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Mochan

Mochan

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Mochan
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  • How exactly did you know he had no key?


    Just because he doesn't have a key in the lobby doesn't mean he doesn't have a key. I build specifically to fish for keys and screw the killer over.

  • They better confirm Left Behind rework as well, because Left Behind is even more useless than Monstrous Shrine.

  • @Kerbert said:

    I see more people run DS post nerf than I ever did Pre-Nerf. You can completely ignore the unhooked after they get rescued and go after the rescuer and still be able to down the original person within a minute and get ######### by DS.

    That's no surprise, because it's an anti-tunneling perk, and killers everywhere are tunneling. If you want to reduce the incidence of DS use, you have to reduce the number of killers tunneling.

  • Countering Nurse and Spirit is all about juking. Spirit is actually harder to counter than Nurse, because you need to mix it up a bit more and mind game better. Nurse has some lethal problems against juking because of her stun after blink.

    Point is, you can't fight these two using looping tactics, they specifically counter looping and are strong in chase.

    So the way to beat them is to juke them then disengage.


    As someone mentioned Quick and Quiet is great against them. Iron Will is also amazing.

    And as always your mileage will vary depending on your skill, the opponent's, how well you outplay each other, and luck.

    In the end unless you're vastly superior to the killer in skill they will catch you sooner rather than later. That is how the game works.

  • Just an opinion, but I feel like some survivors are missing the point of strong killer addons.

    Stealth? Stealth doesn't work inthis game because the killer has tons of perks add ons game. Features and even bugs (hello Black Aura bug) that screw over the stealthy survivor.

    They have even completely nerfed stealth across the board with all the sound, lighting and shiny clothing changes they have made to the game.

    You want OP killer add-ons to be fine, give survivors back their stealth.


  • So there really was a camo nerf?

    What exactly was the nerf? I noticed maps are a lot brighter now than they were even during the 2.3 lighting changes, and I noticed some clothes are lighter as well like Fengmin's black pants.

  • Doesn't matter how nerfed he is. Asking to make a killer into a carbon copy of another killer is pointless and a waste of resources.

    Better to just delete the killer from the game in that case. The point in making a new killer is to have someone different from an existing killer.

  • What the heck is this drivel.

  • They need to brighten up Bloodhound a bit then darken the game. I just hate that the game looks so bright now.


  • @Leatherbilly said:

    https://forum.deadbydaylight.com/en/discussion/comment/522562#Comment_522562

    That's true but the matchmaking system uses the emblem system's ranks, so good players will be kept in low ranks to continue abusing players legitimately of that skill level.

    This is why the emblem system needs to go.

    Ranking systems should be based on winning and losing ... isn't the point of a ranking system to put players into different skill classes? The players who win and are good at escaping, surviving and killing go up in rank, the players who lose and are bad at survival, chases, stealth, tracking and downing stay in lower ranks where htey get to hone their skills against those like themselves.

    This is a no brainer but for some reason BHVR figured it's better to have a useless ranking emblem system to "incentivize" player behavior instead of fixing and making changes to design flaws to promote better gameplay.


    The emblem system instead should simply count towards blood points. Or if they want, iridecsent shards. Maybe emblem system counts towards XP, which is what drives shards. Emblems need to be designed to reflect achieving the goals and behaviors we want in the game, and the better you get at emblems the more XP you get, thus more shards. This makes a hell of a lot more sense -- you gain more experience doing objectives properly in the game.

    But you gain rank based on whether you win or lose.

  • I actually hadn't noticed. I always get survivor matches in 5 seconds. No difference whatsoever for me. Killer lobbies though... before I used to get a killer game in 5-10mins. Today... I go out for lunch when I come back I still don't have a match.

  • What a foolish idea.

  • Lots of times. Claudette isn't that common, the most common survivors are David King, Meg and Nea to be honest.


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/547751#Comment_547751

    Honestly step up your balancing game, the big titles in the industry do not balance around noobs that start the game. Look at any title and show me where is it balanced around casuals? Be it strategy games, fighting games and whatever they do not handhold the noob nor would they ever balance around it. Usually the community is there for the handholding and explaining to new players what to look out for and how to get good. I don't say remove swf at all but the excuse that not everybody is like that is horrible. Look at dota, not everybody is a pro yet it is balanced around them even tho 95% of the playerbase will never reach that skill level.

    This is a fallacy a lot of people like to spread.

    People like to pretend that games like DOTA are only balanced around the pros. This is hogwash. There are heroes that are balanced for pro level -- they reward skilled play with a very high skill ceiling. Then there are heroes that are balanced around casual play. They have low skill floors but they also have low skill ceilings. So there are heroes that casuals can play and heroes that pros can play.

