point of the game were 4 people are alive, someone did something wrong, it not the killer having amazing pressure. you need to realise for having NO ONE siting on gens, you need to have, as bare minimum, 2 people on hook, 1 being chased and on person going for the save. in a realistic senario, the worst that should happen in term of pressure while 4 man are still alive is 1 person on hook, 1 being chased and one healing/going for a save. Killer can't put more pressure than that on a 4 man unless you let them does. If you decide it take 2 people so sadely rescue someone it not the killer putting pressure, it 1 survivor being where he should"nt.
''SWF is not an advantage - it is the standard. The game should’ve ALWAYS come with the feature to communicate because it is a TEAM game.''
ok so first, saying SWF is not an advantage and that it standard is like saying ''3 iridecent Hatchet huntress that use a cross air and bring a pink mori is standard.'' you will sound dumb and no one gonna ever believe it.
I agree that it a team game, you know what I don't agree with? second chance perk that negate your team mistake. Let me give you a fast senario.
survivor A has DS, Survivor B has BT. Killer hook survivor A. Killer see/hear survivor B nearby and chase them. Killer get a hit on survivor B. Due to the speedboost you have when you get hit, survivor B decide he use that to commit into a stupid unsafe un-hook and killer hit him right after survivor a is unhooked.
Now what happend is a situation where Survivor B wilingly made Survivor A in danger, Survivor A aint far enought from killer an will probably get hit and put down. BUT now even to survivor B did the worst play he could and put himself and survivor a in danger. Survivor A get 16 second BT immunity on top of DS 1 minute immunity.
In the end, if the killer want to commit on that mistake, he will lose 1 minute minimum. You find that fair and how a team should work?
A team strenght and weakness should be their teamwork. One survivor do a good play, the whole team benefit for it, do a bad play and the whole team suffer from it.
Survivor currently have best of both world, they profit of their team good play, but have perk to negate teamate mistake or to slow down the momentum killer gain from said mistake. In the exemple I did, Survivor B did a bad play, he made Survivor A extremly vulnerable and he himself got down. Survivor A don't deserver any kind of immunit from BT or DS, Your teamate did a mistake that happend to be bad for the team and for survivor A specificaly. It suck for Survivor A but that how team work.
Survivor base kit are weaker then killer, but they are a team of four, they work on that advantage, their team. if they use that badly, to bad.
Killer is alone but got a power and he can walk faster. if he dosen't use his power and speed advantage correctly, he will suffer from it, there no one to help him there.
If you want survivor to have a team, but not suffer from eachother mistake, you should also be in favor of the killer being strong, but being able to waste a perk slot to bring a friend cause ''it suck to be alone''. But we both can agree that stupid am I right?
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@nicknack said:
https://forum.deadbydaylight.com/en/discussion/comment/1246823#Comment_1246823
Jesus ######### christ this is the most horrible thing i have ever heard. You were saying surrvivor A should be punished for surrvivor B's mistake when they have no choice in what happens. All of the so called "solutions" of yours are horrible. Surrvivors dieing on second would only increase tunneling and camping. Wich on that topic is why we have bt and ds if you dont like them Then ######### off and leave the hook. Also you said in this ceartin post these exact words " Survivor got meta perks to counter any killer playstyle, yet they still find a way to complain" and yet here you are wanting to nerf everything we have to counter it. Not to mention you wanna nerf self care wich has already been gutted and you just wanna shive it to hell. As self care is right now its way more of an advantage to killers if a surrvivor is running it. No matter how you say your not entitled the post's you've made show a biased and entitled person with no regard for the otherside. And you can send all the death threats and hate that you want but that wolnt change anything. See ya.
''You were saying surrvivor A should be punished for surrvivor B's mistake when they have no choice in what happens.''
Yea, that how a team should be working. Survivor strenght is that they are in a team. They should rely on each other if a survivor does a good play, the whole team is rewarded, if he does a bad play, his whole team is punished in some way or other. Just getting caught and being put on a hook mean your time temporaly got 1 less member to do anything.
You can't have the best of both world where survivor profit of each other good play, but when they do stupid thing or mistake, only one person get punished while said person wilingly made a move that was risky for his treamates.
it the other way for killer, they are alone, on one side a teamate can't help or handicap you. If you miss a hit when a survivor does a 360 aroud you, it your fault and no one else. on the other hand you got a better base kit than 1 survivor. your faster, got a power and can hurt people.
Killer don't get to put up a perk that let them bring another killer in the game, cause guess what? killer can't have both world either, they can't go in game and be like ''I want to be stronger than a survivor, but I don't want to play alone''
You play on the side that have a team, so you should be forced to live with all the hight and down that come with it.
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@SmarulKusia said:
As a killer, you're the boss of the match (or meant to be), you have to figure out what type of survivors you're going to go up against, altruism freaks? blendettes? swf? the ghost survivors that you never find until end game? or the separate but together team?
Truth be told - Most SWF lobbies won't communicate for everyone to be on different gens just so you have 3 gens pop at the same time whilst you chase that one pesky survivor. You might run into it when playing against solo survivors, who have no idea of what every other survivor is doing - which in that case is unfortunate if you experience it. But monitoring generators and almost controlling which ones you'll allow to be done is part of the killer job.
If you're finding gens that are about to pop, kick the gen. If you're struggling with slugging gen progress then invest in a perk that will do it for you - or help you with it. Dedicating to a chase too much can also be an issue that you encounter, try to be mindful of how long you're chasing a survivor for - is this chase really worth it? or am i cucking myself in the long process?
If you really 'cant help' but to be gen-rushed, then push survivors onto certain gens, eliminate areas of the maps. Get the survivors to work on gens that are relatively close to each other and keep the pressure applied - you don't HAVE to down the survivor, even injuring them is a stagger.
This isn't all additional work that you don't have to do, this is literally part of what you should be doing as a killer in the game. You have the mechanical advantage, even baiting out a bad vault can entirely mess up a survivor.
You also need to understand - some killers are early game killers, others are late game, and some are all-round killers. If you're going to be playing killers that get their most value late-game, but you're angry because gens are getting done then.. what are you doing?
All these things matter - and blaming the game and survivors doing what they're supposed to - which is to do gens, then who is truly at fault? the universe or you? DBD isn't out to get you, you just have to learn to utilise what is given to you instead of crying about wanting to have your hand held and making killer even more of a brain-dead role than it already is.
''As a killer, you're the boss of the match'' I don't need to read the rest. No, your not the boss of the match. The game lenght is mostly in the hands of survivors. You can easily work on gen and slowing them down while chasing and keeping survivor on hook is hard. Kicking a gen can be denied by a survivor holding m1 for a second. the only good way to regress gens is Pop that let you regress 20 second out of gen after a hook. Other perk either slow down gen by a way to low ammount (4% slowdown aint worth when it take 80 sec doing a gen and 4 can be work at the same time) or require buildup to slowdown gens, and the requirement on these buildup mean that if you achieved a point where it usefull, you probably don't need it or did'nt need it in the first place. Add to this that the survivors got many perks that buy them more time and that they can apply pressure all around the map at once while the killer can only do it at a single place.
That being said, let me prove my point using your post.
''Truth be told - Most SWF lobbies won't communicate for everyone to be on different gens just so you have 3 gens pop at the same time''
Sometime they do, sometime they don't that not the issue here. The issue is that you clearly show it up to the SWF in this case to play bad or good. I can be the top 1 NA killer in the world It wont change the fact that if survivor want to put pressure on 4 differant gen when the game start, they will, and as killer you won't have any say on what happend to the 3 gen b4 your first hook. Clearly your put a lot of pressure at game start and wont feel like a boss since survivor are at their peak.
''But monitoring generators and almost controlling which ones you'll allow to be done is part of the killer job.''
Except you can't do that in a efficient way. there 4 survivor and unless they hardcore camping a gen you defend youre wasting time. You can't both chase and protect gens at once. Chase someone and there 3 people that can finish the gens or simply do another one. Defend the gens and survivor will hope on another gens and simply come back later. Try and protect a possible 3 gens? survivor will probably do the closest gen to the one your defending and ruin your 3 gen anyway. You need people to go down fast. trying to apply to much pressure when there still 4 people mean you let them know where to apply pressure since you can only be at one place at once.
''You also need to understand - some killers are early game killers, others are late game, and some are all-round killers. If you're going to be playing killers that get their most value late-game, but you're angry because gens are getting done then.. what are you doing?''
No, there is no ''early game'' killer. Killer has 2 thing going for them during early game,
- unless of specific case like pig or plauge, survivor wont know what killer they face till first chase, Survivor also can't build agains a specific killer because of that.
- Stealth killer will have a relly easy time landing first hit cause survivor still don't know they face one.
Add to this the fact that if you face decent medium skilled survivor, first gens should be done around the same time as your hook and in the worst situation, another gen should be at the minimal 35% done. if this aint the case, it not killer being good at gen defending early game, it just survivors wasting time and not working on gens.
