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  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/660916#Comment_660916

    If you develop bad habits early on they can be hard to break. When I first unlocked Urban Evasion I used it all the time. Thought it was great. But it wasn't making me play better, it was making me play worse.

    There are objective things in this game where you can say "this encourages good/bad habits". Aftercare and WGLF are examples of perks that encourage good habits, because it's ALWAYS good to make safe rescues, heal, and take hits for others. UE is an example of the opposite, because it teaches you to just crouch walk everywhere, which is a HUGE waste of time and in many many cases absolutely unnecessary in terms of playing stealthy. The only time you really want UE is against a Hag, that's it.

    If you know people that have 1000 hours and still use UE then I hate to tell you, but your friends are probably not that great at the game, and they will never get better until they drop that perk and learn how to move around with urgency.

    The things I notice new players have trouble with...

    • Tracking the killer
    • Tracking other survivors
    • Finding objectives
    • Running from the killer
    • Rescuing other survivors

    The first two can be solved with aura/detection perks (of which most are free). The third can be solved with Deja Vu or a map. The fourth is really just something that comes with experience. You have to learn how windows/pallets spawn, how to mind game, etc. None of that is easy for new players, and no perk is going to save them here. Something like Sprint Burst will help make it easier, but there is still a high chance they run to a dead zone, or circle back into the killer, or just straight up run into the killer's face. No perk can fix stupid.

    The last, however, is something that new players just have to start doing. WGLF promotes that and that's important. It's like, you can't swim in the deep end if you never jump in the pool, and new players are terrified of just being in the water.

    If you want to be a better player you need to develop good habits. Saving other survivors is a good habit, the best habit maybe. If you use perks that promote bad habits you don't grow as a player, and just stay a newbie longer than you really should.

    Just because you use Urban Evasion, doesn't mean you don't know how to run around the map.

    What kind of silly thinking is that?

    I have a 1000 hours and I still use Urban Evasion. I use it to EVADE not to crabwalk around the map. I know when to run and when to sneak.

    I'm sorry it was hard for you, but there are people who didn't have that problem with UE and learned how to play properly within the first 50 hours even with Urban.

    It's funny how you talk about how WGLF objectively encourages good habits, that's just wrong, and certainly it wasn't true back when WGLF wasn't nerfed to only work on safe unhooks. Today it's better after nerf, but the perk still tempts you to dive save, or do protection hits when you shouldn't just to get stacks.

    Just like you were able to learn good habits with WGLF, there are people who learn good habits with Urban Evasion. A lot of people legitimately use it to juke and stealth, not to crabwalk all over.


  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/660846#Comment_660846

    Urban Evasion is an awful perk that teach awful habits. It teaches you to crouch walk everywhere all the time, which just a huge waste of time. Lightweight is better because you can run around more freely and actually get to places quickly. You don't get better at the game by using UE. It has niche uses, like against Hag or maybe to stealth slow killers like Huntress or Nurse, but outside of that it just teaches you to play poorly.

    Claud has Self Care which is a waste of a perk slot. Equip a medkit and you basically can avoid leveling up Claud. Again teaching bad habits that if you are hurt you should run off to a corner of the map and heal all the time.

    Streetwise is a rather worthless perk. It does almost nothing, and for new players they aren't going to be super efficient with items to take advantage of that tiny boost.

    Dwight has valid reasons to be a good starter, but low ranks don't do gens in groups so PT is not going to help much, and Leader isn't going to help because survivors don't bother to heal you after an unhook, they just run off and hide. The benefit you get from these perks at low ranks is minimal at best. Bond is really good even for new players, but that's not a better perk to get first than WGLF.

    You talk of Urban Evasion teaching bad habits, but the perk that teaches the most bad habits is We're Gonna Live Forever.

    How many generations of farmers have grown up on WGLF again?

    Please, don't use that sorry argument as reasoning against Urban Evasion.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/660714#Comment_660714

    They couldn't make it TR based, due to different TR sizes. Insidious Bubba wouldn't have a problem, while distressing Doc would constantly be considered camping due to existing on the same map.

