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Monlyth

Monlyth

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  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/97661/i-welcome-the-delay-if-it-means-they-re-making-the-rift-challenges-more-accessible

    This is what i don't get. Everyone was yelling about how hard the challenges were, now that the Devs have feedback to change them and might be taking time to fix it, EVERYONE GETS MAD AT THEM FOR THE DELAY! "Oh they just want money." or crap like that. Why are people so judgmental?

    I think people are getting judgmental because the general pace of development seems to have slowed. They seem to be gradually distancing themselves from their audience; Q&As/Devstreams have become shorter and much less frequent, and they never seem to answer the hard questions anymore.

    I think a lot of people suspect that BHVR is slowly pulling their assets away from this game, and towards other projects, while cashing in on the Rift and Archives as an exit strategy and a last-minute cash-grab. And I think the community is absolutely right to be worried about this.

  • @TwistrBlitz said:

    I am getting a bit tired of going against full meta SWF squads when I have zero good perks and add ons since I’m on a new account, no amount of skill makes up for all the insta heals, purple toolboxes and optimal loops.

    I have no problem with SWF but it’s kind of annoying how it breaks the ranking system.

    I take issue with the sheer power of having voice chat in a team game where voice comms normally doesn't exist. I see a lot of mediocre survivors that make lots of big mistakes and escape anyway because they're in a 4-man SWF.

    It's hard to overstate the power of near-perfect information and near-perfect coordination in a game where that's normally all but impossible.

  • I play Killer almost exclusively. Survivor gameplay sounds fun in theory, but in practice, there are far too many quick time events for my liking. Which is to say, more than zero.

    And yes, I know I could play as a distraction and spend most of the match being chased by the killer instead, but even then, most killers are no fools. They'll give up eventually if they can't catch you. Then I have to go back to doing quick time events to try and get their attention.

  • To answer your question: yes, I do get messages like this. Pretty much every time I actually do well as Killer.

  • Honestly, I think the current system should stay. I already get matched with SWF groups that are 4-6 ranks higher than me. Don't want to make it even worse for myself.

  • I think Wraith should be lower. Without add-ons, he's slow, weak and easily countered.

  • @TwistrBlitz said:

    Yeah, you can’t really blame people for gravitating towards certain perks and playstyles. You do what’s necessary to win or keep your team alive.

    BHVR hasn’t exactly done a ton to shake up the meta or promote different playstyles yet.

    I find it a little funny that playing strong killers/perks and add ons is considered sweaty when you actually have to sweat a whole lot more when you play off meta.

    Yeah, that about sums it up. Playing Doctor against SWF, with their near-perfect information and coordination, I often try my absolute hardest and still get no kills whatsoever.

  • @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/775225#Comment_775225

    Honestly they should just add a secret MMR so you have no idea because the way I see it rank is just supposed to be a match making tool. If not they should add Quick Play and Comp play.

    If it's supposed to be a matchmaking tool, it's not doing a very good job. I get consistently matched with SWF groups that are 4-6 ranks higher than me.

  • @Davidjzuniga said:

    You've gotta be joking. The hatch opens when there is one survivor left whether or not the gens are done. If the gates didnt power then it would literally be a death sentence for the last survivor alive. How bout you actually play a survivor game before posting bait like this. ECG is already killer sided enough.

    EGC is only killer sided if the killer closes the hatch. If it starts because an exit gate opened, the Survivors are going to escape unless they screw up big time.

  • @UlvenDagoth said:

    Honestly, If I kept track of every Survivor that acted like a douche i'd have a Book Of Grudges like a Warhammer Dwarf. I aint got enough time for all that, and I doubt anyone outside of middle school does.

    What are you talking about? The Book of Grudges wouldn't be nearly big enough to hold them all.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/777096#Comment_777096

    Can I just say? Reading this made me jump for joy excited because most of these ideas sound like they're geared more towards having fun powerful perks rather than boring "balanced" perks that no one will use. I love it.

