Avatar

Mister_xD

Mister_xD

About

Username
Mister_xD
Joined
Visits
7,667
Last Active

Comments

  • no, but there are multiple survivor abilities that help them track traps down.

    some examples:

    1) watching you place them (happens more often that you'd think)

    2) Small Game

    3) Maps (with the ability to track the killers belongings)

    4) not running through tall grass and stopping every few steps to check for the option to disarm a trap. especially around loops and gens survivors love to check for traps when its a trapper.


    there are more, but thats all i can come up with from the top of my head right now.

  • yeah time management is a very big part of killer gemaplay.

    especially in early game is where killers struggle the most, which means that thats exactly the part you need to tackle the most.

    wasting a survivors time is key for good killer gameplay, making sure they are not working on generators and instead doing other things is a must, otherwise you will not be able to kill them with the time given to you before the exits are available.


    there are different approaches to this topic, the most common one is to make sure you down a survivor as fast as humanly possible. if you have a killer who is excellent in chases and who can down a survivor in just a few seconds that is also the best approach to take, as it allows you to start your snowball game super fast and basically ensures you kill most of them, should you not accidentally break your momentum (but thats a general thing - losing your momentum as killer is very, very bad).

    however this approach isnt always the best. sometimes its quite the opposite, actually. should you be playing a killer who isnt extremely dominant throughout chases, you will struggle with this approach, simply due to the fact that the other 3 survivors are working on generators while you chase down that one person.

    in my opinion the best way to get control over the game is to find as many survivors as you can early on and spread the damage. you should not be focussing down one person too much, instead you should see if others, easier targets, may offer you a potantial hit. if you have multiple survivors injured, you not only have the luxory of choosing your opponent for your first hook, but you also lure them off of generators and get them to heal up, which means their early game is a lot slower than with the first approach, plus they are left vulnerable for later scenarios, should they decide not to heal.

    the only time where this approach wont work is when you face a genrush SWF.

    then on the other hand, unless they massively screw up there is no real way for you to stop them. if they really want to get the gens done, they will. should you notice that they do not care about healing up at all, yet still power through the gens, all you can really do is to hard tunnel one person down to try to force them off of the gens. this however will only take effect once said player dies and you catch the next, which in most cases will already be too late.

    however, while its frowned uppon by the community to hardtunnel one player out of the match (for a good reason, thats the most unfun thing you can do to a survivor and imo you shouldnt be doing it without a good reason), its technically speaking the most effective approach, especially when combined with damage spread.

    if one is dead, you have the potential ability to completely stop any further gen progress by hooking one player, chasing a second and forcing the third to go and be altruistic.

    you can also kind of fake this scenario by keeping players slugged (at least two at a time), however this wont work if they are really coordinated and / or have Unbreakable. its a tactic that has potential, but which can easily backfire on you.


    in general i can only really give you this piece of advise:

    learn when to stop. at a certain point in time a chase isnt worth your time, so stop investing time into it and leave the survivor to interrupt gens and find a weaker target. do not be afraid to switch targets over and over again - it'll force them to heal, wastes their time and it can provide you with easier to kill survivors.

  • Otzdarva, JustJamesUK, Chapperz and WolfskiHD would be my top picks.

    oh and of course @Peanits.

    how could i ever forget about our Crowman? :3

  • two things:

    1) you might want to provide us with a video we can watch without having to sub first

    2) you are not allowed to share the profiles / names of these players


    anyway, if you encounter such cheaters you should report them ingame and, given you got video evidence, additionally to the support.

    if you encounter cheaters, make sure to:

    1) record video footage of them cheating

    2) report them ingame

    3) go to the support page and add your video as additional report evidence there ( https://support.deadbydaylight.com/hc/en-us )

    you will need to have their steam profiles ready when filling out the formula on the support page though.

  • there is nothing scarier than that blendette suddenly appearing on your screen mashing your head in with a pallet.