    Doesn't have to be TR. They can just make it a flat 30m or something for every killer. I don't know what the correct size needs to be.

  • WGLF is important and one of the best things to start with.

    But No Mither is a terrible perk for a newb to start with and Dead Hard takes a lot of getting used to for a newb. And a newb won't be able to make real use of WGLF and in fact may be tempted to farm and learn bad habits that will get your team killed.

    Dwight with Bond is a much better starting point. Bond is the most important perk for a newb, as it helps you learn the game by seeing how your teammates move.

    After getting Dwight I'd move to Feng Min actually because Alert and Lithe are top notche for beginners.


  • @HatCreature said:

    I don't know how exactly they actually put totems in since they can't hand place them but I'm sure the community can pick out some really good spots, like the corner edge of the map behind a tree. This whole thing about less places for totems to spawn just sounds weird you have large empty spaces with no Gens around. Suffocation pit can have totems behind trees on the edges, in the mine, in between boxes near water towers, inside cubby holes in the middle, next to garbage cans because they make the same noise etc.

    But they are getting better at totem spots, Badham has some really good spots but they were made for those totems, a lot of older maps came out before totems were even a thing which is probably why the totem spawns on those maps are bad. At least that's my theory anyway, every map before the release of Hag were not made for totems so they are inherently bad for totems which sadly makes up most of the maps.

    Corner behind a tree? LOL most obvious place to check. Lots of totems spawn in those places especially on the farm maps.

    Suffocation Pit is one of the easiest maps to find totems. All the spawns are easy and it's a relatively small map with an easy layout.

    The maps with the hardest totems to find are Lery's and The Game.

  • It's possbile to urban midchase.... actually that's the best way to juke killers.

  • Well, you can't have everything, hahah!

    The main problem with hag is, if your team doesn't know how to deal with her you'r basically screwed. Everyone needs to be onboard. Either you're all good at urbaning around her traps, or you're all godo at just running and gunning it and tripping all her traps whenever you see one.

    If one or two of you are kinda bad at dealing with her that becomes a big issue and can get all of you killed.

  • CAMPER AND TUNNELER KILLERS ARE KILLING NEW PLAYERS IN DBD

    Isn't that... literally?




    Rivyn

    Aug 31, 2019

    You really can't stop tunneling/camping, though. Killers are people too, who want to win. That definition differs from player to player. Some think making a guy dc, or face camping them equals winning. No amount of perks/bp loss is going to change that.


    Well, technically you can stop it but there would need to be massive reworks to how the game works to do it. For instance, if the hooked person is in terror radius the hook timer slows to a crawl, things like that.

    Could cause imbalances though and make life terrible for killers. But they'e been shown to be willing to make massive changes like Endgame Collapse, so it's not something impossible if they really wanted to fix it.

    They don't, that's why they're just giving us bandaid fixes in the form of dumbass perks like DS and BT and the upcoming Babysitter.

  • If they fix protection hits I could probably get behind it. Not that I actually use the perk.

  • They need to stop showing the offerings to be honest. Better if it's a surprise and that way survivors don't dodge moris.

  • If they do make dedicated servers, the question is: is it going to be global and per region?

    If they just have dedicated servers in NA that pretty much kills the game for me, time to move on.


  • @thekiller490490 said:

    While dodging lobbies is annoying, the point of killers seeing survivors is so they can prepare as much as possible for the match. Killer should have a upper hand in preparation even if it's for just their items. Killers that don't want to deal with a possible SWF or a lot of toolboxes will probably dodge. Not what it was meant to be, but if the option is there, people will use it. However, killers shouldn't loose that preparation because of dodging.

    The big issue here, is that often it's hard to even use an item because the killer will just bring Franklin's to screw you over. The last three times I brought a map into the lobby the Killer had Franklin's on (not sure why everyone's so afraid of Rainbow Map and Crystal Bead?)