    Never forget that buffs are a double-edged sword. Buffs lead to powercreep. I've seen firsthand what happens when powercreep gets out of hand, and it isn't pretty. I don't want that to happen to DBD.

    There are a lot of non-meta perks that could easily break the game if they were buffed just a little too much; I'd rather we just nerf the outliers whenever possible.

  • The devs already tried this system, and they scrapped it; it made the game absolutely miserable for killers playing against a SWF team, and taking the average rank of all the survivors in the group wasn't enough to offset the massive advantage you get from being in a group.

    Killers are people too. How do you think the rank 20 Killer felt when he was forced to play against a Rank 1 survivor in voice chat with all of the other survivors?

    If you really want to teach people, just spectate their games and commentate.

  • @Lucama said:

    If you get hard focused every game then sorry to say, but you're the weak link of the team. At least in terms of looping. Most killers have adapted the most effective hunting strategy in the world, going after the member of the group that's easiest to take down. After all, the most effective way to win in DbD is reducing the effective number of survivors working on generators.

    Funny thing, the same tactics apply to warfare, as well. If you strike the enemy where they are weakest, and eliminate the weakest members of the enemy's army first, you will almost always have a better chance of victory.

  • @KillermainBTWm8 said:

    "It's a pretty basic principle of competitive ranking systems"

    It's a match making tool imo not a competitive thing. Which is why they should just make this a secret mmr rating because people get wrapped up in a number that means nothing.

    Even if it's just a matchmaking tool, your MMR should be based on how good you are at accomplishing the game's main objectives, not how good you are at farming points and gaming the system.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/774953#Comment_774953

    Actually the game says the entity enjoys survivors being hooked, it stands to reason he’s happier when each survivor gets the pain of three hooks.

    Lore should never be used to justify bad game design.

  • Leatherface. If he didn't have such good perks, I wouldn't have touched him with a ten-foot pole.

  • The only slasher movie I watched before playing DBD was Alien. I'm not really scared by horror movies, but I just didn't have a lot of interest in watching some guy brutalize people for the sake of entertaining the audience.

    DBD made me appreciate them a little more, but I still haven't actually watched any other slasher films.

  • Never. I try to treat others the way I'd like to be treated, and I don't like being teabagged as Killer.

  • @MrsMaliciousX said:

    https://forum.deadbydaylight.com/en/discussion/comment/774953#Comment_774953

    Well..Lets be honest here..

    The killer SHOULD have to work harder for their pip..They shouldn't be able to just tunnel 4 people off the hook and double pip..Its not fun and its really a sad way of "winning" the game. Besides to me a win is a 3200 bp score. I don't say that I "won" if I only kill 3 hell sometimes I don't say I won if I kill all 4 if my score isn't completely maxed out. Im not saying that everyone is super good at the game. But people really need to read about the pips and the scoring events before saying that the game needs to be made easier.

    There are people that farm off hook just because and killers that tunnel until that one person is dead just because. And that type of game play shouldn't be rewarded with Pips. It really shouldn't as I said. You should have to work for it.

    I didn't tunnel, though. I got a 3K, fair and square. I worked hard for those kills. It's not my fault if the survivors make honest mistakes that made it possible for me to get a 3K without doing a lot of chases or getting a lot of hooks.

  • I ran into a group of survivors that clearly got overconfident when they saw I was playing Wraith. They tried to heal and do generators right in front of me, while injured, giving me a 3K, then they cussed me out and complained I was using NOED even though it never actually gave me an insta-down.

    Some people really get salty when you manage to beat them as a low-tier killer.

  • @MrsMaliciousX said:

    If you read each category it will tell you what you need in order to pip.

    You can't just get a 4k anymore and double pip..Now you have to make the game last so long or have so many chase points kick so many gens have so many gens left uncompleted and have x amount of hooks and have x amount of kills..

    they did this because EVERY season people who were in red ranks didn't belong there..it was pretty much people boosting other people..the pipping system is fine..you just to have know what you have to do in order to get them.