  • hitboxes are working as intended.

    you are facing two phenomenons in this scenario:

    1) your playmodel not matching your actual hitbox. due to you being injured, your playmodel is leaning forward. however, your hitbox stays unchanged and therefore allows for a hit that looks very off. a hatchet can hit you from behind as far as your playmodel can bend forward.

    2) latency. in the current system the killer gets priority in hit detection, if it looked fine on his screen, the server counts it as a hit even when on your screen you are already miles away. the devs are working on server sided hit detection right now though, so thats being worked on.

  • Haunted Grounds.

    only cause i kinda invented that one...

  • the only thing too strong with him imo is his ability to fake his ranged attack.

    the cage mechanic is fine, he cant see the cages aura and it despawns should he come too close to it after all.

  • @Nurgling7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503865#Comment_1503865

    It has been addressed. Do you think the devs just randomly rolled low when deciding what the ban times should start at? The short bans initially are a stop gap against these situations. If they are becoming an issue, then make sure the game is running correctly or put in support ticket.

    you know, had you worded it that way to begin with i wouldnt have had any problem with your response.

    yet you decided to be quite rude, talking the issue down like it was nothing.


    wording is an important thing.

  • @Nurgling7 said:

    Cool, it was probably already over by the time you were done whining here.

    yep.

    and every time it happens to him again he gets more and more time to complain here.


    so whats your point here?

    all i see is a justified complaint on a topic that should be taken very serious by the Devs, as it could potentially end up banning someone for lengthy periodes of time without them deserving any such bans.

  • yes you can.

    in order to report them you need to:

    1) record parts of the gameplay that show them holding the game hostage

    2) end the trial (eigther by waiting it out or by DCing, thats up to you)

    3) report them in the result screen

    4) open their steam profiles (and keep them open, you'll need them for step 5)

    5) go to the official support page ( https://support.deadbydaylight.com/hc/en-us ) and file a complaint ticket with "additional player report info", where you provide them with all the requested data from their profiles and the video of them performing the act


    be aware that you will not get any further information from the Support regarding your ticket. whether they got banned or not is something you will not be told.

  • well, the explanation of that starts with the question "what is camping?" and already stops there, cause there is no clear definition to it.


    ive seen many people get called camper / ive been called camper myself many, many times, even though they / i had no intention to camp and were / was just trespassing or doing normal killer stuff.

  • @Peanits said:

    Just to make one thing clear, we already have zero tolerance for extreme insults (e.g. racism, homophobic slurs, telling people to kill themselves, etc.). These people do not get warnings, they are banned without any hesitation. We have always acted on these sorts of reports. The issue is more so that there is no feedback on the reporter's side when action is taken: You don't get a message in-game letting you know that someone you've reported was banned.

    Odds are if you've reported someone for that sort of thing, they were most likely banned shortly after.

    could you maybe introduce such a message system then?

    you dont have to tell me who got banned, but a simple "hey someone you reported was banned" would be more than enough to give people more faith in the report system.

  • i mean, he is openly begging for kills right now.

    thats... sad.

  • imagine the community outcry had they excluded claudette for the single reason of being black.


    people like the ones you just described can and should be reported, but the mask itself shouldnt be removed imo

  • imo there should be some sort of penality when a Deathslinger drops his aim without taking the shot.

    its way, WAY too easy to just aim at a vault / pallet, forcing the survivor to turn away from it and then getting taken down with the normal M1 attack.

    what if it was just like old Hillbillies chainsaw where there was a short time periode where he couldnt use it / attack normally right after a chainsaw sprint?

    so any time you drop your aim there is a short time periode where you maybe only walk at 100%mms and cant attack. a short animation of him putting down his weapon could come with that aswell - if it really was a short thing i wouldnt at all mind it.


    same for Pyramid Head. he puts his knife in the ground and its basically a gg at that point, as whatever you do you are gonna get hit (unless he really screws up).

    a short animation where he needs to take the knife out of the ground to allow for some distance to be made, just so he cant force you away from something and then catching you out while you are running to the next structure continuously would be the easiest fix to that imo.

