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  • @Sauceman_Tim said:

    https://forum.deadbydaylight.com/en/discussion/comment/713349#Comment_713349

    Ummm that's like already implied my dude. That doesn't excuse the fact that there are more fingers on my hand than rank one killers compared to the never ending list of rank 1 survivors.

    If that's the argument, my counter argument is:

    a.) More people need to play survivor than killer. It's a 4v1 asymmetric game after all.

    b.) Killer pipping is significantly harder due to the faulty emblem design compared to survivor pipping.

    • b.1) This has no bearing on the game being killer or survivor-sided from a mechanical point of view.

    c.) Most Killers prefer to de-rank because they don't want to stay in the high ranks, partly because it's harder to pip as killer, and partly because it's nothing but toxic sludge in the red ranks.

    • c.1) You can find tons of evidence of killers deranking, play survivor for a couple hours and you're almost gauranteed to come across an AFK killer deranking.


  • @Rydog said:

    I don't even understand what those screenshots are implying or where they come from, but "change my mind" topics are always just code for "I want to argue."

    There's nothing wrong with arguing, but you can't argue without an argument.

    OP doesn't understand how to make an argument, so no discussion can possibly commence.

  • I can't even read the screenshot.

    Try making a coherent argument first, then we can talk.

  • For me it's a good idea, because the game's main mechanics need changing in my opinion. There are many serious design flaws in the game mechanics which can turn a player's experience into a really, really bad one.

  • They already reworked bloodwebs.

    Anyway... I guess BHVR doesn't want people burning through their builds too fast.

  • This is actually a good idea.

    But it can't exist in a vacuum. There has to be some kind of compensation for survivors.

    This change will encourage tunneling, because now the killer has an almost sure shot at killing a recently off-the-hook survivor within seconds.

    There needs to be significant change as well in how hook mechanics or healing works. Heal speed nerf needs to be reverted, for starters, and camping needs to be more heavily punished. Like hook timer doesn't move at all if killer is within 30m.

  • Would be too much work for BHVR to code light sources into all the maps. I bet they are never gonna do anything like this.

  • @Marcurie said:

    It really is. I don't disagree w/ having the hatch, but there needs to be a better stipulation for it's use. Perhaps "picking" the lock on it for a few seconds (maybe 5 seconds) before a person can go in. Perhaps a longer "open" time for hatch, but one that decreases w/ each generator until all 5 are complete and then it plays same as current. For example, 25 seconds to unlock the hatch. For each generator completed, the time to open the hatch decreases by 5 seconds allowing an instant escape as it is now. Or when the last survivor, it automatically bumps to 5 seconds to open unless 3 generators are complete (1 more than the total of survivors remaining).

    Survivors should spend some time to open hatch, just like killers spend time to close the hatch (especially when it's circumventing all remaining generator repairs plus the time opening the gates). This is a reward for a) lack of teamwork, b) lack of successful teamwork, c) lack of success toward objective.

    When killers fail to sacrifice survivors (their objective), the survivors escape and killers lose all (in essence). There's no "free sacrifice" for them, heh.

    Would be interesting, at least. It gives them their way out, but makes them work for it. Killers have to spend time closing the hatch, which is a big deal for a lone survivor.

    Hrm. Are you unable to "pull" survivors from hatch anymore? Haven't been able to do it since I started playing again this year. Just never read anything about a change w/ it.

    Hah you mean like the hatch is visibile from the start of the game, but it takes 10 minutes to pick it open. Each gen completed removes 2 minutes from that time?

    So you have to keep R1-ing it for 10 minutes from the start of the game it'll actually open?

  • @NuclearBurrito said:

    Currently a Killer that camps will depip always. Meaning even when successful they continue facing weaker Survivors.

    Since the Survivors are now weaker he is now even MORE likely to succeed, and since he depips either way the camping Killers are being pushed towards the Survivors that are least likely to Survive against a camper and most likely to quit the game forever after facing one.

    Meanwhile the genuinely skilled Killers have to deal with an inconsistent ranking system that ranks based off fair play rather than actual success causing them to face Survivors of inappropriate skill far too often.

    This actually sums up the vicious cycle of rank in this game.


  • @Carpemortum said:

    Man, it must be rough facing the 1% of parties in an impossibly constant fashion.

    The 4 man, try hard, meta perks, god looper swf arent that common.

