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MisterCremaster

MisterCremaster

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MisterCremaster
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  • I'm on PS4, and every now and then I get invited to the survivor in-game chat... as a 37 year old adult, it did not take me long to realize that this is not something I would want turned on much, if ever, in the game.

    I'm totally fine with not-winning as a solo-queue survivor if it means I don't need to listen to whiny ass entitled children complain about every single thing that person (survivor and killers) are doing in the game. I have to deal with enough whiny-ass-adults and children in the real world :P

  • Also play survivor to build up bloodpoints so you can level up your killer. When I start a new killer, I don't even bother using them until I've unlocked all the perk slots at level 15

  • Rank is important below 15 because of match making. Finding games before 15 takes soooooo long.


    My advice is to try a more powerful killer. Hag is a great starter if you ask me because you can proxy camp. Spirit and Billy are also good choices.

    @KillermainBTWm8 said:

    I don't think you should be worrying about rank if you're that new dude sorry to say. It's pretty easy but for a new player it can be rough. Perhaps you are having such trouble at 16 because you start facing players that aren't new who knows? But like I said you shouldn't be worrying about rank if you are actually that new at the game. Plus rank doesn't really do anything special anyways other than make you go against harder opponents which would make your experience even rougher.


  • Clown been doing squats!

  • Because you are absolutely right, especially given that BHVR has specifically said they don't think all killers should be same tier.

  • Agree.

    I think there should be individual killer ranks and then a slower raising overall rank. So you don't get a rank one stomping people with their rank 20 clown. Their other killers would lag behind, but still be reflective of the killers overall skill. So if you were rank one and only played one killer, the rest would maybe be rank 10.

    Not sure the specifics, but I don't think it's completely individualized.

  • I've said this a few times, and I believe I am correct...

    If you keep playing DbD and put your PS4 into rest mode instead of shutting down, it doesn't wipe out the game from memory. I think DbD has minor memory leak that causes it to slow down over time. This really only happens if the game hasn't been closed for a few days.

    Try completing shutting the game down, and re-opening. You should notice an improvement.

  • Effect the player vision to make evading the killer harder. Give them tunnel vision, or disable head movement so they need to PHYSICALLY turn around to see where the killer is.

    Maybe have their movements be similar to that of the killer while a survivor struggles... little random jerks side to side, so they collide with objects more frequently making looping more difficult.

    Disable tracking perks, specifically spine chill during the chase.

    Right now, being "intoxicated" doesn't really matter. There is a very brief slowdown, but otherwise I can't say its really that noticeable.

  • @Eleghost said:

    https://forum.deadbydaylight.com/en/discussion/99880/killer-rank-per-killer

    so you're basically saying to have a fresh rank 20 killer ready at any given moment to bully less skilled players? Would you be okay with each different survivor having a different rank?

    As for survivors, no. They are all functionally the same. BHVR hasn't explicitly given some of them worst abilities or said they don't want all survivors to be the same.

  • @Eleghost said:

    https://forum.deadbydaylight.com/en/discussion/99880/killer-rank-per-killer

    so you're basically saying to have a fresh rank 20 killer ready at any given moment to bully less skilled players? Would you be okay with each different survivor having a different rank?

    No... it's like people don't read.

    Im suggesting a combination of an overall rank that goes up slower and then a killer specific rank that progresses like the current. So if you had a rank 10 nurse, your clown is likely 15. Rank 1 nurse, clown is maybe 8.

    I'm not the devs, so finding specifics of the algorithm isn't my job.

    But the devs have said they don't want all killers to be equally viable. If that's the case then there is currently no point in playing lower tier killers past a certain rank. That's boring and bad game design. This would give players who play a lot, yet still want competitive games, the option to play other killers and not get stomped.

  • @HazeHound said:

    Fact that you can't tell swf or randos apart only helps here lmao.

    Not sure what that has to do with this...

  • @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/797132#Comment_797132

    I'll admit I did get super frustrated in a previous trial when I was attempting it since another player must have also been aiming for it too and it was a race to the unhook. But to DC over it, kinda sad that this is what gaming has devolved into. I personally don't care if I don't get the challenge in a single match, but it's really going to make matches going forward worse for many others.

