Avatar

Moundshroud

Moundshroud

About

Username
Moundshroud
Joined
Visits
0
Last Active
—

Comments

  • @NomiNomad said:

    I mean, two survivors in my last game just looked at him and they instantly died. When will this be addressed? Devs pls fix.

    The Wraith is so tough that when he appears, Chuck Norris cloaks. :)

  • I wish I could give good advice. I haven't managed this yet. :) It is generally considered to be one of the hardest Achievements to complete. I know Otz has a video of him getting it, and I think it is one of the last ones he ever did.

  • A good game has no Salt either before or after it. It is challenging, i.e. both sides have to work to achieve their goals. Blowouts are never going to be as exciting as a close match. That's it. That is all I require for a good game.

  • I don't pay close enough attention to be honest. When it happens I just accept that it is part of the game. I get what I can out of the match, and move on. I know I'm camped and tunneled in the minority of matches. It sticks out in my mind that I'm tunneled and camped by Wraiths more often than any other Killer of late. I don't know where that trend came from or why. But overall, I simply don't see it happening enough to consider it anything other than just the fortunes of war.

  • @Wingmonster said:

    I'm annoyed of toxic survivors. Everyone is. The constant flashlight clickers, t baggers, also healing right in front of you while you're behind a pallet. Not to mention generator rushers. Now generator rushing isn't really too toxic, although it is annoying.. Another thing I wanna point out is console player killers. We get non stop message after message about how were trash, how we can't play the game, that we can used NOED or any perk they don't like. This needs to stop, people are quitting DBD because of it.

    Don't be ridiculous or melodramatic. Ninety percent of your post is specious at best. I'm a Killer and none of those things is annoying except for the SALT after the game. Yes, I would prefer people be better sports and be humble in victory and gracious in defeat. That is only common courtesy. All that being said, I can just ignore and not even look at the after game chatter if I so choose.

    Everything else you mention is simply the game. I don't approve of Players who complain endlessly about about valid Killer tactics and options, and I don't approve of Players who engage in the same whining about Survivors. This is a PVP game. Killers are supposed to kill and Survivors try to get out the gates and thus survive the match. If you don't like it, leave.

  • @LowSpecGamersMatter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664949#Comment_1664949

    it just sucks...

    One idea tho: How about increasing the base Tier meassurement? With that I mean: Why not taking current SWF on coms as standard and buff every aspect of the game to match them? This means buffing Killers (indiviudally, but also overall with more gen time for example) but also give Solo Q more tools into their hands to get close (obviously never like real coms, but better closer than nothing) to SWF? That would be some work for the devs but seems to be the cleanest solution in the long run to me

    Implemented correctly this can work, in theory. Basically it would require adding Comms inside the game mechanics so that all Solos who want to talk to each other can. *This is a huge coding hurdle. Not everyone has or wants to use Discord, etc. To work this would have to be inside the game itself. The other issue is this requires a MASSIVE rework of every Killer, Perk, and Power to reset balance after the fact. It means, by the Laws of Unintended Consequences, that we will have a year or more of other horrible things go wrong. :)

    While it is certainly another way to approach it, which do you think is easier, more cost efficient and has less unintended consequences:

    1. Split Solo and Team into two different Ques where Team can have extra objectives added an an extra Perk unlocked for the Killer.
    2. A massive rework buffing everything up to try and match SWF?

    I trust you take my point? It can be done the way you suggest but the cost, time, and additional issues do not make it the best route.

  • @CrowFoxy said:

    UPDATE: THE DISCORD! (https://discord.gg/vwNRswb)

    Hi, I checked forum rules to see if this was allowed, and it seems it is as I found nothing against it. So I've decided to go through with it! I hope you're excited to see a forum project come up.

    I'd like to see if anyone is interested in joining me in an investigation (or experiment) with these goals and interests in mind.

    Goal: Determine how the community reacts to positive in game and post-game reinforcement.

    You will be given instructions in private for now. If they MUST go public, please tell me and they will quickly go up.

    A general overview would be, that players are expected to play fair and be kind to their opponent when given the opportunity and record their reactions. I.e, an edited screenshot with no personal information.