    And it's all balanced out by a proper ranking system that lets newbs and bad players stay at the bottom, and good players and pros rise to the top.

    Moreover, since it's a symmetrical game, the balance is different from an asymmetrical game like DBD. You simply cannot compare apples to orange.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/547751#Comment_547751

    Honestly step up your balancing game, the big titles in the industry do not balance around noobs that start the game. Look at any title and show me where is it balanced around casuals? Be it strategy games, fighting games and whatever they do not handhold the noob nor would they ever balance around it. Usually the community is there for the handholding and explaining to new players what to look out for and how to get good. I don't say remove swf at all but the excuse that not everybody is like that is horrible. Look at dota, not everybody is a pro yet it is balanced around them even tho 95% of the playerbase will never reach that skill level.

    This is not true, there are tons of developers who balance around the majority of players rather than the top.

    The ones that are interested in promoting an eSports scene tend to balance around the to, but not all of them do.

    For instance, Overwatch balances around the Gold and Platinum ranks, not the GM ranks. And there are enough options in the game that you can find strong play and options at all ranks.

    Saying that the only way to balance is by balancing around the top is ridiculous. This game will run out of survivors fast if you balance around the top. Since it's an asymmetric game, balance problems are exacerbated and it's naturally harder than balancing games with equal opportunity play. This community isn't going to be able to handhold newbies just like that. This game is too harsh.


    The design of the game is simply too frustrating. You cannot throw newbies to the wolves in this game like you could in say Counterstrike or even DOTA. In those games you can still have a good time even if you are losing because of the way the game is designed. DOTA has buffers to keep you from getting steamrolled in seconds. CS games are short and sweet and you're back in the action in no time.

    But in DBD if you slip up for a second against a superior killer you are on the hook and probably in for a bad night for a couple of minutes. If you're a killer up against superior survivors you're gonna be in for 4 minutes or more of frustration.

    You can't balance this game ignoring the lower ranks. There won't be any players left if you do.

  • The only thing that needs to happen is proper match making and ranking.

    People who win, go up in rank. People who lose, go down. Easy as pie. This ridiculous emblem system needs to be junked. Completing emblem objectives should award blood points, and that's it. No rank pipping nonsense.

    If you win, you rank up. If you lose, you rank down. That's what RANKINGS are for they separate people on the basis of skill.

    This is so simple and everyone from chess to chinese garter does it.

    @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/547751#Comment_547751

    Behavior's philosophy of trying to balance against low skill gameplay instead of optimal gameplay really isn't the best of ideas. It's one of very few companies that believes competitive balance shouldn't be done around skill.

    Honestly, if they're truly playing casually, then should winning even matter for them? And if winning does matter that much, are they actually playing casually? Why should somebody who's not really trying have an equal chance of winning against somebody who is?

  • Why not just nerf SWF completely? That's where most the toxicity comes from anyways. The game is supposed to be hard.

    How?

  • @Peanits said:

    Unfortunately that's not really something we can "fix" outright. In this case, the reason why you're finding lobbies instantly as survivor but not as killer is because there are a lot of people trying to play killer right now- so many that there aren't enough survivors to fill all of their lobbies. Even if the matchmaking was 100% perfect, we can't fill lobbies if there's not enough people to fill them.

    This is something we're going to try to keep in mind going forward, though. Certain things do tend to cause people to play one side over the other, so we could try to plan things in a way that balances that out a bit more.

    We been telling you for ages the BP imbalance does nobody any good. Killers and Survivors need to get roughly the same amount of BP.

    Next, same amount of cakes. If you're giving survivors fireworks at least leave the cake ratio the same. And put the fireworks in place of junk browns please.

    Lastly, please release survivor and killer at the same time, no staggering like what happened with Ash and Ghost Face.

  • The reduced rate punishes them enough that farming makes little sense in this mode. If you get half blood points using BBQ and WGLF nets you a tiny 100%. If it's really a problem let the BP perks and addons have no effect for the BP gain only.

  • Battery makes no sense, gasoline makes more sense.

    Ladder is a good idea to be honest.

    Introducing secondary objectives needs a lot of balancing. See here you guys are just trying to balance at the high end at Rank 1.

    The problem is this causes a sea of blood at lower ranks.


    Any suggestions you make have to take into consideration making sure there are still Survivors left to play the game at Rank 20.

  • I actually wouldn't mind that too much, gets in the way of sneaking sense but I rather the game at least look scary than the joke it is today.

    I predict next patch The Game will be lit like a birthday cake.

  • Hey Killer Main try using OoO in every Survivor game you play from today until next week and tell us right here how far you get.

  • OoO is fine. If you can survive being chased by the killer all game then you deserve to know where he is.