  • i actually like the idea.

    it would still not be a meta perk, though that seems like a nice change i wouldnt mind seeing in the future.

  • @yato said:

    why is it intentional?? survs can switch, killers not? i think this is a totally bullshit, hope they "fix" this, it is really uncomfortable

    the upcomming MMR system is going to replace ranks for matchmaking purposes.

    it also allows you to get an individual killer ranking, which is something most people wanted and which greatly helps with learning new characters.

    so in order to deny players the ability to queue up with a killer they are bad with to get bad survivors, just to then switch to their strongest killer and stomp them like its nothing over and over again, they removed the general ability to switch your killer in the lobby.


    the only thing they should imo "fix" would be to do the same with survivors and their items.

  • i'd say one of the biggest things a Trapper needs to learn is how to optimize his trap usage.

    in general, there are two types of traps you can lay out:

    1) the Catchers

    2) the Deniers


    a "catcher" is a trap you place around loops that is supposed to catch survivors who try to loop you off guard. those are the main traps you will want to be placing, as they will be the ones that wont get found and disarmed ASAP. you need a decent looping knowledge for them to be effective though, as you will have to predict the survivors path and then trap it. this trap will also not work when a survivor just holds W and throws down every pallet in existance, but sometimes you can force them to loop a certain area you trapped previously. you can also place "catchers" on routes that are not even at loops, but you expect survivors to run through when trying to get to something specific, such as a loop or a hook. you always want to hide these traps within the environment though - tall grass, objects they can partially clip into or hidden around a corner where survivors dont expect it (best shot at using these on indoor maps, yet still ineffective)

    a "denier" is a trap you place to deny the usage of a certain window / pallet. these traps are placed right in front of the pallet / window and are extremely obvious to survivors - they are not ment to catch a survivor, all they have to do is to stop them from using this specific pallet or window. you should usually only really place them at god pallets though, as these are a pain to loop around and you want to lure survivors away from them and into the other, prepared tiles. one important thing to note here is, that you never want to place it directly in front of the window or directly inside the pallet! you always want to place them in front of the pallet, so that the survivors cant just drop the pallet and vault over the trap and you always want to leave a small area between your trap and the window, as survivors could otherwise fastvault the window from the other side, jumping over the trap without being caught.


    you need to find a good balance between those two trap types. since you only have 6 Traps by default, i would suggest placing one denier at the shack pallet and 4 catchers around the area you want to defend.

    you should also always leave one of the Traps in your hand, as that is a very strong loop denial tool. if you end up at a loop you havent trapped and dont want to run around, trap the pallet right in front of their eyes. they are now forced to leave the area and potentially end up in one you prepared earlier.

    you will also need to get creative with your trap placements. if your catchers are placed in well known spots, they will be disarmed by survivors rather quickly - you should also not just reset the same catchers over and over when they catch someone, as that will lead to the same outcome. always move them around so the survivors never know when they are about to step into a trap or not.

    also, be aware of SWFs, Small Game (or any other trap / killer reveal perk) or Maps. if you suspect the survivors to be in a SWF, you can not trap hooks anymore, as the traps will get called out immediately and then disarmed. if you see someone with a map, you also need to be aware that they might be able to track your traps and reveal them to themselves and, in case of a certain Add On / SWF, to everyone else aswell.

    the best thing you can do here is to get rid of the survivor who keeps disarming your setup asap.


    in indoor maps specifically you are basically screwed.

    all you can really do is to place deniers, which will only benefit you when the survivors dont spend some time checking their looping locations for potential traps / when the map doesnt come with a huge amount of pallets to begin with (hello, Hawkins).

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1495614#Comment_1495614

    So I'm well aware you're not being serious but David in underpants sounds like a great deal, and if not those then speedos in a summer swimsuit cosmetics patch if possible.