    Yeah. Maybe they could use the rift and added challenges as incentive. DC and lose progress on the rift. DC too much and be locked out of it for a while.

    I still don't know how to prevent hook abuse tho

  • I agree. I don't really know a solution though. Suicide ok the hook is just as bad and would happen too

  • Its not a zero-sum experience. The amount of points one player gets vs another has no effect on the other player.

    The game needs more killers, and a lot of the reason people start to play killers is for the beefier point distribution. If you take that away, you'll see longer queue times for survivors.

  • @SteveyTheExEevee said:

    No. Because you can't force someone to play against something they don't like. The unreasonable things that make most people DC in the first place (overpowered killers, one hit down addons etc) need to be addressed and fixed first to drastically reduce DCs.

    Even if you ignore all them and double down on DC punishments (Which you cant even accurately calculate every secnario anyway) people will just find aw ay around it, they'll refuse to play, Suicide on hook and ruin the game anyway and no, you cant punish suiciding on first hook because you cant judge if people are struggling on hook to get the 3% or not, nor is that a reasonable solution to punish people for.

    If you want peopel to stop DCing, stop doing things that make people DC in the first place. You cant do anything about "first down" DCers.

    I dunno. I agree 100% that it's a symptom not a disease, but I think there is something we wired about this game that makes little want to DC. I don't remember this as a problem nearly as much in any other multiplayer game I've played.

    Balancing killers might be one thing, but I had my survivor teammates DC on ghost face and plagues tonight... I think there is just not incentive to stick it out. First hook, first down, you ain't getting many bp.

  • I agree with all of these. Overcharge might be a bit much.

  • @Jallybwan said:

    We've all been there.

    DS is certainly a much more balanced perk than it was before. It does its job of anti-tunnelling to some degree, and theoretically, if it the killer plays fair then it's among the most healthy perks for the game.

    However, as the title has already implied, it often does more. Not only is it entirely possible to get hit with a DS while not tunnelling, the 60 second timer makes it so that if you're skilled enough to loop the killer for a full minute while injured, you get punished for it and don't get to use your perk.

    This rework aims to fix both of these issues with two main points.

    1) DS deactivates when another survivor is hooked. Self-explanatory. If the killer hooks someone else, by definition, they aren't tunnelling. (Unless you use the Survivors' Rulebook for Killers definition.)

    2) DS' timer pauses while being chased. This makes it so that if you really are getting tunnelled, you don't get punished for being good in a chase.

    (as I said, not as stupid as my spirit changes.)

    If you successfully loop the killer for the entire deactivation time of DS, then you have done your job as far as a survivor goes. You're not being punished, generators should be being done during that time. Or other survivors could come to your aid an intercept the killer on a loop. There is plenty to be done. But DS isn't supposed to be guaranteed just because you have it.

  • Its a perk, like many others, that has a counter and that you may not get to use. Just like Deliverance. Got hooked before unhooking someone else? Its a wasted perk.

    Like deliverance, its a much more powerful perk than many others but that is balanced by the fact that you won't always get to use it.

    The killer has TONS of perks like this. Nearly EVERY hex perk. Franklin's demise if they consume their items before you get to them.

    If you want to use every perk you bring, I suggest you bring perks that work more passively.

    Or, if you really like stabbing people, start playing killer. You get to literally decisively strike people all day long.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/789547#Comment_789547

    If you're not a serial DC'er it's fine. The serial DC'ers will have dozens of DC's. You will match up with people who only DC 1-4 times as well.

    The real problem with this system, is it probably won't work because Matchmaking can't even match ranks properly, what makes you think it can match DC's properly on top of that?

    This will only make the excessively long queue times even longer. I wish we had real stats for all the platforms... DbD is pretty damn high on steam usage, but people still say queue times are long. IMO, the player base just isn't big enough to handle match making in any reasonable way, which is why it has such a rank buffer.

    I know the answer a lot of people will give, "i'd rather wait longer and not get a DC, than be matched with a DC".