    So exaggerating your point just makes it look MORE like you just lose a lot and are unhappy about it.

    I doubt that that's even 1% of parties. More like 0.001%.

    How many survivors are there who even have 3000 hours in this game? And how many of them actually run meta perks? I bet most people who have that much time are bored of the meta and are running funny builds.

    The complaint is ridiculous.

  • Flashlight saves are a lot harder to do compared to last year.

    That's also a good ritual for a 60k.

  • They would have to be conditional rituals that require an item or add-on or perk. Similar to Killer Mori Rituals.

    Like:

    • Escape with a Key
    • Heal a survivor instantly
    • Finish a gen in 60 seconds by yourself

    Or something.

    In the end it doesn't matter, because who gets survivor rituals anyway? I haven't seen one in 2 weeks and I play everyday. I've only gotten 5 survivor rituals in the last two months.

    Screw BHVR's Ritual Algorithm. Don't force me to play killer, the more you try the less I want to.

  • @SoloSurvivorMain said:

    So ive started playing freddy and noticed an immense amount of players are dcing and im not camping or tunneling them , is it that they just dont care about their ranks or what i play survivor a ton and actually never disconnect... Also how does whispers work i dont feel as if i hear any whispers

    The sound is pretty low-key and not instantly obvious. It's better to pay attention to the perk icon instead.

  • Bond is one of the best survivor perks.

  • Eh, I don't have a GTX 1060, so please buy me one. I'll send you my shipping address.

  • 20 Killer Games? That would take me an entire day just lining up in the lobby! And I don't even have ruin unlocked on my killers yet!

  • No Mither.

    I just love not dripping blood all over the place. Can't ruin those fine cashmere carpets and meticulous bermuda grass, you know.

  • What is a Kobe Escape? Is that trying to get off the hook?

    Anyway the game doesnt' need stats being shown. There's enough toxic shaming in the game as is. You don't need to add fuel to the fire. And the amount of dodging it would encourage would be ridiculous.

  • Heh, I'm 100% against found footage so I'll pass, I just do not like the genre at all. But thanks for the recommendation.

  • @BloodyNights said:

    I find it hilarious, watching all these new players on Switch accidentally dying on their first hook because not only do they not know it's a miserable 4% chance to get off the hook, right after it is a button mashing mini game, that they were not prepared for.

    It really should be changed, but they won't mess with it I don't think. 3 years, lots of complaints, accidental deaths, and people committing suicide from it. And they haven't done anything to address it, or even acknowledge it as an issue.

    Imagine breaking your switch from all the button mashing. Now you just lost a $300 piece of hardware.

  • @Redd said:

    Jeepers Creepers would be the worst I could imagine them doing if they hadn’t already promised not to.

    A flying killer would be the worst mechanically.

    Infection killer is worse mechanically.

    Imagine a Romero Zombie biting a survivor. Survivor turns into Zombie Killer. What now?

  • No.

    All I've seen is Survivor Queues take longer sometimes. The change is from something that used to be 2-5 seconds to 2-5 minutes.

    Meanwhile my killer queues aren't any better.They still take 5-10 minutes.


    So in short, I saw no benefit and am instead seeing long waits in my survivor lobbies.

  • I don't find Freddy a problem to fight, but now that you mention it you have a point. For consistency I think Freddy should at the very least have a slight slowdown while putting the snares up.

  • Romero Zombie.

    Bites survivor, turns him into a killer, now it's a 4v1... vs a single survivor.

  • I am 100% not on board for straight survivor buffs. There has to be a give and take. Otherwise you'll get power creep and even more imbalance.

  • I have taken great pains to clean up all the messengers and social media I have. I even uninstalled Facebook on my phone because it's a stupid the amount of notifications it gives you. This age of internet connectivity has its benefits but largely it's a pain in the butt. I don't even want to look at the 10,000 spam messages in my email inbox.


  • Well to be fair, an event is a change of pace. People should stop thinking about playing optimally and enjoy it!

  • @Peasant said:

    https://forum.deadbydaylight.com/en/discussion/comment/712858#Comment_712858

    I have like 44 Pustula Petals on Quentin alone. Each offering will add +1 Gen and +1 hook of I am not mistaken. We should be fine initially.

    Ah if there's a way to add gens that'd be great. I wasn't around for last year's Hallowed Blight.