    Feel free to leave a message if you're interested here too! I genuinely believe this could be highly interesting and have a positive effect in stage 2. After all, this is information collecting. There won't be that many participants now, unless I need them.

    Good luck with your experiment. For the record, however, many people already engage in friendly conversation both before and after the game. It may shock you to know but I do this already.

  • @LowSpecGamersMatter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661321#Comment_1661321

    and what about people who play SWF but dont use coms? I personally play a lot with 1-2 friends but we never use voice coms (we are all introverts) and just play the game as if it was Solo q but enjoying each others company and dont have to fear getting potatoes. we would be in a disadvantage for no reason

    Kudos to you. That is how me and mine play too. We tried SWF out at first talking about the game and immediately saw how broken it became. We agreed it was cheating and now play together but talk about movies, fantasy football, politics, etc. We have a strict rule about no out of game communications. That is how it SHOULD be. However, your group and mine are the exceptions, not the rule. The vast majority of SWF play with the 5th Perk (Comms) and that is WHY we have Blight's Perks today. If you want to be mad at anyone, be mad at those SWF who do make use of that competitive advantage.

    The Genie is out of the bottle, and will never go back inside it. The only way to solve this issue is to break up the Ques. The patchwork approach we are currently using will never solve the issue, because even if it manages to balance the 5th Perk (Comms) it is going to strangle Solos and those few SWF who play like Solos.

  • @GHOSTfaceP3 said:

    I tend to like the 110% movement speed killers better because there powers are usually very strong but I’m left wondering how long will it be or if ever will we see a killer that’s slower then 110% again

    You mean besides Myers who starts at 105% and depending on the Build stays at that speed, or depending on the Add-on can actually be slower? :)

  • @musefan said:

    It seems that the most popular cause for a DC is to avoid de-pipping. You can clearly see when someone DC because they are not having a good game.

    So having de-pip as a punishment would hopefully prevent that. As the player would ideally try to play on an earn enough to black pip.

    Possible counter-arguments in advance...

    1. "I shouldn't be punished when I DC because I dont like the killer/map" - yes, you should be punished. This game isn't just about you.

    2. "I shouldn't be punished because my internet cuts out" - ok, this would be unfortunate. However, it shouldn't be that common that it really makes much difference to your rank anyway. If your internet cuts out all the time... well, that's just something you need to learn to deal with and you probably have bigger things to worry about than de-pipping.

    I think a "pattern" of disconnects should result in a Ban once we can make sure Hackers can't transfer their Ban to innocent people. In the meantime, I think those with a pattern of disconnecting should be routed to a different Que full of people that, you guessed it, have a pattern of disconnecting. They deserve each other. I don't care how slow or unfun waiting in that Que will be. After managing to NOT disconnect from a certain number of games there, they get routed back to us.

  • @Chicagopimp2019 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661286#Comment_1661286

    Yep, I agree. Ive probably done more bones lately than I have in awhile.

    And that was their entire point in creating these Perks. They serve a specific role in balancing an issue, i.e. adding a secondary objective which is of enough importance that people don't ignore it.

  • @ZCerebrate said:

    =====The Unofficial Official Player’s Rulebook=====

    Remember to memorize and study these materials and know them by heart – there will be a licensing exam next week for each respective side to begin playing the game again. The rules were set in stone by the opposing side but remember that the stone tablets are rather large and the players who know game design 101 best can always etch a few new rules in so stay on top of any updates to these commandments. Post-game scorescreen chat is meant for pointing out violations to the offenders themselves before reporting them to BHVR through the ingame features as these are the “issues that MUST be addressed quickly” mostly through immediate banning of said violators. If the developers could get to physically making these rules hardcoded into the game mechanics - all the players will now be living in happy rainbow land and these forums would be completely devoid of complaints ever again.

    P.S. This is purely for fun so put down the pitchforks. If you have any to add please comment down below and I’ll edit them in with credits to you.