  • "While leveling up my GF, I racked up quite the amount of these anniversary cakes. Even after getting him"


    Your Girl Friend is a man?


    Anyway, I haven't played killer all event, so I have no input. But I certainly haven't seen two Gateuas ever in my survivor blood webs at all, and most of the time there aren't any.

    I wouldn't be surprised if killers had an easier time getting them, though. Killers have always had an advantage getting blood points.


  • @gantes said:

    At least I think applying pressure and going after multiple people is more fun for everyone than just slugging and roflstomping a game. Just as going for saves and being chased is more fun than just holding M1 all game long for survivor.

    The pipping system may be bad but at least it enforces gameplay more fun than strictly the win conditions of the game.

    In theory this makes sense, but in practice it doesn't.

    You see, what happens is you steamroll your opponents, you don't pip and you rank down. That means you go down to a lower rank.... where you will fight likely less-skilled opponents, who you will curbstomp even harder. (this works both ways for both killer and survivor).

    So it's a nonsense system.

    The game design needs to be redone so that rank actually measures how well you beat the opposing team, else you get skill mismatches. That is the entire point of a ranking system -- to segregate people of different skill levels.

    That's why ranks should be determined by winning and losing.

    Winning and losing should be tied to killing prowess, survivability and completing objectives. That way, people who are good and can survive, go up in ranks, and killers who can kill effectively go up in ranks. Those who can't, go down and stay with people of roughly the same level of skill.


    BHVR shat on themselves with a stupid system like this. There is a huge disconnect between winning and losing, surviving and killing, and the "ideal way of how the game should be played."

    They need to take a good long look at how they want the game to be played, the mechanics of the game, and the win and loss conditions.


  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/546461#Comment_546461

    I just love how fake this is. We have seen stats from the devs, and they always look the same, this looks nothing like it. Also, "100 Percantage of players" is incredibly poor english.

    It's actually "Percentage of All Players" the "100" is not part of that phrase, it's part of the legend on the left axis of the graph.

  • @Redd said:

    Because survivor is easier.

    It's the other way around actually.

    The game is setup right now so that if you steamroll the enemy, you don't get enough chances to score points, so you don't pip.

    The ingame conceit is that you are doing these trials to please the entity, and the entity likes to see the hopes of survivors raised then dashed. So in mechanical design terms, the more make the match a fun, "even" fight the more you will pip.

    Steamrolling on either side does not reward you.

    The killer who steamrolls and gets 4ks without the survivors getting the opportunity to do much gets no pip. Same with the survivors who steamroll the killer and escape in 4 minutes without anyone getting hooked or dying.

    Thus, if the OP like he is saying is getting 4Ks and not pipping, guess what? It's because he was too strong a killer and steamrolled the survivors. And that actually is a pretty common scenario in this game.

    Survivors don't have it easier. Killers do, actually.

  • Technically that is a nerf.

  • This is a good idea actually.

  • @KillermainBTWm8 said:

    They should just make it 3 Safe Unhooks instead :/ it would still be decently hard to get but atleast it will come into play and be beneficial unlike taking a protection hit.

    I was of the impression that it procs off safe unhooks.


    Getting protection hits during chase is a lost cause. It's just not reliable.

    The best way to get protection hits is to block the killer while he's carrying a survivor, and to get safe unhooks.

  • @Guertena said:

    https://forum.deadbydaylight.com/en/discussion/comment/545010#Comment_545010

    I'm from PC and some times I can't break him out as well, even if I'm close.

    I have had him chasing me while I'm staring him down the entire time and I can't reveal him. Yes, I know how to keep his face in the center of my screen.

    It's very iffy. Sometimes it works, sometimes it doesn't.

  • You could have hit the survivor and downed them.

  • You missed the point of his post entirely.


    Nurse isnt too strong. She has a high skill ceiling so at the highest levels she is extremely hard to beat.

    But most Nurses aren't God nurses. Nurse is one of the easiest killers to juke, if not the easiest killer to juke. Lots of coubterplay against her and mind gaming her blinks then going for a quick juke to break the chase is the way to counter her.


    It's unfortunate that most survivors are too focused on looping to do this, that's why they think nurse is OP. A really good nurse with good game sense and tracking and some detection perks is one of the hardest things to beat in this game. But those nurses aren't very common. It's hard to get to that level of excellence.

  • If this is your first game against a PC Nurse you're definitely still in the low ranks. You haven't even gone up against the good nurses yet.

  • There are much better things to do than making a New intro.

    I raTher they put effort into fixing the game's design problems than fixing Jake Parks eyes.

  • I am a Myers player as killer. I love Myers but I also like sneaking around crouching. I don't have Ghostface though so I can't really say, but I find GF isn't really good at sneaking.