    Well, you shouldn't be rewarded for farming the survivors and purposely allowing them to escape the hook multiple times so you can chase them down multiple times. You should be rewarded for winning.

    The game itself tells you that hooking survivors is your primary objective. So the game should reward you for hooking and sacrificing survivors, above all else.

    If you have win-traders at the red ranks, then ban them. The game is already able to track everything you do throughout a match; it shouldn't be that hard for the devs to spot the boosters in the red ranks. The whole playerbase shouldn't suffer because of a handful of easily-banned boosters.

  • @Nazeef13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/773492#Comment_773492

    Or camped....

    Which DS is currently intended to counter

    If the killer is camping, then just do the objectives. The game's mechanics already punish the killer harshly for camping. If you insist on unhooking right in front of the killer, then you shouldn't be surprised when you get downed.

  • Ruin is the only stall perk that doesn't require you to fulfill a special condition, doesn't require the killer to waste time kicking generators, works immediately at the start of the game, slows down every survivor on the map (Including the ones that you're not chasing) and provides value even if the survivors hit every skill check.

    It's consistent, it's powerful, and the perk is at its most powerful when you need it most; right at the start of the game, when the survivors have free reign over the generators and the killer has no idea where any of them are.

  • I see some decent ideas in this thread. I'd like to add one: Make Madness level 2 more threatening. Right now, it really doesn't debilitate survivors all that much, especially with no add-ons. Until you get to level 3, experienced survivors can shrug off most of the effects from Madness.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/773481#Comment_773481

    No, this could be easily "exploited" by having another one slugged and hook him first then go to the other who basically got tunneled and pick him up without fear cuz he can't have DS anymore. Stupid idea. Would just make camping even more rewarding and also would make playing solo more annoying with the potatoes doing unsafe unhooks.

    If the killer managed to get two downs in such a short period of time, then the survivors got outplayed.

  • The future of this game is at risk if the devs don't get rid of all the infinites in many of the maps...

  • @Salami said:

    Tell all this to my Hillbilly. I can't win with him unless the survivors are braindead. I hear alot of complaining about him but I don't get it. The survivors I face at high rank seem to know how to counter me when I use him so maybe try improve your playstyle? No attack at you of course but if a killer is causing you trouble you may want to change up your playstyle or change habits if you can.

    I could just be a bad killer but I mean, I don't struggle as much with say, Clown as I do Hillbilly...go figure.

    There are three things I learned early on for playing with Hillbilly.

    First, if you can, use his chainsaw at melee range to shorten the chase so you don't have to hit the survivor twice.

    Second, you don't have to let the chainsaw charge up all the way in one go- you can let go of it while it's charging, and tap the ability button to keep revving it, keeping it just short of fully charged, that way you can get the insta-down right when you need it.

    Third, know when to stop revving your chainsaw. Sometimes the survivor will just run circles around a debris loop, and revving your chainsaw will only serve to slow you down.

  • @nerfeverything said:

    I've said this in

    https://forum.deadbydaylight.com/en/discussion/comment/770593#Comment_770593

    I've said this in other posts but I'll say it again. Nerfing SFW and penalizing people playing a video game with buddies is one of the quickest ways to lose survivor players. You think killer lobbies are queuing long how? Just wait until the "nerf survivors" train reaches a breaking point. Playing a leisurely game with your friends should never be penalized.

    The joy of playing with friends shouldn't come at the expense of other people's fun. When a killer runs into a good SWF group, they have no hope of victory. I often see killers just disconnect when they run into a Rank 1 SWF group.

    And it's difficult to have fun with friends when your opponents immediately leave once they know that you're playing in a group, wouldn't you agree?