  • @Hoodied said:

    Let me point it out

    Freddy's lunge got patched with everyone got a lunge fix

    Freddy looks like he has a really long lunge but in reality his lunge is the same to compensate for his really short weapon

    They should apply some animation effects to fix. I forget the exact term, but Blizzard uses it a lot, and you can see it pretty effectively used on Mcree.

    image.png


    They should just make his lunge and attack a bit longer during the animation so it actually makes contact. Because while it may be the same hitbox distance, the arm length/animation does feel off, but theres no real way to correct that if they aren't going to physically alter the model during the animation.

  • @ScottJund said:

    Its the same thing as Legion. Everyone talked about the old Legion being "overpowered" and people debated it saying he was "underpowered." I feel like people are missing the true reason for complaints against things like old Legion and current Spirit: they're not interactive experiences between both sides.

    The whole core gameplay loop (heh) of DBD is the interaction between the Killer and the Survivors, and the Survivors and other Survivors.

    The Old Legion, for example, removed that. There was no counterplay. No matter what, you were going to go down (eventually) even if it took a while. At that point, the interactive multiplayer component was removed - you were just basically playing "The Legion Cutscene."

    Spirit is some of the same issue, though not as grim. There is no feedback from the Survivor side when going against Spirit. When she's using her power, the Survivor isn't reacting to anything - they're choosing an action and just hoping that was the correct one. That is not an interactive multiplayer experience. That's a single player game. The Survivors might as well be bots that are preprogrammed to choose an action.

    And that's why Survivors hate Spirit. Their sense of choice isn't reactionary - its just a random choice they make and they hope they are correct. You cannot react to the Spirit while she's phasing until she is very close to you - at which point you will finally be able to hear her footsteps and bump into her. However, if she's that close to you you're just going to get hit and she can also bump into YOU, so that is irrelevant. That is the only time you can reliably react to what she is doing. No, you can't reliably study her "crystals" that require you to be in her face, not moving, and also requires her to not have a skin that obfuscates them.

    Even though Nurse is stronger, she's still less annoying to go against. That's why I hate when people keep boiling down the argument to "Spirit is overpowered, underpowered, etc." That's not what Survivors are complaining about. You can at least see the Nurse blinking at you and react to it with a locker rushed entry, a Dead Hard, etc. While the Nurse still has way more control in the chase, at least you can literally tell what she is doing and make a choice based on that.

    Its not even about lack of counterplay. Its just...the complete lack of "play" entirely. When a Spirit starts phasing near you, you can choose an option based on your surroundings and just hope it works. That's not rewarding. Even if you choose "correctly" and waste her power for 10 seconds, you don't feel good about it. You just guessed correctly, and then you'll have to guess again in 10 seconds. Meanwhile, the Spirit can react to your breathing sounds, your injured sounds, your scratch marks, your collision, the grass you shift when walking through it, etc. The Survivor can react to none of that because they can't see or hear any of that until she is so close they're hit anyway.

    So how to you fix it?

    You have to make her somewhat noticeable while phasing, and then buff the frequency at which she can use her new weaker phase. Whether they returned directional audio to her sound (and tied Prayer Beads to the current non-directional sound), or maybe greatly amplified her footsteps, or made her shuffle grass as she walked through it - anything. Survivors need some even extremely vague indicator of where the Spirit is, and in turn the Spirit needs to be able to use this power far more frequently. It would be a nerf and a buff, cancelling each other out while giving her some semblance of counterplay, even if it is still sided towards the killer as it should be.

    Anyway that's all I got.

    tl;dr stop discussing whether or not Spirit is overpowered and discuss whether or not both sides can react to each other in this multiplayer game.

    I think an interesting option would be to have her entire world 'phase shift' as she is coming out. So as she leaves phasing, palettes, survivors, hooks, etc (basically anything intractable) is also phase shifting and flickering or possibly out of alignment. This would give the survivors more of a chance too, since as she comes out, she may see them in a slightly different location than they are.

    IMO, the real strength of Spirit is just like that of Nurse & Billy. Its about mobility. I'm not great at phasing during a chase. My primary benefit with her is putting on phase-speed bonus's to get across the map fast when I get survivor queues.

  • @alienschmalien said:

    Play her? I just won't give you a chase. I'm going to stand there and let you down me. No running. No walking away. No trying. It's rather pointless anyways and it's unfun for me.