Unless the survivor are extremly trash and suicide on you, you ususualy wont 3-4k any survivors before 3 gens are left, and most game where the killer can 3-4k there only 1 gen left or the door has opend. There no magic formula involving this in killer or survivor skill, the game simply designed in a way where survivor power depend on how many are alive, while the killer overall power depend on how many survivor are left. And I know it hard to folow me on this one, but usualy at the start of the game, survivor are alive and due to the simple fact it take 80 second doing a gen and it take 120 second for someone to die on a hook, survivors need to relly try if they want one of them to die before a single gen in done. There no early game killer cause the dev know the early game wont last long and your killer would not have any impact after first hook and second chase, provided survivor are not trowing the game by doing stupid stuff.
That being said there 3 type of killer, Late game killer, usually set up killer like hag and trapper. Late mid game killer, Usually killer that has a power that require build up, think Myer,plague and arguably doctor. finally there early mid game killer. any killer that don't require set up or build up go there doctor could also go here, These killer can also jump into other category with certain builds, but wont ever be strong as late game killer using the same build.
''All these things matter - and blaming the game and survivors doing what they're supposed to - which is to do gens, then who is truly at fault?''
This is a decent straw man argument that work in both way. If you accept this as an excuse for gen rushing then you also need to accept the fact that:
Killer are suposed to do their objectif, killing, therefore, tunelling should'nt have that many direct counter and should be considered the to-go tactic. Camping should also be a good thing since survivor will die fast if they are ultra altruistic
But what happend if you pull out these tactics and survivor don't have protection/second chance perk? They complain that it aint fun.
Guess what, it aint fun either to get gen rush. the differance is killer don't have as much powerfull tool as survivor does. and there no arguing on that. DS is stronger than Pop, the go to meta gen regress perk for any non set-up killer. let me show you how DS would look like if it was balanced like killer perk
''once per game, if the killer pick you 60 second after you have been unhooked, you can hit a skill check to fill up to 70%''
See what I mean by this example, Killer perk rarely garantee something while survivor perk like ds is simply a 1 minute immunity tool that also work as an anti tunnel, so it an full minute of you being allowed to do bad play and force the killer to play around this. Same goes for Bt, but that last way less time and safer. If you are under effect of BT and have DS, you could do the stupid play of body blocking for the unhooker when the killer was going for them, if the killer play his card right, yea he can slug the DS user, but it still will be a whole minute wasted at minimum for the killer, unless he take the risk to slug you and try to find another survivor. and even then, you can be pick up or pick up yourself, so, at worst, you will traded 1 hook for a whole minute doing a garbadge tier kind of play.
Now imagine if Killer had a perk that did the same thing as DS, aka stopping survivor for doing their objective in a efficient way
''If a survivors bring a gens to 100% whitout stoping midway and completing another gen, the entitiy block this generator for 5 second and regress it to 50%, this only work once per survivor.''
Now you see every killer running this op perk so you come to the forum and then killer main say
''There nothing wrong with this perks, why do you try to complete generators fast? just work on other gen lmao there way to play around it, just don't gen rush !''
And they would'nt be wrong, there way around it, you can avoid gen rushing, but would it relly feel fun to know you can't do your objective in the fastest and most logical way whitout getting hard countered by the killer virtualy doing nothing? I don't think so....
That being said, I don't want to convinct you on the ''killer vs survivor balance-ish part'' I don't say everything I wrote are an issue, All I want to prove to you is that No, killer aren't the ''boss'' of the game. Survivor are the one who control the timer. the game lenght is all tied to the Survivor objectif so there no saying on that. Killer only become the ''boss/power role'' once 2 or more survivor are dead. and by that point survivor aren't enought to control the timer. on the other hand, if you are at 2km you don't need any kind of power since well, either survivor are escaping and you got your second kill on a late endgame hook OR your in a point where survivor got no chances of winning and you basicly got a garanteed 3k, possibly 4k depending on play around hatch.
Im not saying that it wrong if survivor are the boss role, even too I think this is what create the problem in this game balance. What im saying is that you probably did'nt play both role enought to see who control the game and when they does.
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@wrench0331 said:
https://forum.deadbydaylight.com/en/discussion/147492/survivor-are-in-need-a-major-nerf-rework
if you think survs need another nerf youre ######### at the game and before you say im a survivor main i actually play both i can play killer with no perks no addons and no offerings and still get a 4k with 2 gens done no struggle playing killer is a joke now i use to have to try but now i dont survivor got a huge nerf with less pallets less loops and more/bigger dead zones its ######### killers like you that keep getting the survs more and more nerfed and make killer side less and less fun this is why the games so unbalanced
I doubt you play over rank 16 on both side tbh. Map size change is a buff for both side, bigger for killer simply because now your power wont be useless on certain maps. You know that map being smaller make it so pallet are closer to each others right? because of that there a certain map that can spawn the safest non god loops the game ever had. A jungle gym next to killer shack with 1 junk piles next to them. this can only happend in 1 map, maybe 2 but you can't call that a survivor ''hudge nerf''. Every pallets that remains are safe pallet and loops that got removed were god loops and these should never have existed in the first place. More and bigger dead zone? The one I see in game are next to generators tiles or generator spawn on small one. there maybe like 2 maps that have deadzone the survivor can't relly avoid if killer come from certain angle. For all other deadzone, it the survivor fault for running into them when they had better tiles option.
Also if you can ez do 4k with no addons with only 2 gens done. and considering that, unless survivors are extemly stupid or play like rank 20 first game player, the first Gen should be done and the bare minimum of 1 should be at minimum 35% being completed. You could be the top 1 player NA it dosen't matter it up to survivor to do that first gens and unless they do something extremly wrong there no way you can put pressure on that much gens whit not knowledge at all of where survivor spawn or are at all time. that just how the game is, first gen is ez to complete there no going around that. That being said, if survivor can't do more than another gen and you 3k them at worsk with no perk or addon my bet are that you are either a camper or playing in extremly low ranks.
That or your a god as freddy.
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@SoylentPixie said:
"Some would say ''But what about if my team play badly'' Well guess what, you play the side of the game that are in a team, you should lose if your team do badly."
Ok fair enough. But...if that is to be true then...
Guess what, you chose the side of the game that involves high pressure and have rely on your own skill. You should lose if you play badly.
Your ideas, whether you believe they are bad or good, would drive away about 80% of the survivor player base.
You want to nerf any perks that allow survivors to counter tunelling, slugging or camping.
You want to nerf healing that has already been nerfed.
You want ONLY buffs to killer perks to combat the survivors main objectives while taking away their perks for countering yours.
You want BASE KIT GEN SLOW DOWN, quite possibly your most ridiculous suggestion
You want survivors to die on second hook
You want to take away a survivor perk slot.
Are you seriously going to sit there with a straight face and say ANY survivor would stick around after one or more of these ludicrous ideas? Because I'm fairly sure they'd go ahead and give BHVR the middle finger. If you are serious about balance, then go back to your drawing board and look for serious balanced suggestions, not just more ways to stick it to survivors because you are struggling.
''Your ideas, whether you believe they are bad or good, would drive away about 80% of the survivor player base.''
That why prior to the patch survivor had way longuer queu time then killer who only had to wait around max 30 seconds.
It only seem that survivor care about player base going down when it about survivor.
There many reason why people go away from killer gameplay, I honestly think that for the killer to make a hudge comeback, they need to abuse potatoes survivor to make a mistake, and god forbid they have second chance perk. Let me set an exemple. Survivor A is on hook and have DS+unbreakable, Survivor B has BT. You've just hooked survivor A and head to a nearby gens and find survivor B. Survivor B start to run to the hook, you hit once, because of the speed boost survivor get after being hit, survivor B has just enought time to unhook survivor A, so you hit survivor B to avoid triggering BT, But survivor A got unhooked in a situation that is far from being safe, at this point there a couple option.
Option 1, Killer let survivor A go and don't get to profit as much as he should out of Survivor B mistake.
Option 2. Killer is big dumb and hit Survivor A b4 BT end. I don't have to much problem with this situation.
Option 3: Killer down survivor A and try to pick him up, get struckt by DS
Option 4: Killer decide to not pick survivor A up and hook survivor B, he decide to proxy camp to protect the hook and slug, but at the time she want, survivor A can use unbreakable and start a new chase.
All these option give more time to survivor and the best killer could do was option 4. But let be honest for a second. Survivor B did a relly bad play by doing the most unsafe un-hook ever and his team should'nt get any advantage out of this. the killer did'nt camp, the killer did'nt tunnel. The killer simply downer 2 survivor cause he could, and the only reason he gone after survivor A is because Survivor B did this bad play. Can we agree that, in this situation the killer should'nt have to go around doing slug and chase? Can we just agree that killer should just be able to down survivor A if he catch him and hook him whitout any issue, then go back and hook survivor B? How is it fun or healthy for the killer too play around perk that should'nt reward the survivor for a horrible play?
My point is that when survivor does those kind of play, unless option 2 happend, survivor should'nt get any kind of advantage of gain from these kind of situation. im not saying these option don't favor the killer, in all case he can hook survivor B, but survivor should'nt get rewarded at all. If survivor wanted to have a good option scenario for them, survivor B should just have run to a nearby loop and distract the killer away from the loop, giving time for Survivor C or D to rescue A. See how much it would make the game fun if survivor played like that? killer would have no reason to stay near hook and deal with perk that reward stupid play, insted they get to chase and feel like they progressing their objectif. Survivor don't have to deal with the killer proxy camping the hook.