  • @MisterCremaster said:

    I think it's interesting how survivors are complaining so much about spirit, but then when I chose to play a different killer, I get totally tea bagged and other toxic behavior. I don't really get triggered, but it's not fun feeling like you're just getting dunked on, so back to spirit we go.

    One thing survivors could do to not see so much of spirit is not act like ashholes to those who try something different.

    Yeah, this is my thought. If you don't want to run into Spirit every game, maybe don't teabag and taunt every killer except the Spirit?

  • You know, Legion's playstyle sounds fun to me in theory, but with all the BS you have to put up with that limits the power of FF, I'm really hesitant to actually pick him up.

  • @arslaN said:

    Killers are a lot more vocal, in here at least.

    Mom and DS nerfs were completely justified, this is coming from a (mostly) survivor main.

    They said they were looking into "closing the gap between swf and solos" but I really don't know when are we going to get anything.

    I agree about the camping issue. Devs talked about making kindred base kit at one point but they decided not to. It would have been a good idea to close the gap imo.

    I also absolutely hate that I have to run ds to have a chance against campers/tunnelers. The game should punish more for camping, I shouldn't have to run perks every match.

    I feel like a good way to discourage camping would be to provide more incentives for Killers to leave the hook, instead of punishing the killer even more than the game already does. I think a lot of killers camp because they know that the game's not going their way, and they see no other way to get a kill.

    If the gens are done (or close to done) and the exit gates are ready to open, then leaving the hook to try and down another survivor will take too long. By the time you get a down (Assuming you get a down at all), the other survivor will be unhooked, and all 4 survivors will likely escape. The killer knows this, so they're naturally reluctant to give up the chance to get at least one kill.

    I have one idea to address this: make it so unhooking a survivor takes longer if the killer isn't nearby, but it's still instant if the killer is nearby. That way, the killer can feel more comfortable with leaving a hooked survivor alone, knowing that the survivors will waste a fair amount of time unhooking their friend.

  • Well, the biggest problem with the Servant Grunts in Amnesia is that they don't have any special powers that I know of. They just seem to be big, dumb brutes.

    I think if we want to make them interesting, then the Water Monster could be their power. Maybe the map is filled with puddles of water at the start of the game, and disturbing the water will alert the Killer to your presence. And perhaps the killer's active ability could target a specific puddle, and cause the Water Monster to attack any survivors standing in it?

  • I use Discordance in combination with Overcharge. Discordance allows me to find the biggest group of survivors early on and send them scattering before they can repair their first gen, and throughout the match, it lets me know whenever there's an opportunity to disrupt multiple survivors at once.

    Overcharge allows me to put consistent pressure on the generators, without having to rely on getting a hook or hope that the Ruin totem won't be found.

  • @wimlin said:

    Honest question. Survivor perks seem to get nerfed all the time in this game in the name "balance" but killer perks never get nerfed no matter how powerful they are. MoM was not that big of a deal and I rarely ran it, but now its just another of the many completely useless perks. The DS nerf was even bigger, but at least that is sort of anti-tunnel now I guess? Seriously though it does seem like the killer community is much more vocal in this game and they seem to always get their way. It is no wonder the queue time suck so bad and why I rarely play killer even though its easy mode at least at mid to high ranks. The only challenge is waiting for a game.

    I've played off and on for a while and I can't understand why the game still isn't balanced at all. The main issue I'm talking about is playing SWF vs. running solo. SWF games(when my friends do play) I can sport an 80-90% win/escape ratio, but solo its 15-20% maybe and honestly if I don't survive usually no one in the game survives. I would estimate a full 80% of non SWF games end with the killer getting 4 kills. Everyone always talks about camping like JUST DO GENS AND WIN EZ. But is it for a non SWF game? Sure in SWF a camper will pretty much always just get 1 kill, but in solo games camping is pretty much an automatic win for killer because by the time other survivors know a camp is occurring its really too late to get on gens and win the game. I propose to combat this situation the Devs either make voice chat available for survivors to even the playing field for non SWF or make it only in non SWF games so that the sacrificial timer either dramatically slows or altogether stops when a killer is within X meters of the hook. Maybe even make it a perk so we lose a perk slot for it, but something anti camp besides just kindred which has a short range we can run.

