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  • @DBDbuildsYT said:

    Because bhvr let them, this tactic of dcing worked against legion and nurse to get them nerfed now they are applying it to spirit. And it will work again

    Nurse hasn't even been nerfed yet, and most people stopped auto-DCing against Nurse a long time ago.

    I know this doesn't fit your narrative, but the truth is often a bitter pill for people like you.

  • @Austin_HopeFull said:

    From my experience as a Rank 1 Spirit main (don't mean to boast, sorry), a lot of people DC against Spirit players because they don't understand how to properly avoid her. Some of the people I went against have used Iron Will and Spine Chill, but they still DC because it isn't effective. Sure, they know I'm looking at them and I can't hear them when they're injured, but they don't properly juke me when they're still injured. I'm not saying that she isn't balanced, I know for a fact that she isn't balanced in some aspects. But people tend to forget that the skill of the person playing Spirit can factor in as well as the perks they use and the add-ons (Prayer Beads, Yakuyoke Amulet, you get the idea). Sometimes - like others said in this discussion - people don't like playing against her for a random reason. It's not that she's unfun to play against - I enjoy going against other Spirits - it's just people forget some factors that they need to recognize, and maybe they'll have a better chance at winning. Idk, this is just what I think.

    Juking Spirit is almost impossible without Iron Will. Good spirits are almost impossible to juke even with Iron Will. There's a skill threshold to spirit, but to be effective it's very low and most people can get great results with her with a little practice.

    Spirit is just not fun because she is too strong in the chase, is too hard to mindgame, and is very difficult to juke. There aren't many options to survive against her. She is a killer where survivors have to rely on her to make mistakes to survive.

    Kind of like the opposite of that popular killer propaganda where at Red ranks killers can only win if survivors make mistakes.

    And you are a Rank 1 Spirit, you are a rare case, like maybe .001% of the DBD population that actually enjoys fighting spirit. I have a lot more fun fighting Nurse than Spirit.

  • @Huntress4Life said:

    Low-key Ive been wondering, why don't they ever make it so there is an icon showing a group is a SWF instead of a bunch of solos? Like that would be more useful since it would allow some slight preparation for a painful game as killer, while not giving too much advantage other than a small tidbit. That's my question for you all, and I'd like to see what people on both sides think. PS don't be rude in the comments, toxicity is the reason this game gets a bad rep.

    People have been asking for this feature for years.

    I think it's a good idea, but it's not being implemenetd.

  • Yeah. I mean I like open-handed, am wondering if I can telegraph to my team that I am working on this gen using Open-Handed.

    Currently running a fun build (Open-Handed, Bond, Better Together and Kindred) so I'd like to know if I'm not just wasting my time.


  • @survivormain1105 said:

    https://forum.deadbydaylight.com/en/discussion/comment/705432#Comment_705432

    That's not fun at. Have you played with a potato survivor. They are useless!!! I played with one that didnt know how to work a gen without blowing the skill check. And died on 2nd hook cause they didnt struggle. ... so no thanks how bout we fix ranks so that everything on a fair playing field again.

    Of course I've played with a potato survivor. I have matches with one all the time! I am a potato survivor!

  • @Regionlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/705432#Comment_705432

    It's already this way. Have you not seen the screen shots of rank 1-3 killers going versus straight potato teams? I get potatoes every time I'm in solo queue. All these kids know how to do is farm hooks.

    I don't think you read what I wrote. I said mixed survivor teams, not straight potato teams.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/706810#Comment_706810

    100% right. People are always demanding bans, but the Devs need to address WHY people disconnect against a Mori. This problem requires a resolution other than banning. MoM/DS, both often resulted in The Killer disconnecting, and the response wasn't to ban but rather adjust those Perks. Devs need to look at Mori's and consider reworking them IMHO. 

    The main issue is that it seems there are some game mechanics the devs absolutely refuse to touch. These are likely mechanics which someone on the dev team found awesome when it was pitched during the initial development of DBD. They refuse to adjust these mechanics because it's like a pet attachment they have to these dumb mechanics.

    These include things like:

    • Moris
    • Struggle Spam on Hook
    • The Basement and Monstrous Shrine
    • The Hatch
  • @MisterCremaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/705985#Comment_705985

    How are they avoiding mori? How do they even know you have a mori?

    Because it's either mori or the silly offering that lets survivors start spread apart, or the Freddy offering.

    It's almost always a mori because killers don't really use the other two offerings.