    Sooooo.....I'm gonna make it unfun for Spirits. Sorry not sorry.

    Frankly you guys don't want a chase anyways. So you want an easy win. So who knows maybe you're just getting what you want, without any of the unfun ######### for me.

    Dude, I just went through your old post history. You need a new game. You clearly don't like this one. Everything is a complaint about how bad the game is.

    Spirit hasn't really changed much in the last few months, people finally learned how to play her.

  • @tonycuup7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/790632#Comment_790632

    I love how you just assume that the game is only “slowed down,” forgetting that time is of essence to both parties of the game. If the killer were gen rushed, meaning the game was short, YES that’s unbalanced. But if the killer had plenty of time on his hands, meaning the gens were being completed absurdly SLOW, that is also unbalanced because the killer has plenty of time to dedicate in chase and sacrifice, leaving the survivors to struggle and likely fail. UNBALANCED!

    No, it's very different.

    There are 4 survivors and at any point the killer can only be working on one of them. There are 7 generators, of which only 5 need to be done. While one is in a chase, the other 3 can still be doing gens.

    Do you know how the killer plays whether there is a genrush or not? The exact same. The killer can't really adapt to it. He just has to find survivors and end chases as fast as possible. Kicking gens isn't nearly as effective as it should be.

    Survivors on the other hand can realize the build they are against early on and switch their tactic from "do gen as fast as possible and not really worry about chases because they give plenty of time" to "play stealthy and try to avoid chases as much as possible because they don't provide enough time."

    Survivors need to change their game from "tag" to "hide and seek".

    Survivors play too aggressively and haven't adapted to needing to slow down their game too. Pay attention to killers and _dont be found_. It's not that complicated. Killer coming near, hide, wait for him to pass, back to gen.

  • @tonycuup7 said:

    They just set Freddy up to be more toxic :/

    I love how people say running slow down builds are toxic. That's like saying bringing tools are toxic, or perks that give speed boosts in chases.

  • @Mew said:

    https://forum.deadbydaylight.com/en/discussion/comment/790571#Comment_790571

    Yeah i honestly expect it from every freddy i verse, which sucks because theres so many other fun builds you can do with him now. Kinda sucks :/

    Fun builds? More like losing builds. Like every killer not except Billy, Spirit and Nurse - if you can't slow down the gens, you're not going to get your kills. His teleport is simply too slow, too disorienting and gives too much of a warning to the survivors to be off much use.

  • I hated playing as and against old Freddy. He is great now for both.

  • I stand by that killer DCing is forfeiting. Even survivors. What I don't understand is why survivors DCing on the way to their 3rd hook. At least leave with your BP.

    I can completely understand killer DCing if nearly all the gens have popped and haven't earned squat BP and will likely depip anyway.

    DCing is a symptom.

  • Surivors DCing is a problem. Killers are just forfeiting.

  • If rank mattered, maps were balanced, and the game was balanced to SWF, you'd have less DCing. DCing is a symptom, not the disease.

  • I would say about 30% are ruined when I DC. The rest were like ruined before that.

  • @Cymer said:

    https://forum.deadbydaylight.com/en/discussion/comment/786689#Comment_786689

    Then make BBQ&Chilli a free perk for all killers so there is no pay to ease the grind. Same goes for Ruin, PGTW, Nurses Calling. In your own statistics it is shown that that are the most used perks and some almost essential at higher level at play, or give us an alternative to earn the perks, beside the roulette that is the shrine of secrets.

    I could be wrong, by I swear I saw DLC perks in the shrine before I owned the DLC... I may not have tried to buy them with shards at the time though, so maybe I told have been told to pay up then.

  • Sorry to say, odds are you're the one not staying out of the killers view. Get better at hiding.

    When you get unhooked, run with your partner, or hide as they run away. Don't just run away in a different direction. The killer is likely just going for who ever he sees next, or follow the first scratch marks he sees. Most killers will chose to go for the unhooker rather than the recently hooked if they see both in the same proximity.

  • @Almo said:

    This depends on the power level we wish to be "average". It's unlikely we want every Killer to perform at Nurse level in the hands of a capable player.