    Camping is totally fine in SWF, because you can counter it, but in NON SWF it is game breaking and something should be done to make it a losing strategy in both instances not just SWF. I know I'm about to get flamed by the toxic killer community here(most toxic community I've seen in 20 years of online gaming anywhere), but every survivor main know camping is the biggest issue in this game for non SWF players. The DEVs should do something to discourage it. I'm not saying against the rules, but just make it so it isn't such a great winning strategy vs non SWF. There has to be something you can do to balance it out and make the game fun to play even when a killer decides to camp. I know it isn't the killers job to make the game fun, but it IS THE job of the devs if they want people to keep playing. I'm not saying that survivors should escape every game or even 70% of the time, but there should be balance between SWF and non SWF.

    The game still favors survivors by a pretty big margin, especially at the higher skill levels. Survivor perks get nerfed when they're busted and have no counterplay.

    Mettle of Man was stupidly strong and had zero counterplay.

    DS is still one of the most powerful perks in the game, even against killers that don't tunnel at all.

    If your winrate is as low as 20% when you're playing solo, that's on you. Adjust your perk build, adjust your playstyle, or do both.

    Even if you're playing solo, it should be obvious when the Killer is camping the hook, because they stop patrolling the generators. If you have trouble figuring out what the killer is doing, just use Spine Chill. The game already discourages hook camping in a myriad of ways; the devs have pretty much done everything short of automatically opening the exit gates if the Killer spends more than 10 seconds in front of the hook.

  • I'm a practical fellow; even if the BM player got the hatch, I call it a win if I got a 3K.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/767320#Comment_767320

    Yeah but sudden lunge from around a corner with TR would be nice.

    Maybe, but even if it's possible for the devs from a technical perspective, I think experienced survivors would eventually learn to tell the difference. I'd like to see a buff that makes the Doctor stronger overall at the higher skill levels. If the devs can come up with an interesting change that also accomplishes this goal without breaking the Doctor's playstyle, then that'd be nice, but I'd also be happy with something like the change I proposed in my OP.

  • Well, I think the hallucinations would probably move in inhuman ways, and appear abruptly in front of the survivor instead of gradually hearing the terror radius closing in.

    I've played a lot of games with abilities that allow you to create illusions. If the player can't control the illusions directly, it's almost impossible for an AI-controlled illusion to accurately mimic the player's movements.

  • Well, I think experienced survivors would quickly learn the difference between Hallucinations and the real Doctor. I just think if he needs a buff, Madness Level 2 would be a good place to buff him.

    Or they could possibly buff Shock Therapy. Either reduce the charge time, increase the baseline range, or increase the duration of the debuff that prevents pallet/window usage.

  • @PureHostility said:

    Ds being an exhaustion perk is a silly suggestion.

    DS is supposed to be a anti tunnel perk, so make it work like that.

    How?

    Disable any active DS if some other survivor has been recently hooked or you are the last survivor remaining on the map

    Thats it, nothing more has to be done about it. Just remove the 60 second invincibility for survivors, which is quite an obvious issue during EGC rescue loop.

    Well, in my opinion, DS is too powerful for what it does. I view Exhaustion as a better solution, because Exhaustion forces the survivor to think carefully before equipping DS in their perk slots, instead of just shoving it into every single build. If you're worried about tunneling and want a perk that discourages it, you have to give up a more generally-useful perk like Dead Hard, Balanced Landing or Sprint Burst.

    I feel like hooking another survivor is too strict of a requirement to disable DS, especially when it's so difficult to get even a single hook on high-ranking survivors using Exhaustion perks (Unless your name is Nurse or Spirit).