''But what if the killer camp''
Survivor should just do gens. Killer lose. See, the killer don't have a perk that slow down/regress in a case survivor don't go for the save, It would be stupid if that kind of perk existed. It does suck for the camped survivor and I think they should get auto safe pipe or some extra point to prevent them de-piping in a senario where they could'nt do any thing.
''But what if the camper use NOED, don't he get rewarded with a second hook for no reason''
That up to you to do bones, it not like killer will stop you, you got 120 second to do so. probability are that the killer suck at chasing and wont be able to hook before a couple of gens done. Unless survivor does something bad, a generator should be done before or not long after first hook, and that assuming the killer is slighly good at loop. and again, camper camp cause they bad at loop or cause they are frustated after being looped for 4 gens by someone better. in those 2 case you should have time to clear any kind of hex. That being said, if survivor had less second chance perk I would'nt mind NOED to be reworked or nerfed. I still think survivor should be doing bones at all time since it remove any hex perk the killer has, and it not like it take lots of time to deal with those.
''But what if we face a god looper camper''
the ranking system make it near impossible for camper to pip so you should'nt see killer like those out of low rank. Sadly DBD ranking system suck, in case this happend, you just are forced to take the lose. If you think that unfair, you can tell yourself killer can face tryhard rank 1 SWF as soon as rank 15. and by rank 13, you will see more purple/red rank than green or yellow one. The only think we can blame for both our case is the crap matchmaking system.
The other reason I think people don't like playing killer is due simply on how the game work. Killer is at his strongest when 1 survivor is alive and survivor are are their strongest when there 4 people alive. It may sound like a great design but it has a major flaw.
survivor start at their strongest and can only go downs by their own mistake, and yes getting bait by a killer is a survivor mistake.
So when killer arrive at 2k, Yea he feel powerfull and he in advantage, but does it relly matter? What the point of being extremly strong if you have basicly win, and the only reason was cause survivor did a good ammount of mistake? you are at the top of your capacity at a moment when you don't need anything to finish the game. either you can easily 3k or 4k, or you did your last hook when survivor openend door so you being strong don't relly matter anymore. The only way for Killer to have an early advatage and feel powerfull when it matter is to bring a Mori or tombstone, And we can both agree this isin't healthy gameplay either to bring those things.
on a last note, it way more easy to pip as survivor than it is for killer, A survivor can do a single gens, some bones and open chest, maybe escape maybe not and still pip easily. the game tell them they did great. Killer are forced to get 3k for a single pip. The emblem system reward killer for long game, and punish them for short game. The issue being that even if all survivor leave while injured and their all on their last hook, the game consider you did poorly and tell you so. You wont pip on 1k or 2k because if you only have that ammount of kill, the game must be relly long for you to pip, and let be honest, if you did 1-2k you probalby had 0-1k and got one during endgame collapse. What if you kill 4 person cause they are crap relly early? probably a safe pip cause game was too short.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1246123#Comment_1246123
"BNP still exist and still is strong"
Sorry but LMFAO
"The only thing the nerf has done is that it made it impossible for four people working on a gen to complete it by the time killer walk to them if the killer happend check that gen at the end of their first patrol."
Which is a huge deal. When 3 or 4 of you are on a gen and the killer interrupts you, they can get a free hit on 3 survivors usually and they know there are no other gens to worry about. Catch 1 of them, hook them near that gen, kick it, now watch as they all throw themselves at either the hook or the gen, over committing and giving you free hits/hooks.
"This one isin't a fat killer buff too."
Yes it is don't lie. It's a massive killer buff to shrink those maps. I played a game on Rotten Fields as Huntress last night, pretty much every down I was able to carry to the basement, which I then camped and forced unsafe rescues for more basement hooks.
They literally gutted a LOT of survivor advantages and you are sitting here asking for more. If you are still having problems catching survivors and getting kills, maybe you aren't as good at killer as you think you are.
I played about 10 games last night as Huntress and Legion (and 1 as Spirit with a mori for a daily which I didn't even use until the game was over). EVERY SINGLE GAME WAS A 4K (red ranks BTW). Except 2, one game I gave a Laurie hatch because she was funny, and another game as Huntress on Haddonfield I took the 3k and let the Feng hatch because I wanted to end the game and go to bed (they did 0 gens BTW, I snowballed very hard at the start and slugged a lot after 2 hooks, they couldn't recover from it).
Playing killer is easier than ever.
''Which is a huge deal. When 3 or 4 of you are on a gen and the killer interrupts you, they can get a free hit on 3 survivors usually and they know there are no other gens to worry about. Catch 1 of them, hook them near that gen, kick it, now watch as they all throw themselves at either the hook or the gen, over committing and giving you free hits/hooks.''
So it a nerf to survivor who played in a bad way and din,t use the fact they could apply pressure in 4 differant places? If anything that let them know how to acctualy play...
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@just_a_noob said:
https://forum.deadbydaylight.com/en/discussion/147492/survivor-are-in-need-a-major-nerf-rework
1 - they have slowed down gen speed if more than one person is on it
2 - the perks that "give more time" are usually situational and a lot of them can be avoided which makes them useless
3 - Killer speed - use play with your food, there are add ons for the nurse to make her faster but there is a reason her base speed is slow, its because she can blink...through walls not to mention
4 - killers have plenty of perks that are good, you just have to work out which ones go well together for the killer that you are playing
5 - if you know someone has no mither then don't slug. easy as that. everyone knows you can get up with that perk if slugged. unbreakable is a 1 time use per game. not many people slug these days anyway. deliverance, you need to safe unhook someone before its even active. these are also situational
6 - Tunnelling/Camping - flashlight save and body blocking are also situational. someone has to be near you at the time. same with sabotaging hooks and even if someone sabotages then there are other hooks so close by. and BT? killers wouldn't have to counter these if they didn't tunnel or camp. easy fix.
so basically you don't want survivors to have any perks. you want them all nerfed. what about killer? just as an example....
- Mori's
- NOED
- Devour Hope
- BBQ
- nurses calling
- one hit killers
- hillbilly who can go from one side of the map to the other in seconds
- perks to make the killer move faster
- perks to take away their terror radius
- tombstone myers
- bloodlust
- scratched mirror myers
- Iri heads for huntress
- teleporting killers like hag and freddy
- soon all maps with breakable walls
- smaller maps which will be an advantage to killers
oh and shall we talk about how each killer has their own ability...like doctor who's shock therapy can go quite far with the right perks. should i keep going.
don't get me wrong, i don't really have an issue with any of these except iri heads and ebony mori. my point is, you are complaining about perks where most of them are situational and would be useless if you didn't camp or tunnel. also a post about getting punished for so many things but you should also look at it on the flip side too.
put map offerings on, one that works well for the killer you are playing. Eg the game works well with nurse and doctor
Mori's- I wont disagree mori anre boring but they also are useless. using any thing above a green mori is like camping, you will easy 3-4k but will depip so it not relly a win. Yellow mori is near useless, I mean if the killer has downed you and your the last survivors you would have died on hook anyway. Green one only work once and is to much rare of a ressources for killer to bring one every game in case they want to use it. Over all im okay for mori and keys to be removed.
Noed- and Devour Hope. Yea these perk are strong, you know what stronger? Doing bones. if your team did not take the time to do them or if they refused to take one of their 16 perk slot to take Detective hunch, they deserve to eat the consequences of any Hex perk. Hex perk are as strong as survivor let them be.
BBQ- Lol? if it relly a problem for you, you can simply hide a locker when you see the killer hook someone, it not like survivor have basekit map wide aura reading on killer when he carry someone right?
Nurse calling- it your fault for healing in bad moment. if you know the killer is not that far, maybe you should'nt be healing in the first place.
One Hit killer- All have build-up/Charge time. If you let a myer/ghost face stalk you, you deserve to be punished. if you don't use cover agains a billy/bubba when he charging, you deserve to go down.
billy running from a side of the map to the other- It not like he any discret doing it and you see him and hear him zoom around. Also map dependent.
Perk to make killer move faster- Ah yes, the very op perk everyone use and that have no dowside whatsoever or no buildup? I think the best perk of that kind give you like a max of 4 or 5% extra speed, if that to much for you then idk what to say.
Perk that take away terror radius- If you relly on terror radius to detect killer your doing something wrong. use your eyes, not only they are more usefull and you can profite of survivor owl vision, you can also counter stealth killer.
tombstone- Myer is slowed down and take more time charging evil within 3. The only way to make it relly unfair is when you combine it with tuff of hair. and if a killer spend 2 pink addon, I think he kinda deserve to be broken for that single game.
Bloodlust- a good way to give killer a chance to catch survivors. I don't think a single survivor looping a killer for more then a gen is good for the game.
Mirror- if you get beat down by t1 myer with 105% speed it your problem. you just seem to hate myer and forget all his addon weakness, there could be a debate around tombstone being strong but mirror are for meme build.
Iri head- I just think that it should'nt be possible to go over 1 hatchet with it, otherwise it fine.
Teleporting killer- It your own fault if you trigger hag trap or if you don't run when gens start bleeding.