  • @Gamzello said:

    https://forum.deadbydaylight.com/en/discussion/comment/712913#Comment_712913

    Totally agree! I think weaker killers should definitely be looked at. I’m tired of playing against the same killers honestly.

    I think that with some game mechanics design changes the "weaker" killers can be put back to a good spot.

    The reason the Big Three are in a good spot is because the game has been funneled into a genrush/chase paradigm, so killer mobility is the single most powerful thing that matters.

    If the devs would just nerf looping and survivor chases a bit more so that chases don't last 5 minutes and then enable alternate strategies to survive, the power of The Big Three would go down all by itself and other killers would get a spot in the limelight.

    Some of the suggestions people have given are drastic but good. A survivor stamina bar that limits how long they can sprint is one. In return though survivors need to be able to stealth and juke better. Some players have suggested additional hiding spots and obstacles on the map. Which are good but requires a lot of work.

    Ultimatley, BHVR seems to not want to take the effort to rework a lot of the design elements. Instead they are focusing on Band-Aid Perk fixes to try to shift the meta. This is, again, just a bandaid fix and will not fix basic design issues in the game. BHVR needs to be brave and put in the work to try different and more radical fixes to the game.

    If they don't want to, maybe it's time to start working on DBD2. Since they have said they want this game to continue another 5 years or so, it's important that they start thinking of basic design changes instead of just releasing bandaid perks and DLC.


  • @ElusivePukka said:

    Survivors haven't been nerfed. Full stop. They certainly don't need buffs, even solo play. 5 players in a match, all of equal skill? The killer will lose the majority of the time. Survivors complete the real objective (survive) 40% of the time or more - applied to gameplay, that's usually a black pip for decent killers, if not a depip with corresponding lack of BP, while even a dead survivor can double pip and gain more BP than the killer.

    While there were alternate strategies from the meta that were discouraged by changes, they weren't nerfs. When survivors weaponize stealth and sabo-teams, it alters core gameplay - course correction isn't the same as a nerf. While I wish stealth could be brought back, and it is to a slight extent just like sabos being brought back as a little more rewarding while still challenging, BHVR needs to be careful not to outright buff these to the point where they subvert the game again.

    We can quibble about the semantics, but a nerf is a nerf.

    We both agree that the nerf/course-correction was necessary, but we still need even more course corrections. The current state of the game is not bad for survivors, survivors are far from being "oppressed" but it's hardly ideal either.

    Game needs more variety and options in gameplay, devs need to make adjustments that are fair to killers while still enabling more gameplay. And all this will fix the gen rush meta if BHVR can somehow get it right.

    A lot of us have given tons of input, it's just a shame that none of the many great ideas being put forth by the community actually make it to the game. You'd think they'd at least try them out, even just on the PTB to see how it works out.

  • Ah, if I ever get a PS4 I will block the messenger somehow.

  • It's forced temporal anti-aliasing.

    You an disable it on PC in the Ini files. There's a thread around here somewhere on how to do it.

  • How are they even messaging you, why are you giving your private information out to random strangers on the internet.


  • @jollyfoal said:

    Why does it feel like they have nerfed survivors to the ground?

    Well survivors have been nerfed heavily to the ground.

    Much of it is required and good for the game, though. Nerfing Sabo was needed. Nerfing pallets and vaults was necessary.

    Some of the nerfs though go too far and are counterproductive to the game. The last healing nerf wasn't necessary and actually resulted in a worse problem for killers (faster gen times). The lighting and stealth nerfs ensure that survivors focus on looping and don't bother with stealth anymore, kind of like how the healing nerf meant they stopped bothering with healing. And in some ways nerfing sabo resulted in faster gen times because now nobody wastes time with sabo.

    It's funny how people keep asking for extra objectives for survivors, when sabotaging hooks has always been in the game. Maybe a change to sabotaging (but in a fair way that won't make it impossible for the killer to get hooks) would encourage survivors to, you know, stop doing gens and do something else. Ditto for healing.

    There are a lot of adjustments that need to be made; now that survivors are used to rushing gens a healing buff would just make killers everywhere weep. Perks like Inner Strength are a huge step in the right direction as it incentivizes not doing gens for a great benefit.

    We don't need straight buffs, but we need smart reworks to existing mechanics like Inner Strength which give survivors more options on what to do in the game without being overbearing against killers.