    If you bring a key get ready to get tunneled all game on top of the Franklin's.

    This is not fair, nor good game design. It just discourages survivors from using items.

  • @TrueKn1ghtmar3 said:

    https://forum.deadbydaylight.com/en/discussion/84331/controversial-should-killers-be-able-to-see-survivors-in-lobby

    You do realize the only ones complaining about that are the SWF groups that get dodged cause swfs are almost 90% toxic and the 10% gets ######### on for it

    Th is is not true. A few months back dodging was so bad I would get maybe 1 in 4 lobbies dodged, and I play solo.

    HOWEVER, it is true though that today the dodging is not so bad as it used to be. The recent balacning changes to the game since the Ghost Face patch probably made killers a lot happier than they used to be.


  • @Vegan_Eater69 said:

    https://forum.deadbydaylight.com/en/discussion/84318/basically-cant-play-anymore

    I’ve been having the exact same problems, I thought it was just me until I looked at the forums. My lobbies, (either playing killer or survivor) are taking extended amounts of time to be full and start. Because lately as killer I have two survivors in my lobby that are sitting on 64 ping and the others are at 500+.

    Then when I play as survivor the exact same happens, and you have to leave and rejoin constantly to find a lobby with good ping. Other survivors seem to be having the same problems and it causes them to leave as well, creating this cycle that makes it takes ages to start a game. Then when you do find a lobby you end up getting placed with yellow and white ranks, which can completely ruin the cohesion between teams especially when solo queuing. Just makes me a lil unhappy :(

    The funny ting is, since earlier this week, I've been noticing even my survivor queues (the time it takes to find a lobby, not for the lobby to fill up with survivors) is starting to take longer as well. not extremely long -- but I used to get lobbies almost instantly. For the past week it take maybe 20-30 seconds. Just now, it's a weekend, and I'm still taking 30 seconds to find a lobby as survivor. Wut?

    There is no doubt in my mind they tried tweaking something in the algorithm this week to address all the matchmaking complaints we've been having, but whatever they're doing it's not working, and just making things worse.


  • @Cain said:

    I agree, they are destroying this game. Every week its worse. They nerfed and changed just about everything that made the game an enjoyable experience. They made every lobby HORRIBLE ping. I cant go through a window without being hit. I cant drop a pallet without being hit. Stealth? gone. Killers now have 500 perks to just let them walk straight to a target at any point during the game. I used to really enjoy finding survivors. Gone.

    I believe A LOT of people are in the same boat as you. The games activity should speak for its self. Dead/dying game. They keep saying they have growth, but I feel its losing more players than it gains. Numbers speak for themselves, load times, d/cs.

    Been telling them since last year.

    If you nerf BBQ and stop giving Killers tens of thousands of Aura reading perks, survivors can stop looping (which killers want) and survivors can chill and relax instead of genrushing all the time (which killers want). There was never a need to add secondary survivor objectives, if BHVR didn't force a genrush meta.

    But NO they just pump out update after update improving killer detection abilities and nerfing survivor stealth. Ironically they keep buffing killer stealth! Then they nerf survivor looping.

    So what did they expect exactly? Of course Survivors will start using perks and add-ons to do gens faster, because what else are they gonna do?

    The game has turned into this state because of BHVR's extremely questionable design choices.

    I'm not saying Survivors didn't need a nerf. Or Killers a buff. They did. But the direction we're going is completely wrong for the game. Well, they can deal with the fallout. It's already happening - horrendous killer queues were a big symptom of the issue.

    It's just hilarious that all the things they seem to be trying to "fix" the issue don't work and now we have terrible lobby pings and the worst matchmaking we've seen to date.

    What a mess.

  • Free hit is bad, and it's current state "get hit three times so you can get a free hit" is even worse.

    They should either rework it or just delete it from the game. Like that other perk. Left Behind. And Monstrous Shrine while they're at it.

  • Nah, with all the awesome sauce killers we have here all proudly posting they are Rank 1 in a week without trying it's obvious that killer is not that bad.