Breakable wall- Breaking some wall can create infinite lmao ######### you complaining about.
Smaller map that will be better for killer- It a nice buff to killer who need small map for their power like legion and set-up killer. the smaller map also made loop closer to each other and ive seen crazy thing like jungle gym with a junk pile+pallet nearby with the shack being next to these 2 loops. It only a single map but I think you get the idea, there is less dead zone between loops and these dead zone are often in corner you can simply avoid to run to.
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@IamDwight said:
I'm not about to read a wall of text. But this reply sums up my response pretty well I think:
https://forum.deadbydaylight.com/en/discussion/comment/1241819#Comment_1241819
If killer is so terrible to play, try playing something else ..?
A 4K shouldn't be handed to killers every single game. You win some, you lose some. That applies to both sides.
As much as you may hate to hear this, but survivors kind of NEED "2nd chance perks". If survivors have no chance and only die within 20/30s of every single chase, then people will quit playing survivor, meaning your queues will be A LOT longer, meaning the game will eventually die.
Survivors need a chance. It's needed, for balance, and for the game to remain alive.
Except the survivor team don't need to survive to win and pip, the killer need a minimum of 3k to win and pip since anything below that require extremly long game that don't happend because well, the game wont last long if survivor don't die. Survivor perk make it arguably to easy to survive by giving lots of second chance (when killer option usually revolve around punishing survivor mistake) or by having perk that let you do thing that would require 2 survivor insted of one (unbreakable let you pick yourself up for example, that require another survivor to help you normally). The only tool survivor should need to survive is their teamate, if you keept them in a team, but they don't have the weakness of working as a team it make it way harder for the killer to do anything. Some would say ''But what about if my team play badly'' Well guess what, you play the side of the game that are in a team, you should lose if your team do badly. you should'nt have the best of both world by being in a team, but having a kit strong enought you make you feel like you can win by yourself.
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@thesuicidefox said:
You can't be serious with this thread...
- Toolbox nerf basically made toolboxes worthless for gens except for specific situations.
- Gen repair nerf slowed down base gen speed.
- Maps were made smaller.
- God windows got removed.
How many handouts do you need to finally get a 4k?
''Toolbox nerf basically made toolboxes worthless for gens except for specific situations.''
BNP still exist and still is strong, gens are done at the incredible space of 80 second if we assume the survivor don't hit a single great skill check and use no toolbox and work alone on a gen. I don't even see why survivor would need any kind of gen repair speed boost at all... + toolbox are good for sabotage.
''Gen repair nerf slowed down base gen speed.''
No it did'nt. the only differance now is that survivor do gen slower if they do them in the worst way possible (4 people working on a gen) The only thing the nerf has done is that it made it impossible for four people working on a gen to complete it by the time killer walk to them if the killer happend check that gen at the end of their first patrol. Gen are still as fast if all survivor work on differant gens, and you should do that if you want to reduce the killer pressure. If anything it made it harder for killer to punish survivor cause now they wont all work on the same gens unless they are brain dead. so an easy to punish situation should'nt happend anymore.
''Maps were made smaller.''
This one isin't a fat killer buff too. it just made it so killer who"s power rell on small map aren't extremly weaker on bigger map. smaller map also mean vault and pallet are closer to each other. Deadzone usually are near map edge or near generator, in angle survivor should'nt be running into since the killer can't force them at all into these directions. Every single pallet is a safe one now. And in a certain map due to it being smaller and loop being closer, you can have a jungle gym close to junk piles with pallet right next to the killer shacks, that arguably the safest non god loop the game ever had. Smaller map is a buff for both side if anything.
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@Onyx_Blue said:
We've existed in this current era of dbd for far too long. It has grown stale and oppressive. No more slowdown mentality from Killers; and no more immersive second chance mentality from Survivors.
I see dbd being so much more fun for everyone if Killers started exploring the chase & rotation pressure style. With survivors applying the intelligent altruistic and bold playstyle. The game surely needs more healthy and intense interaction between the two roles.
Thus leading me to believe current meta perks should be nerfed slightly. PGTW should be 15% at all levels; Sloppy Butcher Mangled effect should wear off after being hooked and also the blood spurt affect should be removed; Nurse's should be 24m at tier3; Adrenaline no longer healing a health state; Borrowed Time to have only 2 tokens of use; Spine Chill should have a smaller range to it; NOED has a token sytem to it in order for the effect to apply at endgame; Urban only applies the movememt increase while Healthy - but, while Injured and Crouching, pools of blood frequency is reduced; Bamboozle only applies to one window at a time and cannot be reassigned to a new window until the previous window is unsealed; Spirit Fury now suffers a stun of 100% on the next pallet stun after the perk has been used; DS should only grant the potential escape skill-check if a survivor was downed or grabbed during a chase.
If these were to happen, and the meta changes to something similar to this, I think dbd would be in the best state it has ever been in.
Thoughts? Agree? Disagree?
First, no slow down for killer would just kill the few killer that still play, game are to fast at NOTHING force survivor to slow down.
The problem lie at the core of the game and perk honestly, on survivor side. Im not saying survivor are op, it more like that the way they perk work simply remove their weakness.
it take 400 second repairing all 5 gens if we assumne survivor have no toolbox and never hit a single great check.
it take 480 second for all 4 survivor to die on hook, the only way to speed up that process depend on survivor themself going for a save or not, and only one need to do the save.
add to this that chase are overall sided for survivor. and im not saying that because of god loop or anything, but 2 reasons.
- it up to survivor to make mistake, as killer all you can do is mindgame and bait those mistake, see it like if it was a FPS. Survivor would be sniper camper. and killer would have a normal gun. All the killer could do is bait the survivor for them to miss a shoot, but if the survivor never miss it to bad for you. of course far from all survivor are god of mindgame, but you get the idea
- You can only chase a single survivor at a time, meaning up to three other can be working on gens.
Now, add the fact that killer need to chase survivor and mindgame them on loop, if we assume that a short average chase (1 hit per loops, 2 loops + running from first loop to second one) Take around 25 second if loop are ended as fast as possible by killer on an average loop. Meaning it take 300 second to chase all survivors 3 times.
Doing survivor objectif take around 400 second and killer take a total of 780, but I will be fair and consider the killer can consider a 3k a win since last survivor will escape by hatch or could not do gen by himself. So we could say it take a minimum of 585 second for killer to kill 3 survivor and never chase or hook the last one. We assume walking around also take time for both side too.
Not only survivor have less time time to spend on objectifs to win, they can spend it in a maximum of fourth differant spot on the map while the killer can only be present at a single spot no matter what. The dev balanced this by making survivor rely on each other.
You need another survivor to unhook you, you need another survivor to heal you, you need another survivor to body block, flashlight save or sabotage hook if you get tunneled. in other words, you relly on your team.
Except survivor don't need their team.
Perk for survivor were designed in a way for solo survivor to survive even if they got mentaly disabled teamate, Im not gonna go in deep detail since this post already long, So I will just take healing for example. Don't want to rely on a teamate to heal? bring a medkit,self care or look for a medkit in chest. Congrats you now have made it so there 1 more person on gens in average. you don't waste time finding a survivor and they don't waste time walking with you and healing you in a hided spot. Let say you got off a hook, you can heal yourself now and the saver can go back to gens. if we assume the killer is in a chase, whitout you having the ability to heal yourself there would be only 1 survivor on gen, now there 2 and maybe 3 if you don't care about healing yourself, grats, you doubled you team time spent on gens.
With current perks that survivor can pick, the only thing you virtualy need a teamate for is unhooking, Being in the dead state isin't even dangerous anymore, you can pick yourself up.
Some may say these are nessesary for solo survivor, but I disagree. Survivoir Should rely on their team, They can't just have the advantage of a team whitout having the downside of it. Yea it suck when a teamate is bad, but that the risk of playing on the side that should work as a team. Look at Evolve, it was another 1v4 assymetrical game. What do you think happend when someone on the ''team side'' decided to go off on his own? he get brutally murdered and his team is punished for that. That how a team work, Win together or die together.
As for second chance perk, I will keep it simple, As I said before, Killer need survivor to make mistake to do anything, the simple fact survivor can negate their mistake is stupid. Not only that, it rob killer of their time when they already start with less.
In the current state of the game, it relly feel like the only reason killer can do anything is because of potatoe killer existing, and their friend beign extremly stupid trying to save them from dangerous situation, but still having chance of doing so since the fact they have so many second chance perk still gave them some chance to achieve their goal. killer only chance is the endgame unless survivor do dumb mistake early. 80% of the time the minimal time for first hook give survivor time to do 1 gens while around 2 other are probably over half.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1243521#Comment_1243521
For the ranking system to not punish the killer. If you manage to get the 4 of them on hook cause they swarmed you, congrat, you will de-pip. casue the gamre drain your point for camping and cause you did'nt chase them or hit them enought. In that case the killer did a real good play and punished the survivor for not only playing bad but doing the worst play possible. but the game make you lose rank for playing correctly cause ''The game was not fun, survivor din't get to unhook and get chased enought''.