    Remember in the reality that most of us live in... the game's only real hard line to avoid crossing is abusing actual hacks/cheats and unintended exploits. It is also not advised to Disconnect from games for any reason including facing players who are not following these “rules” below which is clearly against the Developers’ wishes even in the current interim where they are trying to fix the system that enforces their own policy.

    https://us.v-cdn.net/6030815/uploads/TMHBUN23U2D1/dbd-killer-chuckles-large.png

    I. Killer’s Rulebook as revised by Survivors

    1) You shall not use an Ebony or Ivory Momento Mori offerings. A Yellow Cypress Mori will be allowed but still in poor taste because a Hidden Offering makes survivors assume it’s the first two. By extension using a Shroud of Separation is also frowned upon because it is another secret offering that survivors will assume is a Pink or Purple Mori.

    2) You must not use Most Iridescent or Very Rare Addons especially ones that give your killer a much stronger advantage whether it be Expose on hit or the ability to see auras through walls. These are strictly against the rules and deserves being buried alive for daring to equip them – especially if you try to use a Black Hand offering to preserve them.

    3) You may not slug a target for more than 5 seconds after the initial 3.33 seconds (default time to wipe the blood off your weapon). Leaving them on the ground to chase someone else nearby especially one who is injured and carrying a flashlight is a blatant disregard for the “fair play survivor” rule. Staring at a wall while picking up is also against the rules.

    4) You must never camp or be suspected of camping. Upon hooking a survivor you must go to the opposite corner of the map while mentally counting to 30 in your head. If you haven’t found another survivor to chase within this time AND the hooked survivor has been rescued and fully healed – you may now return to that area.

    5) You must never tunnel or be suspected of tunneling a survivor. If you are following the anti-camping rule and all survivors are healthy but maybe look alike (4 Claudettes for example) – you may injure (not down) each one until you find one that you have not hooked yet. You MUST evenly spread hook states among a survivor team, meaning if 3 survivors have been hooked one time each then the last survivor with zero hooks MUST be the next to be placed on hook or you are guilty of tunneling the survivors.

    6) You must never defend Hex Totems as they are no longer your responsibility after choosing the perk, which should already be frowned upon anyway. If the survivor found a Hex Totem then it is now claimed by the discovering party and no longer a property of the killer. Upon discovering a totem being cleansed, you (the killer) will then immediately step a minimum of 30m away until the totem is broken for Objective points before being allowed to chase the totem breaking survivor.

    7) You must never equip the perk “Hex: No One Escapes Death” also known as NOED. It’s a “beginner’s” perk that punishes bad play and habits. Any killer new or old, who use the movement speed bonus and exposed status to secure a kill are automatically bad and deserve to experience Dante's 9 circles of hells. This is regardless of how the rest of the match went – whether 3 people were already dead before Noed activated when the hatch was closed or if all 4 survivors haven’t been hooked yet when all the generators finished. Choosing to use this perk is admitting that you will have a sad meaningless life alone where no one will remember you when you pass.

    8) You cannot play any of the “strong” chase killers like: Nurse, Spirit, Huntress, Deathslinger, Executioner or Clown. You cannot play any of the instant down killers like: Oni, Hillbilly, Cannibal, Ghostface or the Shape. You cannot play any of the “boring” killers like Freddy, Legion, Pig, Plague, Doctor, or Hag. This leaves Blight, Demogorgon, Wraith, and Trapper as they are “fun” to play against but you cannot use Green, Purple or Pink addons especially on the latter two because it makes them too strong.

    9) If any survivor disconnects whether it be intentionally or not, the rest of the survivors now deserve to be left unhindered in doing all their generators and leaving. A friendly “farming” session will be tolerated if the survivors are feeling generous. By extension of this rule, the 4th survivor deserves to be given hatch regardless of suicides or disconnects but doubly so if there was at least one of those. If you down the final survivor before he can make it to the hatch on his own – it is your responsibility as the killer to carry him or her to the hatch and drop him on top of it.

    10) You are not allowed to abuse “map mechanics” like going upstairs to drop down on a survivor in Crotus Prenn Asylum’s main building. Anything like that is underhanded as you didn’t just kick the pallet or vault the window directly behind the survivor… pretending to know that survivors can duck under your FOV when you are vaulting is also illegal.