  • They really shouldn't be using perks to fix meta balance issues in my opinion. They should fix the actual mechanics with some mechanics changes. It is a bandaid approach at best.


  • @ElusivePukka said:

    It's encouraging people to heal. More than anything, it's softly addressing the no-heal meta in low ranks, which is where the perk is used.

    This is probably the correct answer.

    BHVR has been using perks as an incentive to break current metas they want to fix, like no-heal meta.

    Unfortunately this means we will never see Fixated and No Mither together. And I hate that.

    Please fix this so we can be Fixated with No MIther.

  • File a bug report I guess and maybe it'll get fixed.

  • Just try it yourself. The gen still regresses. Just be sure to look for it.

  • @TheBean said:

    They sort of do need to isolate the new people a bit more in the game. However there is an issue with that....

    --

    One of the biggest problems new players face, survivor mostly, is the camping and tunneling. That generally ruins the game for allot of them. Allot of new killers don't understand the game enough not to camp and tunnel. They learn that as they play more.

    So it doesn't matter if a new killer or veteran killer camps or tunnels, the effect is the same.

    The more skilled the killer they face, the less likely that will be, but the skilled killer is still gonna hose them, giving them the feeling like they had no chance anyways. Which could even be more demoralizing.

    --

    What could be an interesting idea to try is... If a veteran player is facing a new player, there should be some sort of identifier so all the players in the match know, these people are "new".

    Then perhaps give players bonus BP wise for treating them as fairly as possible. I.e... Hooking them 3 times... Allowing the match go a long time... Allowing a certain number of gens to be completed.... Allowing chases to be won... Etc etc. Basically bonus points for not smashing them into oblivion right in the first few minutes and giving them a chance to play.

    --

    I think there should also be a minimum rank number a player can reach when the rank reset happens. For example... If I got a devotion of 3, I probably should never be put into the new rank area again. Maybe rank 15 should be my lowest rank I can ever get now.

    These are good suggestions in my opinion.

  • No, I don't miss him at all. Good riddance.

    He was a freaking headache, because I like to play stealthy. Whenever I played old Freddy I was forced to run and gun and loop the entire game -- similar to how I have to do so when going up against Doc.

  • Lobby dodging is the exact same thing as offering dodging.

    You're just biased, which is why you think it's okay for you to lobby dodge while it's not okay for survivors to offer dodge.

    The only difference is killer can see it in the lobby so they can dodge "legit" at that point, survivors can't so the only option is to DC after offering screen.

  • @Peasant said:

    I'll be real here, there is only one time when you should burn Bloody Party Streamers: When you are playing with a friend. This is even more important if your friend almost never plays Dead by Daylight.

    If you are playing with random strangers you're simply better off burning an Escape Cake or a Survivor Pudding. Why? It's simple. Escape Cakes and Survivor Puddings are both "uncommon" so you'll see them usually once every other Bloodweb or so, more often if you are lucky. Additionally, both of these offerings are a mere 4000 BP compared to the 5000 BP streamers, so in the event that match goes poorly you're losing less. Finally, streamers change people's behavior. It's much easier to get the full potential out of your offering when everyone else isn't trying to do the same thing.

    TL:DR - Use the cake and puddings instead of streamers for yourself and save the streamers for when you play with a friend who's new to DBD or doesn't play it often.

    This is 100% what I do. I only use BPS when I'm playing SWF with my friend. (I only have one friend who plays DBD).

  • It happens because I try to pause working while the ruin effect happens. That way you avoid triggering skillchecks while the gen can't be fixed. But if you time it right the smoke doesn't happen. But you still need to pause for a few seconds before you resume fixing.

    Is this officially confirmed to be an exploit? Because frankly I've been doing it for a long time. When I don't feel like hunting for the totem and powering through the gen, I do this.

  • Wait that's an exploit? I do that all the time. When you do it no smoke appears when you miss the great skill check. I did it by accident but I always thought the gen still regressed.

  • @Mikeadatrix said:

    To get the most bang for your buck, run Second Wind with Bond or Empathy. I prefer bond because of the knowledge of all teammates within a range as opposed to global injured knowledge. I get Second Wind to proc at least once every game as long as I run Bond.

    For me I run Bond and Openhanded. I also tried Empathy. I even put on Botany and We'll Make It. I still can't get it to reliably proc because survivors tend to run away and killers tend to camp. And if they run away even if I chase them sometimes they self care a bit or someone else joins in to help.