I can not really tell if this is getting punished by the ranking system because in my 2000 hours as killer i did not camp a single time. When survivors are swarming around the hook after i hook someone, which happens frequently, thats great! Actually amazing! A free target, maybe even multible. I dont even have to look for the next survivor. Explain me how this is bad for the killer? Those games are the most easy to win.
Even if you kill someone fast, there still 3 of them who can work on their objectives, and their objective take less time to do. So a good killer need to have survivors off the generators as much as possible. TONS of survivor perk reduce the time or number of people of generator due to how they work.Any perk that work in the same way as Self care give time to your team, If you can do something alone, that should require 2 survivors, that mean that no one else need to get off gens and help you, they don't need to waste time getting off gens, finding you, healing you and going back to their gens. that a lot of time saved, and that on a perk that far from being broken or meta... Now add Second chance perk and exhaustion perk it had a lot of time to chase, so more time for you to do gen and less time for killer to apply pressure elsewhere. All those perks indirectly nerf killer killing speed, does survivor relly need perk to slow down killer speed when they already have that many tools doing it? And then you need to consider that the killer is at his weakest at the start of the game. Facing 4 people who can slow your progress down when you need to rely on them doing mistake leave little place for play for the killer.
Lets talk about how a (or at leat my typcial) scenario as a killer is:
- One survivor is on the hook (not on a gen)
- One survivor is going for the safe (not on a gen)
- One survivor is getting chased (not on a gen)
- One survivor is (hopefully for the team) on a gen
This is a typical rotation in pretty much all of my games as a killer. Normally there is 1 survivor on a gen, and the rest is busy not falling apart. It becomes really nasty when someone is slugged, which happens often in my games. Then its usually game over, unless they have unbreakable or very good coordination. Thats totally fine tho, since also my perks helped me to get those kills / downs.
A killer is in fact weak in the early, but becomes significantly stronger the longer the game goes. Pallets are gone, playfield is smaller, gens are easy to patrol. I think they should ballance the difference between early (killer too weak) and lategame (killer too strong), but thats it.
I simply dont see all those weaknesses you are talking about... where you see a problem, i see an oppotunity. Self care for example is just hindering the survivor team, there is nothing better to see a guy on my BBQ sitting somewhere wasting time healing himself.
As for killer perk helping you kill faster... NoED give you a second chance if survivor did'nt do bone
A second chance perk nethertheless.
Safe the best for last rely on you playing a m1 killer and hoping the obsession will ignore you all game long and not body block. The perk is good but far from being a extremly reliable way to kill faster no matter what killer you use.
Yes, for M1 killer. Any killer that is not considered an M1 killer is more the powerful enough to not need any perks. Nurse, Spirit, Billy, Huntress. If someone cant win with those killers and has to complain about, it might be time to follow Matheiu Cote's advise (play civilization instead)
where you see this perk good, i see it as an amazing perk. Cuts my chases to half when i have 8 stacks, which is not taking a lot of time / effort to get.
Spirit Fury. Has nothing to do with your kill potential, you also don't want to break all pallet and it would be a waste if it trigger on a unsafe pallet.
Spirit fury is a free hit each 3 pallets. If this has nothing to do with chase potential, then i dont know what you even devine as chase potenial / kill speed.
Bamboozle .... Only good for nurse, if you vault as killer you probably doing something wrong, or the survivor wont be returning to that vault anyway.
Only good for nurse?
''Spirit fury is a free hit each 3 pallets. If this has nothing to do with chase potential, then i dont know what you even devine as chase potenial / kill speed.''
You still get stun even if the pallet break on you.,, Have you ever used that perk?
''Only good for nurse?''
There is only 3 reason a killer should be vaulting.
Case 1: You play nurse, it can be hard to hit some one who vault while you try to blink on them, it can be worth blocking vault with bamboozle on certain loop in that case.
Case 2: you just hit a survivor while they were vaulting out of a building, now you need to go for the second hit and vaulting is the fastest way to catch them up or you simply need to pick them up .
Case 3: your using legion power.
If you are vaulting for other reason, you're probably doing something wrong like doing loop wrong and you would savve yourself a perk slot by learning how to mindgame a survivor around those. That or your vaulting in a situation the survivor would'nt use the vault anyway so it a wast of Bamboozle.
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@RareOmen said:
So if you're a solo survivor, you don't like the idea of the ability to heal yourself 50% slower than normal? It takes about what 35 seconds to heal with Self care? Vs the 15 or 16 seconds to be healed by another teammate? As killer I would expect you to prefer Self care users since that's 35 seconds NOT spent on Gens even more if you run an anti healing build.
I get what you're saying, that survivors need to be more reliant on their team, and I can agree to some extent. Unfortunately, there are many solo survivors who can't rely on teammates so they need perks that better benefit a solo play style.
As a survivor, yes you can feel a little more safe without any perks because there are 4 of you. A killer who can't apply pressure to any of the 4 survivors who have no perks on needs to better himself. As far as game sound goes, I believe it is the other way around, I can play music and dominate as killer, but as survivor if its too loud in my party chat, then I can't hear anything. It all derives on play style.
A killer without perks VS 4 survivors without perks, I still believe the killer has the advantage if you're well enough.
''So if you're a solo survivor, you don't like the idea of the ability to heal yourself 50% slower than normal? It takes about what 35 seconds to heal with Self care? Vs the 15 or 16 seconds to be healed by another teammate? As killer I would expect you to prefer Self care users since that's 35 seconds NOT spent on Gens even more if you run an anti healing build.''
Even if you heal yourself longer with selfcare, there be 2 or 3 other gens being worked on. if you lack health care you need to find someone, or the other way around, to be healed, that make 1 less gen worked on in average and keep another survivor busy, making it more easy for the killer to have pressure on the map. This is why I hate it when people bring out the ''Generator nerf'' of last patch. It only a nerf if survivor work on the same gen, and even before the nerf it was a bad thing to do. the issue i have with healthcare is not that it heal fast or not. my issue is that it mean that each time you use health care, there only one person of gen instead of two.
''I get what you're saying, that survivors need to be more reliant on their team, and I can agree to some extent. Unfortunately, there are many solo survivors who can't rely on teammates so they need perks that better benefit a solo play style.''
If you play survivor, you need to accept you relly on your team. that it. The issue with these kind of perk is that they are annoying for the killer, and the real problem is that survivor who play as a team can exploit them in some unfair way. I will use DS as an explample. Yes, DS would be fine if it only effect was to prevent tunelling when no one help you (even too I think you should relly on people helping you). The issue is that if you get unhook and have DS. you basicly have a whole minute where you can body block with no consequences for you. if you go down, killer can't pick you up. if he does, you get away. in all case you can force the killer to lose time on top of having a immunity to tunnel because a teamate unhooked you unsafely/ you just got found by the killer b4 one minute pass. And that considering there 4 people who can use it in that way+ we assume you don't have any perk that can do bullshit combo with it. Survivor should work as a team if they want protection, they should not get it for free the only thing you relly need teamate for now is unhooking... The killer has to work solo, would you think it be fine if they could counter that weakness by having a perk that let them invite a second killer? I think we can both agree it would'nt be fun...
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1243190#Comment_1243190
Hold up. You think this will give the killer only a chance to 2k consistently? As it stands, a good killer right now will win a good portion of the games they play. If you were to add more gen time and ability to stop gates, more gen stalling powers, the amount of perks a survivor can have and on top of this give them only 2 hook states you would crush any team.
Literally even a Swat SWF couldn't beat a killer unless they were absolutely terrible. If a killer had even an inkling of skill, every team they faced would get steamrolled.
I don't consider myself to be a fantastic killer, but I think I'm good. I've logged 44 of my last killer games on PS4 at rank 1 and it took me until yesterday, on game 39 to finally get a result less than a 3K. Killer isn't as difficult as you think it is if you know what to do. People just don't want to learn from their mistakes, they want their mistakes to be fixed by somebody else.
The game right now is fine. It doesn't need anymore drastic changes.
I specified that all the nerf I suggested should not all be implimented and only maybe one or two should.
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@Predated said:
Okay, lets compare practicality:
- Gens take 80 seconds to fix, 47 with 2, 38 with 3. Working with 3 people on 1 gen isnt practical
- Total hooktime is 120 seconds, but the average game, you get saved within 30 seconds, meaning practical hooktime is 60 seconds, unless you're camping the hook.
- When 1 person is being healed, while you're chasing 1 person, that means at most only 1 person can do gens.
- Second chance perks only work if you're allowing them to work. BT doesnt work if you dont hit the unhooked survivor for 15 seconds, DS doesnt work if you dont go after the unhooked survivor. Borrowed Time doesnt work well if you slug people too long. Basically, for second chance perks to fail, all you need to do is not chase someone who got fresh off the hook. If you can somehow slug all 4 survivors, start picking up in the order that you downed them, rather than picking up the last one you hit. Because by that time, the chance of DS are practically 0.
Self-care sucks, no mither sucks(seriously, if you slug someone with no mither, who is obviously in broken status, and dont pick them up for 30 seconds, its your fault), deliverance is a double bladed sword, you can free yourself, but only after you unhooked someone, and even then you get broken and it doesnt work if you're the last survivor either. The only "second chance" perk I could grant you, is Adrenaline, but even Adrenaline only works when you're injured/downed while the 5th gen starts. An adrenaline play is so rare, that its practically worthless unless the killer slugged you and closes the hatch before picking you up.