    It's just a nice addition man. The whole point of cosmetics is to let you custom your character however you like, and I've been making jokes about David in shorts since I saw the trailer for Greek Legends, and just "Gladiator David BHVR take my money" before even that.

    Of course it wouldn't make the game unplayable, but I'm having fun here. Don't need you to rain on my parade.

    you... interpretated way too much into that sentence.

    like, you literally missed the point so much you actually managed to see the exact opposite of what i wanted to say...


    there was no sarcasm in that comment.

    i am being dead serious when i say this game is unplayable without David in his underpants and that it would be the single greatest addition ever made to the game.

  • cant wait for the day where he only wears a pear of underpants and shoes.


    i mean, the game is basically unplayable without this addition, right?

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1493410#Comment_1493410

    I don't think the odds are that bad actually, maybe not for this chapter or even the next after, but certainly at some point in the future I'm confident we'll see-

    Wait a minute. Did you say Xendoggo? You mean like, the Runner Alien from Alien 3?? Not the original Xenomorph???

    Demogorgon = Demodoggo

    Xenomorph = Xenodoggo


    i know there are actual Demodogs, but thats not what anyone in this game is referring to when they say Demodoggo - its the exact same for the Xenomorph in this scenario.

  • i dont care how bad the odds are, i NEED me some Xenodoggo action in this game!

  • im honestly unsure between Spirit and Hag.

    Nurse takes an easy 1st place, but i cant tell whether Spirit or Hag would be better suited for 2nd place.

    though the top 3 killers are definitely Nurse, Spirit and Hag.

  • nothing.

    the best i could do would be to let my frustration out on others, which would make me the exact thing i hated the previous game.


    Moris for me are like a collectable. i try to get as many as i can, so i wont use them up unless i am going to prestige the character or i really feel like bringing one.

  • punishing bad billies who wont go for the chainsaw and keep aiming for hours and getting rid of facecamping with a revved chainsaw.


    the only problems that needed to be addressed in the first place.

  • @OutcastEric said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482331#Comment_1482331

    they dont even have to be overperforming anymore. Theyre not even trying to hide it anymore. They do what survivors want or cry about the most, ignoring their veteran playerbase entirely at this point. The entire doctor rework was for survivor fun. And yeah, they will touch her power. Just like hillbilly nurse and spirit. They dont listen to their community unless youre a rank 20-15 survivor

    though to be fair here, they did do a good job with the Doc rework.

    yes the changes were made for survivors (so he is more consistent for them), but ultimately they did improve the experience FOR Doc players aswell.

    The Spirit changes were also not necessarily a bad thing, they had no impact on good Spirits and only slightly changed the way her power worked by removing the collision for both parties.


    Billy and Nurse didnt deserve that though.

    i wont deny that some tweaks for their power wouldnt be wrong, but they went way too far with these two.

    for example, i dont mind the billies overheat when it affect the guy facecamping me with a 99% chainsaw. i do however mind it when it greatly restricts my ability to play the killer and use his power, as it currently does.

  • @darwinsbrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482288#Comment_1482288

    Look up the difference between quote and paraphrase. What they said was a quote was not actually what was said.

    and just because they didnt word it 1:1 like the devs did its suddenly false?

    all they did was shortening it a bit, the overall message that was delivered was the exact same in both sentences.

  • the frightening part of this is, that Huntress does not have the amount of Add Ons they deem to be standart for each killer, therefore its gonna be her turn sooner or later.

    and as the last two "Add On Reworks" have proven, she is probaply gonna get gutted for "overperforming" like the last two...

  • i mean, they did just gut the most balanced killer in the game.

    at this point i dont think they can surprise me anymore...

  • @Peanits said:

    https://us.v-cdn.net/6030815/uploads/BTLCRJJGYD1W/devupdatejuly.png

    We’re back with another Developer Update, a series of blogposts detailing various changes coming to Dead by Daylight in the near future. This time around, we’re diving into everything chainsaw related, as well as some quality of life improvements coming to the game.