    The perk is too much trouble and too uncertain to use.

  • He doesn't need to tell us how to do the exploit. He just needs to tell us what the exploit is, so we can believe him.

    If he wont' tell us what the exploit is then he's just blowing smoke and we can close this thread.

  • So hitting great skill checks is an exploit now?

  • Just calling it like I see it, hahah.

    Will is the more interesting sibling of the Byers Bros.

    I hate to see how badly Jonathan and Nancy fell in Season 3. Their lover's quarrel is not something interesting to watch and to make it worse the two have zero chemistry.

    Jonathan was great in Season 1. He came out as a kind of creep with zero charisma, but he was endearing in how he was so dedicated to saving his brother. That made him admirable. But after season 2 started that character arc of his was done and his lack of screen presence and charisma wears on you. It then gets traded in for being the insecure boyfriend who doesn't have it together and just vents his problems out on his girlfriend. Nancy herself and her season 3 girl power arc was just annoying to watch and when coupled with Jonathan's worthlessness made the two of them 100% yuck. Actually made me hate both of them.


  • @AshleyWB said:

    @IamFran I agree with you, I think Jonathan is a more focal character but people seem to be fanboying over Steve's hair so they overlook how mediocre his role is in Stranger Things.

    Sure, Steve does grow into the show but so does Jonathan and it was the louder fans who wanted Steve who made it Steve and not Jonathan, Joyce or Hopper.

    Personally I don't mind Steve, he has a fun outfit but Nancy just feels like an empty shell, there's no personality about her, she has bland outfits and it just feels more like generic girl from the 80s than a determined woman who is trying to solve a case.

    Jonathan was more important than Steve in season 1, but in Season 2 and up Steve was the more important character. By Season 3 Jonathan is just an annoying brat and Steve is the real star. Jonathan basically just became a prop for Nancy. Who herself is an annoying brat.

    And even in Season 1 Jonathan was always an annoying character with no charisma or appeal. Steve was always the more interesting character.

  • It just means that there's a lot of players who move on to other things after a while. It's actually pretty amazing that the population has stayed reasonably the same for the last couple of years.

    For every influx of new players, we get players that leave, and it's in good balance. That's really difficult to pull off to be honest.

    But it does point out a flaw of the game: it doesn't have the ability to retain a lot of people for the long haul.

    Why? The game is just not friendly enough for a lot of casual players, in my opinion. It's too difficult, punishing and stressful once you start really getting into it. It's not the kind of game that will really go into mass mainstream appeal unless some serious changes are made to the design, as well as improve the experience (mainly get rid of a lot of game-wrecking bugs like the matchmaking, and for that matter improve the ranking system).

    Order #1 should be BHVR coming up with a decent way to create ranks, so that new players stay in low ranks with other newbs and players of similar skill. It's crazy how BHVR isn't giving their utmost attention to this. It's without a doubt the most important thing they should be doing, but they aren't.

    I find that kind of behavior foolish, even self-destructive.

  • @Frosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/705963#Comment_705963

    1. I'd then have to play nurse to make it teachable, then unlock it in the web with my preferred killer. Then I'm running a perk to induce (what I feel) should be a base mechanic.

    2. As @DudeDelicious summed up quite well, that "risk" of being downed, which is the only real threat a survivor faces, can be easily reduced.

    3. I'd be happy if they just moved slower while injured, and maybe got more of a boost after the initial hit to give them a good chance to lose the killer. Then there would be some actual risk to playing injured. Cause anyone who does now, has come prepared to do so and mitigates majority of the risk.

    1. A lot of us have to run perks that we feel should be base mechanics.

    It's that entitled mindset that we keep petitioning devs to make perks that we feel should be baseline into base mechanics.

    What you want is just like how everyone wants Ruin to be baseline, NoEd to be baseline, Bond to be Baseline, Kindred to be Baseline, etc.

    All of a sudden the game is just all the perks baseline and there are no more perks. That would be dumb as heck.


    2. You can reduce the threat of being downed by playing well. What's the problem? That's how what a game is supposed to be like. If you learn the game and become more skilled, you become better at the game. You are acting as if this is a bad thing. It's not.

    Basically you just want to punish survivors for being good at the game. So you can bring them down to your less-skilled level. That's ridiculous.