And yeah, how much it sucks someone jumping in a locker with DS, it's in your best interest to simply leave them alone. Either that, or camp the locker for 40 seconds+ seconds.
"yet killer get extremly punished by the ranking system for doing it, no matte
r what the situation. My problem with this is, Why punishing the killer? they will lose if the survivor simply rush gens."
Camping is being discouraged by not rewarding it with pips. The same reason why a 4k with Ebony Mori doesnt reward you with pips. It's simply a boring way of playing.
"but why does survivors have SO many perk to counter it. Relly even whitout perks you can sabotage hook, flashlight save, body block. and then even if you still want another safer option there is BT. "
Tunneling cant be punished with removing pips, as there is no real difference between chasing a survivor and a freshly unhooked survivor, so there are perks to discourage that. However: "Why is the killer punished by so many counter cause they try to use the best logical way to slow down the game?" This is not the case. DS doesnt work unless you want to hook someone. BT actually can work in your favour by hitting the unhooked survivor(if they dont have BT, then you slug the unhooked survivor, forcing someone else to heal him up, AKA less people doing gens), while you chase the other survivor. Picking up a person to hook them again, is less logical than slugging them and going for someone else.
"Remove locker+ds combo, make it so it Unbreakable and DS have a shared ''Exhaustion-ish'' coldown so you can create a perfectly safe situation."
You do realise that it takes 2 perk slots for DS and Unbreakable to even work, right? Thats like saying "nerf selfcare and botany knowledge". Or even: dont make Sloppy Butcher and Thanatophobia stack. Would you be okay with Thana and Sloppy being mutually exclusive, when there is no real reason to do so, other than the reason that they have synergy. Or how about Ruin and Surveillance? Or Overcharge and Unnerving Presence? Some strong synergies exist, and again, if someone wastes their unbreakable early in the game, then you know you can slug them late game without them having any means of picking themselves up.
- Nerf survivor second chance perk
- Nerf survivor self reliancer perk (self care and co)
- Buff killer Gens/gate pressure perk.
- Give killer a better way in their base kit to slow down gens.
- Keep survivor perk as they are, but make them die on second hook.
- Keep survivor perk as they are, but survivor each only have 2 or 3 slots.
Lets quickly recap:
- only works when you tunnel in the first place
- self aiding perks actually suck hard. The only reason they are used at all is in case of incompetent survivors(or survival points). We'll make it is 10x stronger than Self-Care.
- Those perks are fine as is. The whole thing about killer is not to tunnel survivors too much, and knowing when to quit a chase. If the perks do all the pressure for you, then survivors should have perks that relieve that pressure, meaning they'd have very strong perks to counter a killer who doesnt use those perks, meaning those perks are basically enforced on killers. Pressure comes from the player, not the perks.
- They already do: go to a gen, kick it, scout out a potential 3-gen and defend that 3-gen.
- Then you might aswell make ebony mori a baseline perk. No, 3 hooks per survivor, otherwise I'd have no reason to not tunnel.
- You do realize that a killer perk is about 3 times stronger than the survivor perk? Meaning that if survivors do not counter a perk, you have a really strong perk, and that it takes 4 survivors using 4 perk slots to overcome a single killer perk? I mean, lets take Sloppy Butcher(one of the stronger killer perks atm), now, survivors can use Autodidact to kinda counter it. However, to get 3+ stacks of autodidact each it requires at least 1 healthstate(if they are lucky) and at most 4 health states. It's extremely strong if everyone has 3+ stacks of autodidact, as it completely counters Sloppy at that point, but leaves less room for other perks. Then if you see people scatter away from a gen before your terror radius even reaches there, then you know they have Spine Chill. Another perkslot gone. Basically, its a game if figuring out perks. If survivors dont suspect a NOED, then you get a free NOED. If they cleanse the easy to spot bones first, that increases the chance of NOED spawning on a hard to spot place.
The game is actually a lot more balanced than most people think or realize. Sure, some maps are super strong for survivors, but some maps are also super strong for killers. Sure, some maps have strong pallet loops, but other maps lack pallets and windows, and the ones they do have are very weak and can only realistically be used once.
As you've obviously seen before, I am of the opinion that the exit gate needs nerfing, but that is truly the only place for survivors that really need nerfing. Some killers actually need buffing, some survivor perks actually need buffing. Hell, I am of the opinion that survivors should have a semi-insignificant passive that only works when they carry their own perks(Obviously in tiers, up to 3 tiers, for example, Meg is an athlete, it makes sense for her exhaustion to go down faster than Bill's, even if its just 1 second difference).
Your are delusional and probably never played killer if you think DS got a good counter and isin't a god perk. you also think Killer perk are 3 time as strong as survivor perk.... lol just no. Most killer perk depend on survivor doing mistake
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1243249#Comment_1243249
If survivors do generators while the killer is camping, the killer is getting punished for his lazy playstyle.
If survivors swarm the hook, the killer gets exactly what he wants when he camps: They dont do generators. What else do you want?
Of course there should be perks to deny the killer killing fast. There are also perks for the killer to kill faster (Noed, Safe the best for last, Play with your food, Spirit fury, Bamboozle etc etc) and to slow down generators. I dont understand why you complain about this.
''If survivors do generators while the killer is camping, the killer is getting punished for his lazy playstyle.''
I agree and that fine.
''If survivors swarm the hook, the killer gets exactly what he wants when he camps: They dont do generators. What else do you want?''
For the ranking system to not punish the killer. If you manage to get the 4 of them on hook cause they swarmed you, congrat, you will de-pip. casue the gamre drain your point for camping and cause you did'nt chase them or hit them enought. In that case the killer did a real good play and punished the survivor for not only playing bad but doing the worst play possible. but the game make you lose rank for playing correctly cause ''The game was not fun, survivor din't get to unhook and get chased enought''.
''Of course there should be perks to deny the killer killing fast. There are also perks for the killer to kill faster (Noed, Safe the best for last, Play with your food, Spirit fury, Bamboozle etc etc) and to slow down generators. I dont understand why you complain about this.''
First, no, I don't think there should be perks to deny the killer killing fast, let me explain why. (this is my opinion too, I don't think removing all survivors perks that deny kill is a good thing.)
Even if you kill someone fast, there still 3 of them who can work on their objectives, and their objective take less time to do. So a good killer need to have survivors off the generators as much as possible. TONS of survivor perk reduce the time or number of people of generator due to how they work.Any perk that work in the same way as Self care give time to your team, If you can do something alone, that should require 2 survivors, that mean that no one else need to get off gens and help you, they don't need to waste time getting off gens, finding you, healing you and going back to their gens. that a lot of time saved, and that on a perk that far from being broken or meta... Now add Second chance perk and exhaustion perk it had a lot of time to chase, so more time for you to do gen and less time for killer to apply pressure elsewhere. All those perks indirectly nerf killer killing speed, does survivor relly need perk to slow down killer speed when they already have that many tools doing it? And then you need to consider that the killer is at his weakest at the start of the game. Facing 4 people who can slow your progress down when you need to rely on them doing mistake leave little place for play for the killer.
As for killer perk helping you kill faster... NoED give you a second chance if survivor did'nt do bone
Safe the best for last rely on you playing a m1 killer and hoping the obsession will ignore you all game long and not body block. The perk is good but far from being a extremly reliable way to kill faster no matter what killer you use.
Play with your food require build-up you keep losing for a max of 5% that will only happend if the obsession let themself be chase trice whitout you chasing anyone else. It relly to much on survivor doing mistakes.
Spirit Fury. Has nothing to do with your kill potential, you also don't want to break all pallet and it would be a waste if it trigger on a unsafe pallet.
Bamboozle .... Only good for nurse, if you vault as killer you probably doing something wrong, or the survivor wont be returning to that vault anyway.
So all the killer perk that help killing (even NoED) depend on survivors doing something wrong. Lots of them also have downside. while survivor downside of second chance or anything that give them time is either ''I can use it only once'' or ''it has coldown''. One use perk like DS are still extremly strong so that not much of a downside. and CD aren't an issue either...
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@RareOmen said:
https://forum.deadbydaylight.com/en/discussion/comment/1243261#Comment_1243261
For an average person yes. I can 3k or 4k with The Doctor or Freddy with no perks. Granted I have a little over a thousand hours with them. The point of perks is to assist you in winning the game, to give you a little advantage. No one is asking you to play without perks, if you do and then you lose, you have no one to blame but yourself. The idea that survivors need to be nerfed or changed is ridiculous lets be honest, you're complaining about Self Care.. which in my opinion is not even meta because you're better off using a med kit or finding teammates. The killer perks you mentioned are perfectly fine when used CORRECTLY and on the correct people. The only one I do think needs a change is Dying Light. Everything else can change the game when used coupled with another perk.
Long story short, If you hate survivors using meta perks, then use meta killer perks. Throw on NOED with Blood Warden, do whatever you want.
First, I don't complain about Self care bein op or meta. it the idea behind the perk that I dislike. Survivor should relly on their team, that should be their weakness. any perk or item that let you do something alone, that would require someone else help, mean there one more person on gens.