    I find it funny how many streamers are whining about Inner Strength, you can see they really just want an easy killer game and survivors nerfed into the ground. They make me sick. And it makes me even sicker to know that there are lots of killers who drink their Kool Aid brainlessly without considering the consequences.

  • @Spooky13 said:

    You could actually pip if you 4K'D instead of having to play in a really unintuitive way. IMO, the second system was the best ranking system for killers, but it was incredibly easy to rank up as survivor.

    Seems to me that any system that heavily incentivizes camping is not a good system.

  • The best use of Head On is to camp the killer by the basement entrance locker and whack him as he tries to go down for the hook.

  • I see too many killers seeing the glass half empty.

    Sure, you got hit by DS even though you weren't tunneling.

    BUT that just means you're absolutely killing it in game because you just hooked and downed two people in under a minute. What's not to be happy about?

  • I have never even played with ruin. Ever. I should try it sometime.

  • Oh no just one special gen? Survivors are gonna be fighting over that and the killer just needs to camp it and the survivors are gonna fall like flies.

    Gonna be especially bad if it spawns in the house in Haddonfield or similar where only one survivor can repair it.

    I can already hear the Ghostfaces cackling as they hide near the gen.

  • Another crappy week of perks. Urgh!

    I still need some perks from a few survivors that I haven't gotten yet. I'm still missing Ace's Up the Ante for instance and I want Tapp's Detective Hunch. I don't feel like unlocking either character so I'm diligently waiting for these two perks in the shrine.

  • I also started playing around that time. A month or so earlier I think. Roughly a year ago.

    I hear a lot of stories of "how it used to be" and it always makes me curious, and I like to learn more of the history of this game and how the situation was. I hear so many horror stories from killers from those days, lol.


  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/711594#Comment_711594

    Just for the statistics: How long does it take for you to get a lobby as a killer?

    I have queue times of 3-5 minutes for BOTH solo surv and killer (PS4).

    I'm having bad queue times for weeks and therefore haven't played a lot and it's really annyoing.

    As killer takes me 5-10 minutes. Lately around 5-7 minutes. 10 minute waits were common though back last year for my killer Lobbies.

    For the record, I'm on PC in Southeast Asia.


  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/711615#Comment_711615

    Possible, but if that was the case the system would set you up with a lower ranked Killer eventually. Which probably explains why you're having longer queue times... Its looking for Killers in your Region to pair up with, that're the same rank.

    Yea, that's exactly what I was thinking!

  • Hah, I see!

    But in the stage 2 system where killers had to kill, was there a marked difference in killer ranking quality?

    Also, the way Killers had to Kill to rank while Survivors kept the BP system, it just shows you that the game is really not designed for survivors to survive.

    Survivors are really meant to do stuff in game, and die. And if you happened to survive, well then that's just icing on the cake. Doesn't it?

  • Oh so in terms of ranking up it was even worse then than how it is today?

    Because today it's relatively easy to get up to red ranks if you just keep playing and aren't a total disaster. You mean it was even easier before?

    I thought with the requirement to kill killers would be weeded out on their actual killing skill.

  • @Dwight_Fairfield said:

    Oh yeah you all value lockers now they can heal you, block bbq and chili, stun the killer etc. You can thank us Dwights for knowing about the untapped potential of the locker long before anyone else.

    #Dwightpower

    You sir will go down in history deserving of all the praise and glory!

    In your honor I have created the verb :"Dwight" which means "to run into a locker with my pants baggy and dropping over my shoes."


  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/711594#Comment_711594

    For you its timezones cause of where you specifically live, perhaps it is a region thing... Because I was getting fast lobby's that entire day, regardless of what time it was.

    Just an update. That red ping lobby? Was a deranking AFK killer, so he was probably watching something on Netflix, that's why the ping was bad. Was also a Rank 12 killer, way below my rank.

    So I'm thinking there aren't enough red rank killers playing in my area at this time.

    Anyhow looking for games like this kinda boring, think I'll go read a manga or watch some Netflix for now.

  • And my Survivor Queues are long again today - took me about 3 minutes to get a lobby, and it's a red ping lobby. It seems my queues are time sensitive now. There are peak hours and famine hours.

    This was never a problem for before; I used to be able to get a survivor game pretty much instantly for almost all the time I've been playing for the last year.

    BUT.... since yesterday I got back into the red ranks. Maybe my survivor rank factors into this.

  • Unlocking all Perks on each character... is far harder than prestiging. 😲

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