    Making DS an Exhaustion perk also makes it more difficult to use during the EGC, because Adrenaline causes Exhaustion too.

  • Completely ignoring a survivor, even when they're working on a generator in front of you or unhooking other survivors right in front of you, is a great way to lose the game. Having to wait 60 seconds before you pick up a survivor after they're unhooked (And this applies to EVERY survivor on the survivor team, even if they're not running DS) is crippling for a killer.

    Every moment you allow a survivor to stay off the hook, the survivor team draws closer to victory. If "Just don't tunnel" was an actual good counter to the perk, it wouldn't be a meta perk used in virtually every survivor build at Rank 1.

  • I disagree with your assessment of DS. It's a crutch perk, pure and simple. It allows you to get away with downright suicidal plays, while suffering no real consequences for it.

    It'd be one thing if I was actually tunneling the survivor and focusing on them exclusively. It's another when the survivor treats DS like a 60-second invincibility buff, being as careless as they like because they know I can't touch them.

    Plus, the mere threat of Decisive Strike makes life a lot more difficult for killers. Having to wait an entire minute before putting someone back up on the hook gives them ample opportunities to get healed (By another survivor, or by Unbreakable, or by Adrenaline), forcing you to find them and chase them down once again. Time is extremely precious for killers, and having to wait 60 seconds for anything as a Killer is basically a death sentence.

  • @Jb94 said:

    OK. So it's the job of the killer to generate tempo for the entire game. Every single DS over the course of the game causes a significant decrease in tempo- it isn't just the case that one survivor gets a second chance--the entire survivor team get a reprive (that feeling you get as a survivor when a survivor goes down then is suddenly back to injured- that's not just camaraderie- you now know the approximate location of the killer, know someone is likely occupying their time and don't have drop your current task).

    At red ranks if you get hit by DS and there are four survivors left and two or less gens, then, unless you're playing a killer who can use their power and perks to snowball very rapidly (instadown potential basically), the game is over--the gates are getting powered. However-- the survivor that just jumped off your shoulder is injured and either has 1 or 0 hooks left in them. Camping the survivor is either a last ditch attempt to bait out poorly executed altruism plays OR resignation to loss and the decision that its better to get 3 tbags at the exit gate rather than 4.

    Moreover: as a fairly experienced killer the ONLY time I will ever get hit by DS is if I didn't realise the perk was still up- not someone I tunneled off the hook, someone I bump into and down without realising its been under a minute since their unhook. It feels incredibly unfair to be punished by an 'anti-tunneling' perk when you aren't tunneling- the desire to throw some unfair punishment back at the survivor is (imo) understandable.

    Tl:dr- If any killer with even moderate playtime decides to camp you after a DS, it's likely resignation to loss fueling the desire to secure at least one kill on the person who 'deserves' it most. Not the best note to end a game on, but an understandable reaction which is well within the killer's discretion.

    I think if we really want to put an end to facecamping, we're going about it the wrong way. Instead of penalizing the killer's score and creating all of these anti-camping and anti-tunneling perks (most of which end up being incredibly powerful even if the killer isn't camping or tunneling), we should reward killers for leaving the hook. And not just with arbitrary rank points or band-aid perks.

    Killers facecamp because they see no alternative way to get a kill. They know that if they leave the hook, it'll take all of ten seconds before the hooked survivor is unhooked, and it's unlikely that they'll catch another survivor before everyone escapes.

    The best solution I've come up with is relatively simple: if the Killer isn't near the hook, then unhooking a survivor takes much longer (20 seconds, maybe more). To prevent the killer from just leaving the hook and immediately coming back, the survivor is instantly unhooked if the killer returns during this process.

    This way, the killer can feel more comfortable leaving a hooked survivor alone, knowing that the survivors will waste a fair amount of time on the unhook, even if there's a survivor in the bushes just waiting for the killer to leave.

    This idea would probably need some tweaking, but I think it's better than piling on even more punishments for camping, without addressing the reason why a lot of killers choose to camp in the first place.