My point with the perkless thing is that if perkless survivor feel more strong than perkless killer, maybe there a balance issue that need to be adressed. I don't feel any pressure playing survivor cause even whitout good perk, it feel like im safe, and I think it not how you should feel as survivor. Just watch some survivor stream where they can simply listen to relaxing music while they play, Killer can't do the same cause they need the game sound, but I think you get the point. Killer is alone, at no point the role should feel weak, they should be the one putting pressure on the survivor shoulder. but for some reason it the other way around.
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@RareOmen said:
I play 50/50 killer and survivor but mainly killer and just no. I feel as if this post was made because you went up against a Red Rank SWF and they absolutely clapped you.
Me and my friend are not near being god survivor yet we can easily pull out 4 man escape 3 or 4 man escape with non meta perk or no perk at all.
It way harder for a killer to pull out a 3 man or 4 man kill with no perk.
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@xEa said:
Yes I agree, camping suck, yet killer get extremly punished by the ranking system for doing it, no matter what the situation. My problem with this is, Why punishing the killer?
You answered your own question.
Yea I agree, it not fun bein tunneled. but why does survivors have SO many perk to counter it.
You answered your own question.
Survivor can punish the killer with camping, The game should'nt help them more. Camping should be the go to strat if people swarm the hook, yet the game punish me for not letting the 3 other survivor do a stupid move and reward them for doing the worst possible strat they could do in that situation.
Survivor can counter survivor by body blocking, they should'nt need perk to deny the killer.. killing fast. If your going to punish tunelling then they should punnish gen rushing as much, that how thing work.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1243039#Comment_1243039
No, no hostages. I mean, unless you call putting someone on the hook while facecamping them hostage, which is fair, but thats not really a hostage situation.
Im more in the situation when you down someone who not yet close enought to the exit then you get body blocked by 3 people. that just anoying. the survivor decided to be cocky for no reason? he should be punished and no comeback should be possible, Killer gameplay relly only on survivor mistake and face 4 of them who got built in way to trivialise their mistake as a team (body blocking ,flashlight save, sabotage..) but they also got many perks to trivialise their mistake whitout their teamate help.
The killer can't even choose a playstyle anymore. Wanna camp? survivor can just ignore you, and if you do it in a case where they swarm the hook and it acctualy as good time to camp compared to b4. well the game ranking system punish you for it.
Wanna tunnel? Survivor, as a team, can body block and such, that fine. But not they also can bring BT and DS they don't need any kind of strat now...
Wanna slug? No mither, unbreakable that can also be combined with DS.
So what option is left? hook someone and go for another survivor, that your only choice now. You suposed to be the power roll, but survivor decide how the game goes, and if they decided they want to tryhard a do a four man escape, too bad for you.
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@deadbyhitbox said:
So basically what you're saying is that you want a free win every single game you play? Nice.
No, what I want for killer is to be able to do 2k in a reliable way. what how the dev want to balance the game and that how the ranking system work. If you don't 3k or + whitout camping as killer you wont pip, Survivor can pip whitout escaping or doing great, And you know what the issue with that? Survivor have a way to easy time escaping atm. they got so much tools to waste killer time and to have tons of second chances that game are completly unbalanced. Game last around 5-6 mins, considering it take 2 min for someon to die on a hook, that say a lot about the game state. Either survivor keep all these op tools, but gen are slowed in a heavy way ( cause now survivor will just work on differant gens and do match quicker, the update simply punish survivor who did'nt use the best way to gen rush btw..) or survivor lose most their survival tool and the gens are left that way.
Killer can't do play, we relly on survivor mistakes. all we can do is try and bait, but it still up to the survivor to make mistake. So why does survivor have so many second chance perk? this should'nt be a thing. How come survivor mistake be trivialised if the other side completly relly on those mistake to do anything? would you find it fair if perk did the same for killers? Would you find it fun if killer had a perk that gave them stupid buff cause they got blind or cause you sabotaged a hook in front of them?
Survior also have so much room trying to do stuff whitout any kind of danger. Wanna try a flash light save? worst case senario, you miss it and you can simply walk away, the killer don't have the time nor the speed to attack you when they got someone on their shoulder. Best case senario? You waste killer time and can take a hit for your friend and waste the killer time even more.
These tools the survivor have is what make the game unbalanced, not just because ''survivor stronk lolool'' no, the issue lie deeper.
The best way for survivor to win, is gen rushing, you don't need ANYTHING to do that by the way, ignore other survivor is the best way to win. Survivor should rely on there team. Survivor can do anything themself now with perk. The game is basicly a 1v1v1v1vkiller, but survivor can decide to help eachother...
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@Respectfulnancymain said:
Your joking right?
im not, I just thing that if killer start with a time disadvantage, maybe the survivor should not have so many tools to waste the killer time, atm it seem like survivor are made for competitive gameplay and the killer kit look like a party game on. There a reason most player made turnament add rules to nerf gen speed.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1241288#Comment_1241288
The egc is meant to avoid hostage situations and stalemates. It's not meant for the killer to be the most dangerous.
Except killer should be able to take hostage. Survivors have a extremly gigantic tons of tools to deny any kind of play the killer have and the killer can't do the same. differance is that the killer should acctualy be strong and survivor should acctualy be weaker. there 4 of them.
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@Ascended4Head said:
I've been playing this game since 2016 and have seen balance on both sides. A year or two ago, I would get to red rank with both killer and survivor. The last 18 months have been nothing but continual survivor nerfs and the continual decline of any type of skill needed by killer to 4k during matches.
This recent patch where tons of dead zones are now on maps, and you really can't do anything as survivor, should not surprise anyone that has followed the updates or have come on these forums. For months anyone with an opinion that this game is not survivor sided has been bashed or banned from posting on here. I see 10x more posts and people getting attacked if they say anything about survivor no longer being fun or issues with the current balance. The mods have really turned this forum into a cesspool of people who have created an alternate reality of the balance of the game. The mods also seem to turn a blind eye to anyone attacking someone who argues for survivor balance. This has obviously created more of an echo chamber.
4-5 months ago escape ratios were released. Which showed overwhelmingly that this game was killer sided. To my disbelief, people still argued that even though all killers at red ranks have over a 50 percent kill ratio, some over 70 percent, that this game was still survivor sided.
Through your "balance" you have made this game just awful to play on survivor side. You have taken out the mind games. You've destroyed any type of critical thinking in the chase for killer. You've released a killer who completely destroys any resemblance of balance in a chase by giving that killer a long range gun. This game is overwhelmingly killer sided. To state otherwise is to deny reality.
I keep hearing about how killer got a few balance patches to nurse and ruin. Please. Look at the list that shows survivor nerfs compared to killer nerfs, you'll see that the list is 10x lengthier. Nobody should be surprised that this has become run in straight line simulator. We are living the meme. Expect even more nerfs to survivor in the future. They won't be done until every 10k hour lunchbox is able to 4k with ease.
Ok so I stopped reading when you talked about released stats of kill ratio. people love trowing that saying killer are op. the same stat say Nurse has the second worst escapre ration despite being on of the top tier killer that has virutally no counter. See, stats mean nothing if you don't know how to analyse them...
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@Ivaldi said:
Killers: Survivors are OP, BHVR HELP!
*BHVR Releases a patch completely removing many safe pallets/infinites in every map, plus nerfing Gen speeds*
Killers the next day: SURVIVORS ARE STILL TOO OP! Remove their ability to run plz.
Gen speed did'nt get touch and anyone saying it changed, has wrongly read the patch note. The only time it will be affected is if 4 survivor work on the same gens whitout the gens speed perk. Meaning the gens speed dosen't change if survivor work on differant gens. Still say what you want, but there a reason survivor queu time is long and there a reason you often see red ranked survivor in your match as a low rank killer.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1241376#Comment_1241376
The main difference between Bethesda and BHVR is that BHVR continuously breaks the same things, over and over again. Bethesda also doesn't have pre-release beta's (PTB in BHVR's case). BHVR does, and it STILL happens.
Bethesda have a biger devlopement team, They had a pre-release beta for Fallout 76 and it probably their most buggy game ever. They use the same old engine that they barely update so you get some bug that are common across all their games.
That and I can assure you any game with PTB still has tons of bug. I agree too that BHVR take year to fix or update anything.
Fromsoftware also fixed barely any bugs in DS remastered, and it not like Fromsoftware has a bad rep of a game designer.
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@McLightning said:
Imagine having to actually worry about a perk that could turn the momentum of a game, and decide whether or not to take the VERY RELEVANT PREVENTATIVE MEASURES to make it not take place. Now you know how DS has felt to killers for years.
What sad is that killer don't have a perk anymore to counter DS. But survivor taking Detective to counter any Hex perk is to hard I guess,
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1241228#Comment_1241228
That's a strawman argument if I ever heard one. That's as silly as me saying "name as many games that are as buggy as DBD that introduce as many bugs each update". Funny thing is, my question would actually have fewer possible answers.
Any bethesda game.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1240471#Comment_1240471
I compare it to DS. Not everyone can be the obsession, but everyone can have DS. You have a group of 4 identical Blendette's. Hard to keep track of sometimes. You down one...was that the one you just hooked? Do you pick them up? Do they have DS? Don't know. Do you risk it for the biscuit or take safe method and leave them slugged?