    11) You may not chase anyone who does not want to be chased especially if someone else is presenting themselves to you while clicking their flashlight with mouse wheel. Just like the "No means No" and your "What is sexual harassment or unwanted attention" classes at work - Dead By Daylight is supposed to be a safe space.

    12) You may not break chase to interrupt or get an easy hit on a survivor who is standing in the open or on a generator nearby. Remember you have to allow them to do generators or you are preventing them from playing the game.

    13) You cannot use any perks that expose the survivors to a one shot down is against fairplay – no matter the circumstances or conditions required. This extends doubly to NOED but Make your choice, Hex: Haunted Grounds, Hex: Devour Hope, Rancor, Iron Maiden, Dragon’s Grip.

    14) You may not use any perks that help you find the survivors with BBQ and Chili being the only exception since you too need bloodpoints. Just promise not to use that information effectively – go into the corner and count to 30 instead before resuming freeze tag. These perks include but are not limited to: Whispers, Stridor, Nurse’s Calling, I’m All Ears, Surveillancem Thrilling Tremors and Infectious Fright.

    15) You may not use perks that encroach on any survivor’s enjoyment of the game namely: Franklin’s Demise, Lightborn, Hangman’s Trick but also any perks that facilitate the crimes listed above such as Knock Out, etc.

    16) You may never fake or spam the initial use of your power whether to bait the survivor into trying to dodge OR getting zoned away from safety. This includes but is not limited to Wraith's Bell, Deathslinger's Scope, Doctor's Shock Animation, Demogorgon's Killer Instinct before a Shred. (Credits to MrPenguin)

    17) At most you will use a single slowdown perk or addon as any more in combination creates a "Forever' game and seeing red bars falls into the "not fun" category. (Credits to MrPenguin)

    Final) Remember at the end of the day the enjoyment of the majority (aka the four survivors) is more important than your personal enjoyment as the solo player as you are only one against numerous equally paying customers. Their enjoyment and experience with the game should outnumber yours by at least 4 times. If you disagree with any of the above it means you are obviously a whiny killer main.

    https://us.v-cdn.net/6030815/uploads/XHDCP2MKU2OA/survivor.jpg

    II. Survivors rulebook revised by killers with input from other survivors

    1) You shall not bring in a Skeleton or Dull key. A Green Broken Key will be allowed if you don’t attach a Blood Amber addon but it’s in poor taste because the Killer can’t help but think it’s a Pink or Purple key anyway.

    2) You must not use any Iridescent or very rare items and addons of any kind. This includes but are not limited to any special yellow rarity items from events, Rainbow Maps, Ranger Med-Kits, Engineer’s/Alex’s Toolboxes, Anti-Haemorrhagic Syringes, Styptic Agents, Brand New Parts, Crystal Beads, Milky Glasses, Weaved Rings, etc.

    3) Survivors are not allowed to play with their friends, family or significant others. This is especially true if they are using voice software, or their phones… or voice software on their phones similar in function to a group call. You should also not be within shouting distance of one another in the household as that is also an illegal form of communication.

    4) You must not do your objective “too quickly”, especially while the killer is busy chasing another survivor. Working on a generator when you are not within the terror radius of the killer is blatantly “generator rushing” but keep in mind that it is also bad manners to finish a generator while the killer is within 15m and actively heading toward you to stop it from completing. Standing around and learning new skills like sign language (but not at the killer as that would be considered taunting) is a valuable use of your time while you are waiting on the “cooldown” time inbetween generators that must only be worked on one at a time.

    5) Stealth is against the rules, make sure you tip your hat “but not too loudly as noise explosions can startle the killer” as a sign of respect by running at least within 10m in front of them to begin a chase and to leave some scratch marks. Hiding out of sight or in a locker until the killer leaves is “not interactive” and “unfun” for the killer regardless of whatever perceived risk you think you are taking. Perks that include but not limited to Urban Evasion, Iron Will, Quick and Quiet should now be considered for removal from the game as they are “too powerful” for hiding. By extension of this, using lockers and trying to use generator auras to hide from a killer’s BBQ and Chili is to be considered an exploit.