    The Cannibal Update

    In the 4.1.0 update, we’ve taken some time to revisit Leatherface, as well as some of his perks and his add-ons.

    Base Kit Changes

    First, The Cannibal’s chainsaw now activates like the Hillbilly’s, rather than needing to be fully charged and then released. This small change prevents instances where you release the button a sliver too early and cancel your chainsaw accidentally. You won’t want to hold it for too long, though, or else Leatherface will go into a tantrum.

    Bubba’s Chainsaw now has three charges by default. When starting your Chainsaw Sweep, one of these charges will be consumed. Pressing the power button again while the sweep is active will refresh it and consume another charge, allowing you to continue using your chainsaw for another two seconds. You’ll want to assess the situation carefully, though: Each charge you use will also extend the tantrum and missed attack cooldown, so using more charges can backfire if you’re not able to follow through. Charges refill automatically at a rate of one every few seconds.

    Additionally, Leatherface’s maximum movement speed while using his power has been increased from 5.06m/s to 5.29m/s. This, in conjunction with the other changes mentioned above, will make The Cannibal feel much better to play as and much more threatening to play against.

    Here’s a preview of the changes in action…

    https://youtu.be/IcB3fSRGZs8

    Add-on Changes

    We’ve done a pass on The Cannibal’s add-ons, with nearly all of them receiving some sort of change. These changes will modernize his add-ons and bring them in line with the standards for Killer add-ons, which are:

    • 4 common
    • 5 uncommon
    • 5 rare
    • 4 very rare
    • 2 ultra rare

    There’s far too many add-ons to list them all here, but here’s a few examples of what you can expect:

    https://us.v-cdn.net/6030815/uploads/XPOBE76FO6TB/annotation-2020-06-29-153000-2.png

    https://us.v-cdn.net/6030815/uploads/XYTAT5WX7BW4/annotation-2020-06-29-153000.png

    https://us.v-cdn.net/6030815/uploads/YXGSNHT6EJSB/annotation-2020-06-29-153000-3.png

    We’re looking forward to seeing what you guys can do with these new add-ons!

    Perk Changes

    Finally, we’ve reviewed some of Leatherface’s perks to make them more appealing.

    Franklin’s Demise

    Your vicious attacks make the Survivors drop their item on impact. 

    The lost item will be consumed by the Entity after 120/100/90 seconds if it is not picked up before the timer runs out.

    Reveal the aura of items on the ground within 32/32/32 meters in a white aura. The aura of items fade to red until they are consumed by the Entity.

    Knock Out

    Survivors put into the dying state by your basic attacks are not revealed to other Survivors when they are standing outside of a 32/24/16 meter range. 

    Survivors put into the dying state by your basic attacks crawl 50/50/50% slower for 15/15/15 seconds.

    During this time, Survivors are affected by the Blindness status effect.

    The Hillbilly Update

    Keeping with the theme of everything chainsaws, The Hillbilly is also receiving some changes in this update. For the most part, we are happy with the way The Hillbilly performs. His power is very versatile, allowing him to quickly traverse the map, zone out Survivors and instantly down them. From a Survivor’s perspective, there is also a reasonable amount of counterplay, leading to interesting chases where the best player often comes out on top.

    Base Kit Changes

    Given that we’re already pretty happy with the way The Hillbilly performs, the changes to his base kit are minimal. We are not removing any of the options you have with his chainsaw (traversal, feathering, curving, etc.). Instead, we want to focus on the skill-based gameplay and put an emphasis on using your chainsaw effectively, only adding a small drawback to misusing your chainsaw.

    In 4.1.0, The Hillbilly’s chainsaw will now feature a new Overheat mechanic. Revving the chainsaw will now cause it to accumulate heat, which can be seen both in the lower left corner around the power icon and on the chainsaw itself. Sprinting with the chainsaw will also cause it to heat up as a much lower rate. This heat will dissipate over time whenever the chainsaw is not being used.