Same with NOED. By most points in a game, an experienced survivor will know what perks the killer is using. They are usually pretty obvious. Except, sometimes, you can't account for the 4th perk. You have one gen left. Do you go cleanse totems? Or do you risk NOED? Do they even have it? Don't know.
If the survivor can't spend one of their 12 perk slot to use Detective, maybe they deserve to be punished by NoED. I swear to god it not even like pressing m1 near a totem for 6 second require any kind of skill anyway. DS on the other hand can be combined with a lot of perk to create bullshit situation that has no downside. But killer got only 4 perk slot. don't relly matter since they got nothing to counter DS. 4 perkless survivor can perform better than a perkless killer, want to know why? You can counter any kind of strat the killer has simply because there 4 of you and survivor got decent way to counter killer in their base kit.
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@Orionbash said:
With the new map changes survivors are dropping like flies and there's literally no time to do totems. I've had to sacrifice teammates just to ensure my gens get done. Forget about totems.
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@youarewronglol said:
https://forum.deadbydaylight.com/en/discussion/comment/1241228#Comment_1241228
I have never experienced a bug in splatoon 2
I experience a bug a day in dbd
You can litteraly find bug compilation video about Splatoon 2, try harder.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1241228#Comment_1241228
It said BETTER JOB and not perfect job. Don't twist my words. In my steam library and PlayStation library every dev is doing a better job. Bhvr is the worst and dbd the worst optimised game I ever played in my life.
Hope you don't have any bethesda game in those cause it would make you a liar.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1240298#Comment_1240298
You don't need that experience. All you need is look to the side and see how different dev teams do a better job with their games. But you, you can stay in your bubble and never look around you. Just keep supporting BHVR blindly, what could go wrong amaright?
Name me a single game that is bug-less.
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@Mellow7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1240965#Comment_1240965
Triple check your work and get a second coder to review it and you'll never have mass amount of bugs cluttering the game.
Even then it wont work all the time. I can tell since I study in that domain. We still do basic things and debugging those or finding error take time, even if were 2 or 3 checking it. Now imagine when there a tons of lines of code and object that interact with eachother and SOMETIME have error, but you can know where they come from or wich interaction does that.
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@just_a_noob said:
https://forum.deadbydaylight.com/en/discussion/comment/1238302#Comment_1238302
interesting that you bring up gen rushing. you realise that the person that just got unhooked is likely to heal and most of the time the person that got them off the hook will heal them. thats 2 people that aren't on gens. you have a chance to also get someone else off a gen while they are healing which leaves only 1 person doing gens, however you choose to tunnel which means you now have 3 people doing gens instead of 1. so saying that gen rushing is no fun......well you aren't really playing to stop it. thats the way i see it anyway. you don't like gen rushing but you are letting them do it.
killers can try different ways of playing, different perks etc...to try and stop gen rushing. what can survivors do to stop tunnelling, nothing. yes there is BT and DS, however, when a killer is fixated on tunnelling or camping then they will still do it and survivors can't do anything about it. killers have a choice, survivors don't.
First, You assume two thing wrong about healing. Not only survivor can heal themselve with selfcare or a medkit, they can also just live with the fact they are injured. A good survivor wait for a killer to start another chase to heal themself so they don't get spoted by Nurse calling. You can also never heal yourself, that how you counter plague btw, you can ignore her whole power.
Second. No, killer can't try differant way of playing, let me explain why. With all the OP protection/second chance perk te survivors have, killer only have one way to play. Camping? the ranking system punish you for doing it + some meta survivor perk make it hard to camp anyway. + Camping a bad way to play unless survivor swarm on hook for no reason and when that happend, you should be camping, but the game punish you for it, and that is completly stupid Imo.
Tunelling? Survivors got tons of perk to counter that. Take DS for example, This perk is so broken it disgusting, yea it prevent tunnel, but it also put the killer in lose/lose situation sometime. Let say you got DS and someone un-hook you, there 2 case that can happend if killer is nearby. 1 I hit you who just got unhooked and hope BT or DS don't save you, that an okay way these perk work. The second case is if I focus the un-hooker and hook him before 1 minute pass, well, even if you are injured, you have NO consequence trying to unhook him since the game consider that punishing your unsafe unhook is ''tunelling''
Killer want to slug? there perk to counter that too.
So now killer is forced into the less effective gameplay ever, Hook someone, hope you can find someone b4 they get unhook and repeat. Not only it the slowest way to stop gen rushing it also rarely gave you the time to do a single kill.
''killers can try different ways of playing, different perks etc...to try and stop gen rushing. what can survivors do to stop tunnelling, nothing. yes there is BT and DS, however, when a killer is fixated on tunnelling or camping then they will still do it and survivors can't do anything about it. killers have a choice, survivors don't.''
Different perk to stop gen rushing? We got Pop...that it. Other perk that slow down gen are either situational or useless (look at new ruin, it regress generator that aren't worked on, that give no map pressure agains survivor above rank 15) Corrupt intervention look good on paper, but it just give time for survivor to loot or do bones, it only usefull on Hag and Trapper IMO. Then you need a perk to help you find people. BBQ is good, but it is countered by people going inside loocker so yea rip. Nurse calling work if people decide to heal themselve, not bad on agresive killer, on other it kinda meh. Infectious Fright is map dependant, but relly good. So that leave the killer with 2 perk slots.
What can survivor do again tunneling? BT DS,DS+ Unbreakable,DS+locker,Bodyblocking, sabotage the hook and flashlight save. If with all those option you can't stop tunneling, I think you're the one who need to adapt, not the killer.
TLDR, Killer don't have as much option as you think to stop genrush, yet survivor,despite having the time advantage even whitout any perk, got many way to extand chase and the time the killer spend on them + they can counter most killer strat and punish them whitout any drawback. Also, Survivor HAVE a choice, you just prefer to use meta perk and call it a day, even too there is depip squad who depip killer while they are perkless.
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@Androuruguayo99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1240298#Comment_1240298
Because it is not my job. It is like tomorrow I am mistaken as a doctor, you make me notice it and I say "ahh but do you know any medicine?" It's my responsibility, I'm supposed to study for that If I did it wrong, it was my mistake
Except Computer science and programming is not a ''by the book'' domain like Medcine. A Doctor, if he ever screw up, know why he did so. When you have thousand and thousand of line of code, finding wich one does a bug and why ain't simple.
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@aregularplayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1239665#Comment_1239665
If it is a ~"lag issue"~ it shouldn't be fixed? is it ok to grab a survivor just to see him literally running away completely healthy as you are freezed there? or being stunned by head on AFTER your open locker animation started? if you have nothing valuable to add, go play your flawless game and let the adults talk.
It fun you call me a kid when you consider 'lag issue can simply be patched. If you got no idea how dedicated server or lag works, maybe you should consider looking it up b4 telling other to ''let the adult talk.'' Also, not only you complain about some little change that hurt virtually nobody, but you also ignore all the bug they acctualy fixed. Please look at entire patchnote b4 complaining k thx bye
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1240027#Comment_1240027
"Depend what you mean by ''win'' because according to the dev ranking, 4k won't garantee a pip, hell if you camp and do a 4k chances are you will de-pip a lot. Yea, im aware that the ranking system is full of flaw, but we can agree that how the dev consider win and loss, by the pip system."
Correct, and maybe my terms of "win" wasn't the best, so allow me to rephrase it. "I'm using it as a way of showing that a killer can facecamp and play badly and still end the match with all four survivors dead, many of them not having been able to pip and the first one camped guaranteed a depip."
"As for your solo buid, im pretty sure only a single survivor can run Kindred since the whole team got it effect, pre-game chat exist for a reason."
You know that we don't know each other's builds before the game starts right? Otherwise only one person would need to use Detective's. That's one of the point's I'm trying to make here; solo survivors need it changed whilst swf don't. And on the topic of this, are you aware of the entire existence of console players who can't do this? Or people who mute the chat? Not everyone has the ability to do this, and so will then get screwed over and lose in a cheap way to NED.
Is it that hard to say '' I got kindred'' in the chat? Also if your teamate refuse to communicate well that on you, survivor outnumber the killer and their strenght should come from teaming up. If every single survivors could be able to solo the game and 1v1 killer it would just be completly one sided.
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''they don't know how to do an update''
-Some dude whit no dev or programming experience at all, no knowledge on game design, and who ignored this patch bugfix list
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@SurviveByDaylight said:
I think killers shouldn’t be able to see you at all 😂 why should they get to see you but you can’t see them? They get to see what items you bring in but we don’t know they’re bringing in an ebony Mori. I deserve the right to know that before I go into a match so if I disagree with that I can play somewhere else before I get locked in to a match with a camping Mori’ing killer. 🤷♂️ That’s not fun for me. I think survivors should get equal treatment pre game
Cause there 4 of you who can be in a SWF and crush good killer whitout perk. it a 1v4 and the Killer is alone, he DESERVE info about survivors. But I guess that survivor will complain unless the killer get a 3 min wait time while T-posing in the middle of the map so survivor get to know who they face.