  • @PrincessPoop said:

    I agree with you on hag. It might be an unpopular opinion but she is my most hated killer by FAR.

    Hag is easy, just bring Urban. Hag players tend to be terrible at tracking because they keep writing on the ground.

    People just need to learn to play against her, a lot of newbs I see just run around like idiots.

  • I like playing against Nurse. Either we get stomped or I juke her all day. Stomp is a qiuck game so I get tot he next game quickly. If I juke the heck out of her I had my fun.

    Either way works for me.

    Billy not so uch fun, but at least it's run and gun action.

    Spirit is all mindgames it's a headache, when I'm i the mood it's fun but often I just get stomped especially since I'm not always specced to beat her (Iron will, Urban)

  • how about we rework it to "Your mettle is so awesome you don't bleed."

    I'd use that perk.

  • Who knows? they call me salty but clearly haven't looked in a mirror lately.

  • It's not trouble. It's boring as to play against Doc just srewing your gen repairs with Overcharge/big terror radius and 3-genning it.

    Boring as heck takes forever, would rather chill in locker. Or I could dc if you prefer.

  • How is this bragging? It's whining.

  • It's not just doc.

    Most killers camp and hard tunnel.


    Actually if we're talking hard tunnel the worst killer players are Wraith Mains.


    I rather fight Wraith than Doc though. Doc is the most annoying killer to face.

  • We should have guns in the game, you have to shoot the generator to fix it, like a healing bullet. If you shoot the killer he gets a powerup so don't do it. It's a healing bullet after all.

    You have to empty 3 clips not a gen to fix it, and you need to find the clips around teh map. Hitting the gen makes a noise each time you hit it. Go poople run and gun

  • It's just some DSP for improving headset separation. Doesn't really do much.

  • You definitely don't lose distortion in locker.

    That was like 6 months ago, though. I don't know if they changed it since then, I haven't used distortion in that long (trash perk).

  • In my opinion we don't have enough perks, and not enough perk slots.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/659247#Comment_659247

    Agreed I just wanted to point it out. I have recently gotten better at a looper. Still super inconsistent about it though. Sometimes I have days I can't loop for 10 seconds and others I can loop all 5 gens. Least I'm starting to get to where I can loop for a full gen guaranteed anymore. I only use BL when I have a spot open since it opens so many loops. Exhaustion perks make me more cocky then I should be.

    Inconsistencies tend to be based on the skill level of the killer.

    Also, a lot of looping is based on luck. Successfully guessing where the killer goes is a big part of it, unless the killer isn't mindgaming and just strictly chasing after you relying on Bloodlust or doing the Myers Enduring thing.


  • @ShyN3ko said:

    Im just saying no.

    I understand your opinion and I agree with it.

    But killers have not many informations ingame.

    And survivors just have:Make your Choice,Devour Hope, Ruin(twice),Dying Light, etc....................................................

    I would agree with your discussion, if

    • survivor get less informations about killer perks
    • survivor get more informations about survivor perks

    As long as both sides get less information from the other I'm all for it. Figure out what each other is packing from observation in game alone.

    That works for me.

    I have the opposite of your opinion: killers get too much information on survivors, it starts from the lobby screen and all the way in game.

  • @Hoodied said:

    Then people will attack the injured survivor, literally the only way to atleast prevent tunneling is deleting the hud

    And actually that's not such a bad idea.

    In return we can disable status effect notifications, like Killers want.

  • Remove status warnings?

    How about we remove killer spying on survivors at the lobby? You get a ton more info from status warnings than killers get from spying on the lobby yet that is allowed.

    How about we also remove the status bar of the survivors on the bottom left from killer's view as well, just to make it fair?

    I don't want you seeing that I'm running no Mither, or that I'm broken after I get unhooked. I don't want you to know what level of insanity I'm on, I don't want you knowing that I'm infected and broken from your puke, and I don't want you to know that I've stood up after you slugged me and left me to bleed out.