  • It's underpowered. Crouching or using the flashlight more than once in a 3/4/5 second period should just sacrifice you on the spot.

  • @Raptorrotas said:

    @Irvin

    I havent been around so long as the first ptb, but it basically went down like this

    • Killer hooks survivor A
    • Survivor B runs next to the hook, or loops the killer around the hook, or simply keeps nagging the killer nearby the hook
    • Survivor C and D rush gens

    This created the situation that the Killer now has to chose between giving a free unhook or giving free generators.

    While it was infinitely easier to loop the killer back then, the basic principles would still apply nowadays. And as said before, survivors back then made it so that the devs told themselves to never consider such crap again.

    This. I think a lot of killers do facecamping as a last resort, when they see no other way to actually get a kill. They know that the moment they leave, the survivor will be unhooked and the whole team will likely escape. So to them, it's probably going to be the difference between getting 1 kill and getting no kills.

    I think if you want facecamping to stop for good, you need to actively reward the killer for leaving the hook. Right now, there are very few tangible incentives for the killer to leave the hook if the game isn't going their way. If a killer hooks a survivor and immediately leaves, then that survivor is going to stay hooked for all of ten seconds before someone unhooks them.

    I've got one idea; maybe unhooking should take longer if the killer isn't nearby? If unhooking wastes a lot of the survivors' time, then the killer would feel more comfortable with leaving a hooked survivor alone.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/761145#Comment_761145

    I have never had a problem finding the Survivor who stunned me. Like I said it's just my opinion, I think that it is far more devastating for Survivor to go into the dying state.

    It depends on what perks the survivor is running, honestly. If the survivor is a runner with DS, Unbreakable, Adrenaline and Dead Hard, then going into the dying state really isn't that big a deal.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/761071#Comment_761071

    Trades can be devastating to survivors. A killer? Not so much. A killer can survive a stun and continue to Tunnel or chase you but a Survivor is either now injured or in the dying State. That's a huge difference.

    And if you do get the pallet stun, then not only does the Killer get stunned for a good 3 seconds (Wasting time, which is extremely precious to the Killer) and has to waste even more time breaking the pallet, but now the Survivor has gained a huge amount of distance on the Killer, if not escaped. So the Killer has to either waste even more time trying to find the survivor again and start another chase, or give up and look for more survivors.

    Both options are pretty bad.

  • @Gibberish said:

    The game is very heavily balanced in the Survivor's favour. Sure the Killer can stomp newbies and bad players easily, but against genuinely good Survivors that are playing to win? Killers have little to no chance.

    A 10/10 Killer player can easily get stomped by a good Survivor team. Its just the way the game is, even if they play as as close to perfect as possible the core mechanics of the game are stacked against them.

    This. Between pallets, lockers, third person camera, windows, looping, high ground, items, stupidly powerful perks like DS, the ease of completing generators, the fact that it takes 3 hooks to eliminate a survivor for good, the general map design, and the ease of hiding from the killer, even the best killers in the world will often have games where everyone escapes.

    And god help you if you're playing against SWF.

  • At the higher skill levels, the game is heavily survivor favored. The only things keeping killers from being completely dominated at Rank 1 are Nurse and Spirit.

  • @Lambda said:

    https://forum.deadbydaylight.com/en/discussion/comment/760894#Comment_760894

    Now, I understand the Underground Complex being Killer sided due to the sheer amount of unsafe pallets, and although I don't quite understand Lery's being Killer sided, I assume it's probably due to the lack of experience I have playing on that map, but why is The Game killer sided? I've heard that practically every pallet on there is safe.

    Because the map is relatively small, there are lots of narrow corridors and no vantage points so it's difficult to tell where the killer is coming from, and there aren't a lot of good places to hide.

    The smaller the map is, the closer the generators are, and that makes it easier to patrol and keep control of them all.

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