    3. How about each time we drop a pallet on your head, killers now move 1% slower permanently for the rest of the game? That'd make me happy. I think it's fair, too. Cause now, you have to respect palletes instead of just brainlessly not respecting them. I mean, then there would be some actual risk to disrespecting palettes. Cause anyone who does now, has come prepared to do so with perks like Enduring and Spirit Fury and mitigates majority of the risk.


    And just in case it went over your head (I'm sure it did) if #3 sounds stupid to you, well that's how stupid you sound to us.

  • Fair enough. I just don't think it's a powerful perk. I do just fine with Inner Strength without it. I guess I'm just one of the few that is used to totem hunting, since I've been doing it ever since I started playing DBD.

    Most people don't bother with totems and never really learned to look for them.

  • @AshleyWB said:

    I wonder what it would be like if there were 2 more gens spawned in but each individual gen takes 40 seconds longer.

    I would prefer a gas up action everytime a gen is started. Reduce the individual time taken per gen repair by 15 seconds. Every full gas can is equivalent charges to fulfill a full gen repair.

    That's actually a huge buff to survivors. More gens for killer to worry about patrolling, and the slight extra time needed to complete them can be offset with stealth tactics.

    I'm actually not against it, it will allow for more stealth player, but I can't imagine killers are going to be happy with the result.

    The gas can idea we've been throwing around for the past year will achieve similar results and encourage more stealth and evasion. I'm sure a lot of killers will feel frustrated and whine about how they can't find any survivors.

  • Freddy's fine, I don't have problems fighting Freddy.

    My only issue with Freddy is Dream World is a huge FPS hit. Game turns into a slideshow against Freddy; that's the only reason I don't like fighting Freddy. I even sometimes considering killing myself so I can move on to a game with faster framerates.

  • Small game is a training wheels perk.

    I've always been a totem hunter, long before Inner Strength. I know all the spawns on all the maps. I don't need Small Game to find totems, and on some maps its even counterproductive (like in The Game).

    Let's not pretend small game is a good perk. Its not. Its best use frankly is to warn you of devious Trappers that are creative in their trap placements. Anyone can learn totem spawns if they put the time into it.

    Use small game as your training wheels, but you should graduate from it as soon as possible. There are better perks to take up the slot.

  • Killers don't need permission to use NoEd, and nObody is changing their mind about it.

    People still look down on people using it.

    Not sure what kind of propaganda you've convinced yourself into believing, but its certainly not a delusion shared by anyone else.


  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/705376#Comment_705376

    I usually down people in twenty to thirty seconds. So tunneling is downing and hooking someone, downing and hooking another person and getting DS in my neck. K then.

    If you can kill people every 20 seconds you should stop complaining, you are already dominating the game.

  • The problem is who decides what's OP and what's not?

    This doesn't work as a blanket statement.

  • You gotta drink lots of water, dude. Too much sodium is bad for your body.

  • How about the Matchmaking gets fixed so that all matches end up with mixed survivor teams where there are potato survivors and high rank survivors in each match.

  • I'm all for consistency but I am also consistently bugged by how killers are getting better at stealthing than survivors in this game.

  • If you remove the passive BL becomes a crap perk, and nobody will use it, heheh.


  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/704437#Comment_704437

    It's not dying, its actually been fairly the same for awhile now. But that's actually not a good thing either...

    If the game stays at a constant state for years, it'll eventually dip down because people who do keep it in that sustained field will longer present in the future. Take for example the Legacy Players, (Circa 2016 - Early 2017) these players have only dwindled in numbers over time because of many things. They could've 100%'ed everything during their time, their friends don't play anymore, the game hasn't changed in terms of objective so they quit, etc.

    Of course, these players are not all gone, but the majority can safely be said to not be around anymore... And this is applying to people from Late 2017 - Early 2018 soon to... And I mainly blame the lack of objective and overall change in the game to be the cause honestly. Sure, new DLC is nice, but if its the same game for years, you'll eventually get bored of it...

    How spoiled have we become? Back in the 90's I played the same game for years. There were no updates. I think I played Civ 1 for five full years without an update. Master of Orion 2? I think I played that exact same game for more than a decade. Counterstrike? Other than new maps I played the original for at least five years.

    Games don't need new objectives or changes to the game design, really. Good games you can play for years over and over and over. Multiplayer games have it even easier because of emergent gameplay. Good games don't even need new content really. It's a nice bonus, like what we're getting now, but hardly necessary.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/89610/this-is-why-this-game-is-slowly-dying

    https://forum.deadbydaylight.com/en/discussion/comment/704433#Comment_704433

    Perks like "Inner Strength" are the real reason this game is dying. And yes, paired with "Head On" and optionally "DS" it got no counter.