    He is way too obvious with his billowing cape. Amanda is better at crouch sneaking than him. His power is better though than hers though.

  • I solo play and I still do gens... but I do not prioritize gens at all, and this was long before the EGC patch.

    I just find it better to do totems first, because NOED is always a threat. Then I can unhook, save, sabotage hooks, open chests, etc. I do gens when I feel like it or when I have nothing better to do, or when I must in order to progress because nobody else is getting any work done, or when it just make sense to do so (there are many times it does, even for someone like me).

    I still prefer to get everyone out, I generally don't leave teammates out to dry. I have lost many matches due to altruism when I could have just run out the gate. It's how I play.

    I also fish for keys now thanks to EGC, but I don't immerse myself and hide waiting for everyone else to die even after I get a key, and in fact I do my darndest to call everyone left alive for a group hatch escape. I have managed to escape with 3 people through the hatch 4 times already since the 2.7 EGC patch.

  • OOO is fine.

    Almost nobody runs OOO anyway. It's just the Ghost Face fever coming about from the new release.

    By next week nobody's gonna be using OOO anymore (other than the diehards that really use it, that's what maybe .1% of the playerbase.)

  • Frankly the chase music was too loud before. I actually wanted to turn it down or turn it off, but couldn't find the option for it.

    Also I wanted to turn it down so that I could hear the heartbeat better. But apparently that's not how it works. So now I can't even hear that either.

    In effect it's a huge survivor nerf and juking is now 500% harder than it used to be, and it's harder to figure out how close the killer is.

  • Nerfing looping mechanics is necessary for the game IMO.

    This means that the devs can finally take a good look at the game and realize how badly it's evolved in the past couple of years, so they can start fixing the stuff. Keep chases shorter with only extremely good play by Survivors and extremely poor play by killers turning into 5 minute long chases, and better yet improve the ways a survivor can juke and lose the killer instead of just looping around ad nauseaum.

    The devs need to fix all the bad stuff they broke in the game from lighting and then start enabling juking more, jukes and tracking need to come back into the fold because this is a cat and mouse game, not a tag you're it game.

  • There are God nurses but they are not very common. They are the same as God Billies and every other killer.

    Most nurses you can run circles around if you play your cards right. You can either stealth her to frustration or run around her with juking movements when she blinks, which can cause her to miss badly. It's a big mind game with quite a bit of luck involved. It's play and counterplay, that's how it's supposed to be. The one who outplays the other wins.

    Nurse is fine I don't find her broken at all.

  • What exactly was the need to change her pants?! BHVR does the stupidest things often times.

  • @Paladin_Goo said:

    https://forum.deadbydaylight.com/en/discussion/comment/533842#Comment_533842

    The thing is, it's not always tunneling. If you get unhooked, and you and your savior both scatter away from the hook, and the killer has to pick between 2 different sets of scratch marks going in 2 different directions, and happens to pick the person he just unhooked...is that tunneling? The answer is no.

    The perk still has counterplay even in the situation you described. You can always slug.

  • I think it's fine at 5secs.

    If DS worked the way it did before and worked in all situations 5 seconds would be too strong without a counterperk, but right now it works when killers tunnel.

    That's fine we need perks to discourage tunneling so killers think twice about doing it. Tunneling is one of the biggest problems in the game and we should not be nerfing things that discourage it.

  • Leave DS alone.


    If the game is going so well that you're hooking 3 guys in a minute, why do you still feel need to complain? How is this an annoying edge case? It seems like you're steamrolling the survivors.

    And I don't even run DS. But surely there are better things to nerf when you an easily steamroll survivors in a minute.

  • Despite what all the killer mains are telling you. The game isnt survivor-sided, it's killer-sided.

  • @Malkhrim said:

    Ghostface should be immune to aura reading while Night Shroud is active.

    The Pig should also be immune when she is crouched.

    Object of Obsession not being one of the most used perks doesn't change the fact that, when used, it makes Amanda's crouching and Ghostface's power pointless. A perk allowing to counter a killer ability to some extent is one thing (like Dead Hard for Nurse), but making the ability completely useless for the whole match is too unbalanced. And unfun for the killer.

    Oh yeah? Claudette should be immune to aura reading while she is wearing her brown shirt.


    Jesus listen to you killers you want all the advantages - tons of Aura reading ######### yet be immune to aura reading yourselves. Never thinking about the survivor side of things.

  • You still killed 3 of them and yours still whining.


    OoO in most cases makes the game Easier for you, the killer.

    Most people cannot use OoO properly without getting killed, and believe me next week after the ghost face hype has died down nobody will be using OoO

  • It's fine. I've always wanted the music turned off.

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