    If the Overheat meter fills up completely, it can no longer be used until it has completely cooled down. When this happens, it will cool down at an increased rate. If the chainsaw overheats as you are sprinting, your sprint will not be interrupted.

    The goals behind this change is to add a small drawback to misusing the chainsaw, and to add a bit more depth to the chainsaw with resource management.

    Check out the Overheat mechanic in action…

    https://youtu.be/HJK95Srk5WI

    Add-on Changes

    Like The Cannibal, we’ve done a pass on The Hillbilly’s add-ons and brought them up to date with the rest of the roster. Once again, we can’t list all of them here, but we look forward to seeing what you can do with them!

    https://us.v-cdn.net/6030815/uploads/CMS4F21QWIF7/annotation-2020-07-02-145502.png

    https://us.v-cdn.net/6030815/uploads/83MCQ0B0R0TH/annotation-2020-07-02-145502-2.png

    https://us.v-cdn.net/6030815/uploads/DIV4KIXNNNNC/annotation-2020-07-02-145502-3.png

    Perk Changes

    We’ve also taken the opportunity to revisit two of The Hillbilly’s lesser used perks and spruce them up.

    Lightborn

    Unlike other beasts of The Fog, you have adapted to light. You are immune to blindness caused by flashlights and firecrackers. Survivors that attempt blinding you have their aura revealed for 6/8/10 seconds.

    Tinkerer

    When a Generator is repaired to 70% repair progress, it triggers a loud noise notification and you are granted the Undetectable status effect for 12/14/16 seconds.

     

    Server Improvements

    Currently, hits are handled on the Killer’s end. If they appear to be within range of a Survivor, they will be able to hit them. In most cases, this works well: The Killer is able to reliably hit Survivors, and the Survivors see roughly the same thing on their end with a small amount of latency. If the Killer has a weak connection to the server, however, it can cause some strange looking hits that appear to be out of range, most notably at pallets and windows.

    During this upcoming Player Test Build (PTB), we’ll be testing Server Side Hit Validation. Any time the Killer hits a Survivor, the server will check and see if the hit was possible within a reasonable margin. If the Survivor was too far to be hit, the hit is negated.

    To put it simply, if you have a stable connection, you won’t notice any difference as the Killer. Your hits will still appear instantaneously and should not be rejected. As a Survivor, however, a Killer with a weak connection should no longer be able to hit your from further away due to their high latency.

    Second, we'll be increasing the tick rate of our servers from 30Hz to 60Hz. Basically, this means that the servers sends out information twice as frequently as before, so what you see as a result is more accurate.

    We will be monitoring these changes closely over the course of the PTB before proceeding further.

    Promo Code System

    Last but not least, a new promo code system will appear in the in-game store. This system is exactly as it sounds: It allows you to redeem a promo code for in-game goodies on any platform.

    Starting will the mid-chapter update, you’ll notice a “Redeem Code” button in the featured page of the store. Clicking this button will bring up a menu where you can enter your promo code to unlock a reward. These rewards can be anything from clothing to Bloodpoints, or even Auric Cells.

    https://us.v-cdn.net/6030815/uploads/4EQ0V3MZHY61/code.png

    Keep your eyes peeled once this system goes out, you’ll have a chance to get some codes soon!

    This brings us to the end of the July 2020 Developer Update. All of the changes and new features mentioned above will be available for testing in the Player Test Build, opening Tuesday, July 7th Wednesday, July 8th. We look forward to hearing what you think once you’ve had a chance to try them out!

    The Dead by Daylight team

    check it out for yourself then.

    its literally the first sentence they provided us with when it came to the Hillbilly changes.

  • F.


    maybe try oni, in his current state he is quite fun to play.

    has some irony to it that Oni is now the better Billy...

  • well, guess we did get one reason to play him a bit now.

    and once the new theme gets old, well... lets just say im happy i got my Oni maxed out.

  • you do know that they did not disable the DC penality system because of people crying on the forums and that they do plan on reactivating it as soon as possible, right?


    there was an exploit that was gamebreaking and until that is fixed the DC penality system will stay inactive.