  • Voice Comm advantage is severely overrated.

    As many people have pointed out, it's already happening in the game with Discord, but the survival rate is still below 50%, so obviously if anything comms aren't making the game as hard for the killer as most people are making it out to be.

    Let me tell you the real truth:

    A group of good solo survivors without voice comms will outperform a bad group of SWF using comms.

    Can we please stop using comms as the killer go-to boogeyman? The data just doesn't match with the narrative.

  • Second Wind, Fixated, Inner Strength, No Mither.

  • Fine, but you shouldn't get an exploding indication as killer when it blows up.

    I also like this because it encourages survivors to bust up all tokens when they see it.

    But it is defintiely NoEd 'You snooze you lose' same thing. Let's not pretend it isn't.


  • @fcc2014 said:

    For me it is always BP

    Survivor 2 or more stacks of were gonna live forever with a base score of 20k plus. I don't care if i lived or died, got moried, killer got the evil incarnate trophy etc..

    Killer 4 stacks of BBQ and a base score of 24-32K. I don't care who teabagged, if 4 escaped, played clicky clicky with flashlights whatever.

    It's extremely hard to get 20k base survivor score when the killer is using Ebony Mori, though. Even getting to 10k is a challenge.

  • Even just the hook aura is a big deal.


    Buffing Sabo is a good thing to do, because it encourages survivors to mess around instead of genrushing. Sounds like a win for everyone.

  • I'm not worried about breaking my keyboard, I'm worried about breaking my hand.

    I mean, I need it at night.


  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/659210#Comment_659210

    Sad part is that there meta because a lot of people need those perks to compliment a playstyle they are not that good at. I've seen some of the best loopers and killers running perks people dont ever use.

    Good loopers don't even need perks to loop.

    I learned to loop recently and I don't use any of the usual perks. The only looper perk I use is Balanced Landing, I sometimes use it because it's just so good for looping on certain maps.

    I always spec with dumbass builds, you know ones with No Mither, Flip Flop and Tenacity.

    I wouldn't say I'm good at looping but I can waste some of the killer's time even basically perkless (sometimes even at a disadvantage like when I have No Mither on).

    But I think people who are good at looping and use the perks can really ruin a killer's night by extending the chase for minutes. It's these people using DS and Dead Hard that really ruin a killer's night.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/659213#Comment_659213

    Thats good to hear from a survivor main. Like I said earlier, im sitting at like a 90% kill rate at rank 2 so I was feeling like something mustve been up. I'll just believe that its my crazy playstyle pulling through i guess, lol.

    I think the new Freddy is just more viable at high ranks, while simultaneously becoming a lot weaker at low ranks. For the record I'm a green rank player mostly (Green is the highest rank you can probably reliably get to using stealth builds and gameplay, and I do nothing but stealth - once you hit purple you have to start looping since the killers at this rank tend to be too savvy to fall for stealth and juking tricks).

    That's a win for me, and exactly the rework he needed. He used to be useless at high ranks and an instalose at low ranks.

  • Yeah like I said, the Freddy's I am going up against in the Green and Purple ranks have no idea what they're doing.

  • I always go for the save at endgame unless I am carrying a valuable item (like a rainbow map with crystal) or have a quest (Awakening or Relic Veneration).

  • Don't care, Achievements don't mean jack to me.

  • @Judgement said:

    I’d name ‘Exposed’ to ‘Endangered’ personally. ‘Vulnerable’ has the same issue as ‘Exposed’ in that it could literally mean anything regarding the game.

    Endangered definitely means that you should GTFO, much more than Vulnerable would.

    ‘Exposed’ can become a status effect granted by an item or perk to alert you to the fact that your aura is being read. Maybe Distortion could have an additional effect after all tokens are gone, to state that your aura is revealed to the Killer? It should not appear on just any aura exposure though, as that can end up as a partial nerf to Scratched Mirror, other aura add-ons, and perks.

    In short, ‘Endangered’ will get the point across the best way.

    No, Vulnerable instantly makes most people think you can be 1-hit.