    Could you explain why? Presumably capable killers will be going up against capable survivors, so it should balance out.

    I really enjoy this game, but it seems to have so many balance issues, that its hard to enjoy for long periods. I either get bored of the current meta killer that can actually compete, or I get frustrated trying the lesser tier killers and getting stomped on.

  • @Mikeadatrix said:

    I'm enjoying Plague a lot, especially with her "What is gen speed?" build. For survivor, I'm sticking to my guns: Steve and Ash. Steve will probably be all I play survivor wise once his Babysitter outfit drops.

    What build is this? I can't get a build on her that isn't rubbish.

  • @n000b51 If you're the last survivor alive, and the others all died, I don't think you deserve bonus points. There already is plenty of incentive for hatch camping, and waiting for your last teammate to die on the hook, we don't need more.

    I don't believe duration in the trial gives survival points, but I could be wrong. It doesn't make sense to me.

  • @MrsMaliciousX said:

    https://forum.deadbydaylight.com/en/discussion/comment/785981#Comment_785981

    Thats the thing tho..these games Im playing Im downed and then the killer will HIT SOMEONE but then down me again and basically stay where I am and not chase anyone..it makes ZERO SENSE..and Im not about to be playing games like that.

    Except based on your description, its making total sense... since he is apparently downing lots of survivors at a time doing this...

  • @Skittlesthehusky said:

    this is more for killers to vent about, but personally, it's somewhat irritating when a group of survivors waste your time by swirling around and tea-bagging at the gates. especially after i've had a hard game and managed to lose. i want to be able to move on quickly and efficiently without having to force survivors out, or watching them/hearing them vault something over and over again, and overall just being excessive.

    i'm not sensitive about it, but it always manages to pull a disappointed sigh from me because of how some survivors insist on rubbing their victories in your face. i can understand if some people purposefully sit in the gate to give you points, however, but you don't have to literally sit in there until the timer is at its last second. :(

    This had been bothering me more and more as I rank up and get harder survivors who are escaping more. I have suggestions in this thread .

    https://forum.deadbydaylight.com/en/discussion/comment/785301

  • @Zixology said:

    I love how no one has been able to help me in terms of how to play against her.

    Just people saying she needs buffs.

    If your teammates are playing stupid, you need to play smarter.

    Notice the Wells right away so you know it's plague to start adapting.

    You should know when they cleanse by watching their status. Plague is a slow killer and you should play slow too. Watch for infected things and stay stealthy more than you do again other killers because while she may have little map pressure her vomit can be bad news.

    You need to adapt. Almost every other killer you can loop and being found isn't s big deal. It is with plague.

    I don't know what rank you are but I'm guessing you'll see less cleansing as you get higher.

    And I think a big gong noise goes off when she drinks from a red well. That'll let you know to start extra stealthy. (I haven't played survivor against her in a while, so I could be wrong here)

    As one who plays her quiet a bit, I can assure you there are ways to counter her, and at higher ranks you'll see less cleansing.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/98225/end-game-solos-the-hatch

    Like I said, the killer should just be allowed to escape through the gates as well. But if they do they are sacrificed to the Entity. This gives all Survivors 10k BP and the killer loses a pip for displeasing the entity.

    I like the idea of justing letting the killer escape, though he would need to be allowed to open both gates.

    Giving the surveys twice the BP for escaping would do nothing to deincentive bad wasteful behavior and doesn't make sense. They would literally just try to wait out the timer as long as they could in hopes the killer leaves.

  • @Rin_is_my_waifu said:

    No. It is a heavy nerf, since you'll always know when she is phasing and this will ruin her mindgames. As a result the add on will be rendered useless.

    If you are having a hard time versing this add on, you can run spine chill which is a very good perk in general.

    I would only agree with the rarity swap but again I'm not sure because spine chill exists

    And dont forget to git gud

    If you are being mind gamed by her phasing than you are likely already on her terrorist radius so you wouldn't see a change.

    This would give an advantage to swf tho so could tell there team when they hear the TR but are certainly out of it. They can tell the guy in chase.