    The counter is to stop tunneling and kill someone else.

  • @HatCreature said:

    I personally love the idea but because Thana exists they can't do this idea. I love the idea of being slower because you're injured, an injured person is in pain and doesn't want to move around too swiftly because it would hurt more.

    Maybe introducing a slower speed while injured would be cool and it would encourage healing even more but then Clown might need to be...well nerfed. Clown can already slow down Survivors and if injured Survivors move slower and then his add-ons would be too powerful. Or maybe it would be just the right buff he needs, won't know until they try it out.

    You know when people healed a lot?

    Before they nerfed healing.

  • Your theory is wrong, because at the end of the day there are killers who can make mince meat out of survivor teams at Rank 1.

    You simply aren't skilled enough to hang at this rank yet. Work on it.

  • I'm pretty sure the dailies system is designed to make you play stuff you don't play, and to get more people to play what's lacking in the queue.

    Like, I'm a survivor main and I get nothing but killer dailies. In a week I'll be lucky to get one survivor daily.

    Today though something weird happened. I definitely got the daily for "Do 180 seconds co-op actions" for survivor but when I looked again it got replaced with "Be cahsed by killer 120 seconds with Jane Romero" - and yeah I don't play Jane. But why did it get replaced? I didn't change it.

  • It's impossible to drag things out with a pink mori, unless you don't use the mori. The pink mori literally halves your objectives.

  • I disagree, there are survivor builds that are based around being injured, mostly using Resilience.

    Killers also have Thanatophobia to punish injured survivors. Thanatophobia was already given a buff to counter this very issue.

    And there are tons of downsides to playing injured. There are people here who are acting as if being injured isn't a bad thing. That's ridiculous. There are no builds that eliminate the risk of running injured. That is one less hit when the killer whacks you before you go down. You can lessen it with things like deadhard, but you do not eliminate the risk. Running around the trial broken is risky no matter what you say, and that's not even counting things like the blood trails and moans of pain.

    @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/704698#Comment_704698

    Not really a risk. The reason why anti healing became meta is because survivors have multiple lives. Dead hard, Adrenaline and Decisive are the best examples.

    The main reason this play injured playstyle came about is because of nerfs to healing. Killers who wanted those nerfs are to blame. The big healing nerf happened around the time MOM was released. So that just became a magical synergy that clicked in a lot of people's heads.


    In addition, penalizing movement speed for injury basically means that every survivor is one-hit and dead. You are not going to be able to win a chase once you are injured, period. Or last more than a few seconds. Your suggestion also makes perks like No Mither even worse than they already are.

  • I like sneaky ghostfaces. The stalking is fine but it literally should work only if you manage to sneak on the enemy. It is so ridiculous how stalking works in chase.

  • That wedding ring is the best thing they added this patch.

    Better than Nancy, Steve or Demo. Now my green keys have a use other than baiting out Franklin's.

  • Illegal, but I'd have done the same.

  • Plunderer's + Ace in the Hole is where the good stuff starts.


  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/705109#Comment_705109

    Lots of the best changes aren't super crazy, IMO. The more QoL improvements the better.

    The real issue is it took BHVR 3 years to implement something basic from Day 1 in just about every other multiplayer game in existence, and even then it's buggy as heck and causes more problems than it solves.

    It's only been a week and I can't count on ten fingers the number of times I've had to restart the game because of the party system glitching out -- and I don't even play that much SWF.

  • Hard to praise it because it's buggy as hell. Causes too many loading problems.

    Once they fix the bugs... no let me rephrase that. "If" they ever manage to fix the bugs (I'm not confident that BHVR can do it) this huge QOL feature will get a lot of praise. But right now it's about as much of a headache to use as the old Steam-based invite system that dumped you after each game.

  • No.

    There's a reason Freddy was reworked, and it wasn't just to please killers. It was to please Survivors.

    Old Freddy's ability is a huge headache for Survivors. It was extremely polarizing and absolutely destroys stealth gameplay to a level that nothing else in the game does. Old Freddy was removed because he completely destroyed a lot of survivors. DCs against old Freddy were extremely common.

    The only thing I want back from old Freddy is the old Dream World effect. The new Dreamworld effect is a huge FPS drain.

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