    6) You must never loop optimally by hugging an object or wall closely, especially so if you are using the same tileset more than once. For example if you use a pallet loop – you MUST drop the pallet upon your first loop through the tileset as any additional time is bad for the killer’s mental health. Keep in mind that pre-dropping pallets is also against the rules especially if the killer doesn’t have an ability to completely circumvent it. It should also be mentioned that stunning the killer without trading a health state for it is also “abusing” the high number of pallets compared to the 4 survivors who can use them.

    7) By extension of rule 5, You cannot use any “strong” loops such as but not limited to the main buildings of Crotus Prenn Asylum, Mother’s Dwelling, Ironworks of Misery and Groaning Storehouse.

    8) You must not “abuse” hit box collision to stand in a doorway or choke point to prevent the killer from running through it without hitting you. This is called “bodyblocking” and preventing the killer from hitting their intended target (most likely exposed or wounded) AND taking away their bloodlust is against the rules.

    9) You must never commit the crime of using the Decisive Strike perk. This will lead to you and three generations of your family being cursed with bad luck for daring to equip the most powerful of second chance, anti-momentum, anti-tunnel perks. Object of Obsession, Unbreakable, Borrowed Time, Dead Hard, Adrenaline, Deliverance and Head On perks also receive the same considerations as crimes against the playerbase.

    10) As an extension from the Killer’s handbook that NOED is not allowed, this point was added by other survivors for their own rulebook. Cleansing dull totems is a waste of time and you are “actively throwing” the game by doing these. Remember only one generator can be worked on at a time so while the other survivor is being chased, 2 survivors should be working on miming skills or tying shoelaces tighter to get ready to rescue and not doing the only other objective on the map.

    11) If a killer kicks a generator, you may not touch it again to stop it’s regression until the generator has full regressed back to 0. This is especially true if the killer forgot to bring his Pop Goes the Weasel perk or comparable slowdown options.

    12) Burning a Map offering to any map that is believed to be unfavorable for any of the numerous killers will be sent to an internment camp for “reeducation”. Users burning Strode Realty Keys for Haddonfield or Damaged Photos for Ormond will result in being sent to a WW2 Concentration Camp.

    13) Attempting to unhook yourself (Especially since Deliverance is a crime) is fine, but successfully unhooking yourself with that 4%+ Luck offerings is not. If you do manage to unhook yourself - you must crouch and wait there under hook until the killer returns to place you back onto the same hook.

    14) Tapping the crouch button more than once especially after a successful pallet stun is grounds for immediate ban from the game. This is called Teabagging and can ONLY be used with other survivors when not in direct line of sight of the killer as a way to mime words or crude sign language (Learning Morse Code may be advised). Waiting at the gate or above an open hatch while spamming crouch repeatedly will have you, the survivor, drawn and quartered in the town square.

    15) You may not wear any of the darker cosmetics that blend in with the environment especially on any of the "dark"er skinned survivors like Claudette Morel, Adam Francis or Detective David Tapp is abusing the killers. You must immediately equip the brightest default costumes or highlighter bright options you have bought or risk being removed from the game permanently.

    16) You may not 99% any of the gates to play around the Blood Warden perk. You may not stay at or near the gates/hatch as leave as soon as possible if you are already planning to leave. Waiting for the killer to show up to get or give additional bloodpoints is highly offensive. (Credits to MrPenguin)

    17) You may not stack items - an additional max of only 2 of the 4 survivors may bring in unique items meaning no double med kit or double toolboxes. The other two survivors must unequip their items if they already see two survivors with items on load in as it's first come first serve when you are playing solo queue. Being late to the lobby means you have no rights to bring in an item. (Credits to MrPenguin)

    Final) Remember at the end of the day the enjoyment of the killer who is tasked with far more responsibility and “stress” during a match is more important than each individual survivor who is only ultimately worth a quarter of a complete human being each. If you disagree with any of the above, obviously you are an entitled survivor main.

    Screw your rules; Mikey do what he wants.

  • @Dzeikor said:

    Which in retrospect,should be the other way around.Whenever I play killer,2 out of 3 games are survivors complaining of playing my role and doing a good job as a killer.

    Sometimes just straight out insulting because they get salty and rage for no reason.And pretty much every single time survivors escapes,they feel the need to boast sending messages like gg ez baby killer,i'm better than you learn to play,uninstall,while keeping a straight face.