    I don't like the idea though, and would prefer it left alone. Maybe slow her down a bit or shorten duration while in use. It's supposed to be powerful add-on and amazed people are complaining about it so much, but not the unlimited T3 Meyers one just as much.

  • @Milo said:

    That last one... isn't that technically here? You know just smacking them.

    That doesn't save time, nor prevent the toxicity. I believe everyone would agree, forcing the killer to go smack you out the gate is being toxic. Its adding insult to injury, and is completely unnecessary.

    @mcNuggets said:

    There is a design to make the end game fun:

    • Start end game timer after all gens are completed, 3 minutes.
    • Create more distance between exit gates, put obstacles near exit gates, so killers can not just tell if a survivor is at an exit gate.
    • Remove the ability of killers, trapping exit gates in any form. (Add the ability for hooks, gens etc. again)
    • Players can be grabbed again while using the hatch, also closing it instantly while grabbing a survivor.
    • Nerf keys, so it takes something more to open the hatch.
    • Hatch escapes don't grant bonus blood points.

    From where are you getting this?

    Having the end game timer start when gens are completely makes complete sense to me.

    I'm torn on losing the ability to trap exit gates. Most trapping killers have limited mobility, so this is really their only strategy as the game is ending. Perhaps with the 3 minute timer going on right away it wouldn't be a problem. Survivors couldn't just "wait out the killer" as much as he patrols.

  • I think ruin is fine the way it is.

    The major problem with this is that its only there for the first 15% of the generator, so it becomes pretty useless since getting past 15% is really easy fast and I don't think the changes you're suggesting make it really much slower since skill checks are pretty easy.

    The moderately difficult skill checks at the beginning aren't very useful. There is no progress on the generator anyway, so all they're doing is notifying the killer of their location, and that early in the game its super likely they know where they are anyway (@ one of the farthest gens)

  • I would love to see this! The xenomorph has so many cool properties, could be a cool mix of themes already in the game.

    Its special ability could be dropping eggs around the map that let out face huggers that act similar to bear traps, but require another survivor to pull it off, and it drops you one injury level to pull it off.

    Climbing on the ceilings and walls!!!

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/782397#Comment_782397

    So, it's survivors fault now that killers dc? How about both sides handle losing and not get mad over stupid things?

    That is an interesting and defensive way to read my post...

    I'm simply pointing out a reason why I know killers (myself included) have DCed late game. Just get out, you beat me. I don't need me to see you out, I'm not going to give you an opportunity to tea-bag and get clicky with the flashlight. If I know everyone is going to make it to the exit gates, then I go around the map smashing any left over palettes. But you better believe it, if a survivor shows up to goad me into a chase, click their flash light, etc... There is a decent chance I'm going to DC especially - if the majority of my points were simply chase and destruction points. You're wasting my time.

    That is not necessarily the case OP is seeing, since it sounds like she isn't even getting INTO the gates when the killer DC, but like I said, its a problem of the game design, and I feel like I outlined pretty realistic solution to solve the problem.

  • To answer your question though, I do think you should get gate-level escape points for a killer DC. Just like a killer should get full sacrifice points for a survivor who DCs.

  • I think this would happen less if survivors didn't always feel like the killer needs to see them out the door. I'm not saying you are doing this, or would, but its a problem.

    The killer already is losing, likely had terrible luck, and now your wasting his time. He may not be getting many points, so just wants to start into the next game.

    I think this could be solved if survivors could see the auras of other survivors in the exit gates, and the hatch was actually worth LESS points than a gate escape. (Note, you can only see auras of others in the OPPOSITE gate - so both survivors need to be basically about to head out. If they're running the field, no aura is shown).

    I understand the desire to make sure everyone exits safely and isn't being chased etc, but often times everyone is safe, but there is that one guy who feels the need to get extra points for the hatch escape delaying EVERYONE if they don't have coms, or they're waiting at a different gate.

    I know - its not a lot of extra time - but its basically a waste and its just adding insult to injury.

  • @Alice_pbg said:

    I just think all fog related oferings are useless...

    Can they just stop existing?

    I generally agree.

    I actually like the idea of the jog offerings. I just think the implementation is poor. The fog generally helps survivors, but it could also be a big issue if you can't see other survivors and need a heal, or to heal.

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