  • @Taiga said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479516#Comment_1479516

    I fail to see how that makes any sense. A key can also be used if the killer gets zero kills. A mori basically punishes survivors for existing. But I guess everyone can have their own opinion.

    are you familiar with the hatchspawn mechanic?

    if not, here is a little breakdown:

    the hatch will spawn into the trial like everyone else does, however it will start underneath the ground, unaccessable to all.

    should the amount of generators that have been repaired throughout the trial match the amount of living survivors plus one, it will emerge and can be found / opened with a key (4 survivors alive = no gens left, 3 survivors alive = 1 gen left, 2 survivors alive = 2 gens left).

    additionally it will spawn no matter the amount of repaired gens when there is only one survivor left in the trial.


    in case you still fail to see it:

    if the killer plays well and eliminates survivors, each kill makes it easier for the others to enable the hatch. should there be a key in the trial now, that means their overall goal of repairing 5 generators will decrease with each killed survivor, until it is met and they can now focus on finding the hatch (something the killer will be mostly unaware of, unless they are aware of the key - and even then they cant do anything due to the hatch being not interactable for them while its closed, therefore the killer can not prevent the survivors from finding and opening it) - and dont come at me with "oh but a good killer wont let gens get completed", thats bullcrap. gens are designed to be completed, unless the killer utterly dominates a team to the point where they cant get anything done (having at least two survivors downed / hooked AND being in chase with a third consistently), the gens will get done and the hatch requirement will be met rather sooner than later - 3 gens for 4 players isnt that much after all.

    that means, if i as the killer play well, i will just end up spawning hatch, letting the others go, just because someone ended up bringing a key. i would have to hardtunnel the key user and then guard the item on the ground, just so i could avoid that scenario, which would be very suboptimal gameplay (and yes i have lost games just because i was forced to not kill the guy on the ground right now, as i would just end up spawning hatch then and the others having a key. then the guy i couldnt kill ended up doing gens, losing me the game - i was in a lose lose scenario right there)

    so a key is quite literally the definition of punishing good gameplay.


    a mori on the other hand does not work like that.

    the mori requires the killer to catch you twice - it does not "punish survivors for existing", it rather cuts their overall HP by a third, greatly shortening the match.

    there is no (additional) punishment for the survivor when there is a mori, its just that the killer has greatly cut down the requirements that needed to be met for them to kill someone.


    both are utterly broken and need to be looked at, but only one of them actually punishes the other side for good gameplay - and that remains to be exclusive for keys.


    EDIT: grammar

  • @Taiga said:

    A key is definitely weaker than a mori.

    i would like to politely disagree with that one.

    besides that though, at least a mori does not punish the survivors for playing well - keys do punish the killer for playing well though.

  • there was an exploit in the DC penality system which allowed people to time out others without them even DCing, handing out lengthy penalities to underserving players for the sole reason of them not liking them / being toxic.

    this happened to Tru3 live on stream, which ended up with the Devs cancelling the penalities and removing the system until there is a fix for the problem.

    the penalities are going to return once the exploit has been dealt with.

  • usually that im way too close to him for my comfort.

    well, unless he's using the Bone Clapper. then its okay :D

  • same with BT - if the killer wants to rehook you, you go back on the hook. BT only stalls them slightly.


    hookfarms always suck :/

  • just to create consistency between killers.

    others also dont get power hits counted as normal attacks, so why should legion?

  • the reasoning behind it is simple:

    to disencourage unfun bevavior towards the other side.


    and yes, Survivors do get a penality for genrushing.

    that penality is given in form of them barely making any points and most of the team deranking.

    doesnt mean it wouldnt be an issue, but so is camping.

  • i heard he was inspired by a book character called "the gunslinger" by Stephen King.

    i dont know whether thats true or not, but from what i heard that would be entirely possible.