    Exposed instantly makes people think you are seen by the killer.

    Endangered makes no sense and sounds dumb.

    When I first realized what Exposed really did I said, "They should have just called it Vulnerable!"

    And I think 99% of the rest of the players thought the same. You're part of the 1% so be proud.

  • @Marcus said:

    No, he doesn't need any nerfs, a group of survivors that can deal with Dream Snares/Dream Pallets can beat him easily.

    People say about how godlike Dream Snares are, but against good survivors, even them aren't much better than Dream Pallets, 15% slow down isn't that much and survivors can still make it to the pallet with the optimal route.

    Remember, Scott Jund got a 32 winstreak with Speed Limiter Cannibal, but you don't see any people arguing that Speed Limiter Cannibal needs a nerf because of that 😆.

    I don't understand this godlike dream snare thing.

    I have never even been hit by a Dream Snare, I've only purposefully waded into them just because I felt like wasting them when Freddy is busy elsewhere. They are so visible it's impossible to get trapped by them unless you have no choice and Freddy somehow cornered you into it.

    Most of the Freddies I'm going up against probably suck at snare placement, but I've fought trappers at my level who were far better at it.

    The brightness of the dreamworld plus the bright red stain on the ground make it impossible to get hit by it.


  • @LordGlint said:

    As an OG Freddy main, it took me Abit to finally give new Freddy a chance. After finally doing so however...I'm noticing some crazy high results. As much as I'd love to think I'm just a Freddy god or something and this is the perfect fit for me... I'm skeptical. Is anyone else noticing unnormally higher results than what your use to playing as Freddy than as other killers? Should I expect a Nerf bat to come swinging soon?

    Survivor Main here.

    Freddy used to be a terror for Random survivors. My win ratio against Freddy is something like 5%.

    Ever since new Freddy, my win ratio has shot up to around 70%. New Freddy is a pushover to be honest. Without his omniscient dreamworld ability, juking and stealthing him is so easy he can't keep up. He's just an M1 killer now with no special detection capabilities.

    I'm sure it's different at Rank 1 but from where I'm sitting? I couldn't be happier.

    I doubt he'll be nerfed any time soon.

  • @[Deleted User] said:

    A lot of people are smurfing on purpose to have easier games as survivors. They derank on purpose to bully killers. Also matchmaking is kinda broken so you are matched up with people whose rank is much higher than yours.

    Killers are a lot more likely to be deranking than Survivors. I run into a deranking killer every few games. I have never seen a Survivor purposefully de-rank in a game.

  • A lot of people use those perks and stuff in all ranks. They're meta for a reason. Even solo survivors do this.

  • @Well_Placed_HexTotem said:

    Sure, SWF doesn’t need nerfs. But then many other areas of the game need buffs. The fact of the matter is that the game is not balanced around communicating with other survivors. Also comparing the game to shooters is not logical. This is an asymmetrical 4v1 MP game.

    Also basing balance around kills is equally nonsense. If I kill two people at red ranks that’s almost guaranteed to be a depip for me because I play weaker killers. I like to use Trapper. I enjoy Fredward. I have fun with Wraith. But SWF destroys these killers.

    Lastly, why the idea that a survivor who died automatically had a bad time? I die as survivor a lot but still pip and still have a good time. You can do other things and pip but end up dying. As killer if you don’t get kills you don’t pip.

    And with these weaker killers on these doodoo maps, sometimes the only way to get kills is to play in a manner that those SWF will get salty about 😆

    So if dying as a survivor isn't bad, then surely by that same logic not getting a kills as a killer is not bad either.

    So there's no need for you to get all sweaty playing like a jerk to get kills.

  • SWF is seriously not a problem.

    Killers just like to blame it as the boogeyman but teh truth is they just got outplayed.

    A 4-man SWF of bad survivors will lose to a mediocre killer just as easily as a team of randos.

    4 Solo survivors who know what they're doing will beat even good killers playing Nurse or Spirit.

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