  • to answer the title:

    for the same reason as to why survivors DC against killers / maps / offerings / add ons they dont like.

    because there are some people who just want to have the easiest games possible where they can stomp everyone with little to no effort.

    they dont want to encourage that behavior, therefore they dont show it pre game. though there really is no reason i could get behind that justifies them hiding it in end game aswell.


    i wont deny that there are groups that are just overly toxic / competetive and who only play to eigther ruin a killers fun / to win asap who i would understand dodging pre game, but thats a vast minority of the SWFs out there. and if you find yourself with such a group, keep some of their names in mind / write them down. there, now you know how they play and you can actively avoid them in your next lobby search.

    most will just assume that thats how a SWF is going to play though, which would end up in almost every 4 man SWF out there being dodged repeatedly.


    please keep in mind that MOST of the SWFs out there are really just friends trying to play together and have some fun.

    not all are the super competetive optimal survivors abusing OP advantages some love to talk about.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469955#Comment_1469955

    It's obvious. Do you see any killer nerfs that stick lately? No (Billy). Do you see killer buffs that do? Yes (Bubba).

    Have you seen any survivor buffs recently? No. It's map nerfs. It's item nerfs. Etc.

    There are more killer buffs coming with perk changes like Franklin's.

    I don't need data. Look at all of the recent changes. It's buff killers, nerf survivors, day in and day out. When that reverses course, I'll change my mind. Until then, BHVR is clearly favoring killers due to the constant whining.

    yes, i have in fact seen killer nerfs lately.

    maybe the reason why especially lately there have been more killer buffs than killer nerfs / more survivor nerfs than buffs is, because killers were the weaker role who needed the buffs for the game to be balanced (id say currently its mostly balanced, unless its a tryhard SWF / a genrush)

    why would they buff the role that doesnt need any? and why would they nerf killers who dont need nerfs?

    since every killer is a unique character with a unique playstyle and strength, there are a lot of updates to individual killers. and as a lot of them struggle in game, its obvious they get buffs they need to keep up with the game (e.g. Bubba).

    the only reason as to why there are more killer buffs than nerfs lately is, because more killers need buffs to be viable than there are killers that are so oppressive that they'd need nerfs - and those have mostly been nerfed aswell (Nurse, Spirit and also Billy have received nerfs to their powers that are relatively new. there have also been multiple killer loadouts nerfed, because of the same reason - just look at forever Freddy for example)


    the devs are not "biased towards X side" just because the other side received more nerfs / this side more buffs.

    if there is one weak side, its only obvious that side will receive more buffs than the other and a lot less nerfs. otherwise there would be no point in even attempting to balance out a game after all.


    and i get that solo survivor is a lot harder than SWF and the game is very balanced for solo games, SWFs still dominate most games if they really want to. since they introduced that mechanic, they not need to balance around it accordingly.

    if they dont want to break solo play, they need to come up with something that helps the killer against SWFs without affecting solos.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469921#Comment_1469921

    I don't care what you think. This forum and reddit are dominated by a minority of killers who suck so bad that they want constant nerfs for survivors and buffs for killers. Because of that, BHVR is listening and acting on it (such as reversing the needed Billy nerfs). Say what you want about it, but it will eventually kill this game. You need 4 times as many survivor players as you do killers. The constant whine of these killer mains will doom us because BHVR is clearly listening and acting on it.

    thats a bold assumption.

    got anything to support that statement?

  • the thing that nakes Survivors strong imo is, that they are the ones dictating the games length.

    they have very little pressure on them individualy, they decide how long the killer has before the gates are powered and they dont need to race against the clock.

    combine that with tons of second chances and you got yourself a very relaxed experienced when compared to the stress you have when playing killer, which results mostly out of that race against the clock.

    that fact of NOT standing under pressure at all times allows them to make decision a lot more coolheaded than the killer, aswell as their actions being a lot less punished and them having a team to fall back on that will push the objective they they wont makes them strong.

    at least thats my opinion on it.

1 … 51 52 53 54 55 … 140