    What makes survivors so angry?Whenever I play soloq and a survivors start being rude for no reason to the killer I always try to tell them there's no reason to be toxic and wonder why they couldn't just leave and calm down.

    I wish I could say you are wrong, but I can't. I play both Survivor and Killer in equal measure and the percentage of Survivor jerks is far higher than that of the Killer jerks. It should be noted, however, that the vast majority of Players (Survivor and Killer) are polite and friendly both before and post-game. The problem is that we tend to remember the jerks more clearly, and it skews our perception like a fun-house mirror. Back in the 80s it was called the Geraldo Effect. If most of what you see/remember is negative, your context and perception gets twisted and standards lowered. Most games end with polite GG or nothing at all. Those fade into the background of our minds because we aren't keeping track of them or counting them. The jerks stand out and that we remember. Do you see how it works?

    So yes, there are more poorly behaved Survivors than there are Killers, but it is also a 4v1 game so statistically you are more likely to encounter a jerk on the side with four people even if three of them are perfectly nice or silent. Do you see where I'm going with this? My own experience, roughly tracked and counted is that about one in thirty or so Killers is a jerk post game. Survivors are more like one in four or five.

  • I play Myers exclusively as my Killer until I feel I'm truly competent with him, but one of my friends does Freddy. What he likes to do is initiate a chase with a Survivor let them get a bit of lead and teleport before the chase music stops (I assume it ends for the Survivor the second he teleports). He aims himself for a distant Generator ahead, along the trajectory the Survivor is going. What happens, at least most of the time I've observed, is the Survivor assumes Freddy has broken off (or that he/she lost him). They continue forward a safe distance and are usually headed toward the Generator to resume something productive. Freddy pops out ahead of them and downs them.

  • @Orion said:

    So, my ISP is a piece of #########. The connection gives out once per week, usually during online classes or when I'm trying to study. This time it happened while I was in the lobby, before the offering screen.

    When I realized it was about to happen (Discord was having problems, Steam wouldn't send my messages, and I couldn't get any websites to load), I tried to use the task manager to kill the game, hoping it'd be soon enough to trigger the failsafe that prevents a trial from starting with fewer than 4 survivors.

    My SWF teammate later informed me that the killer had burned an Ivory Memento Mori. I don't mind Moris, but I thought it was funny that I'd actually suffered from internet issues right at that moment.

    These things happen. I'm a firm believer that if you start a game, you finish it. But real life emergencies and lost connection from time to time are completely understandable and unavoidable. Other people may well assume the worst about you, but until it becomes a pattern, it isn't a problem.

  • I'd rather they get the rights from the Director and do both Sam (from Trick 'R Treat) and Krampus as Killers in their own right.

  • @Snapshot said:

    ^ Title says all. I have various DCs even in the beginning of the game just when survivors see Pyramid Head. And when I play against a really really organized swf and only get 1 kill or so they bm like there is no end...

    In end-game chat they said multiple times that just by the fact that one is playing Pyramid head, you are toxic.

    I really don't understand. It's by far not the strongest killer out there and I just enjoy the scraping :D So this really confuses me

    Ignore anyone who uses the word toxic, avoid using it yourself, and just play the game. The word is meaningless and just tossed around by anyone trying to troll, grief, or shame you. Consider them mental defectives and not worth your time.

  • @Friction said:

    Sorry this is going to be a personal rant. I just have to vent. This is my first post, since I usually just lurk.

    I've been playing this game for 150 hours. Mostly as survivor, and I feel it's important (to me) that everyone has fun the game - including the killer. I don't get too tilted when I play, and I'm fine losing. So I decided to use perks I think are fun and experiment with builds - and sure I have had a few rough games, but it was good fun.

    However, tonight I got tunnelled hardcore. I'm fine if I'm caught again because other peeps are out of reach, but this really annoyed me. Maybe it was the straw that broke the camels back, but I've realised that some people play this game to win than to have fun.

    That game was easily the most unfun session I've played. Never again. DS is staying in my survivor builds going forward.

    I've been there. I've been tunneled right out of a game, as if the Killer has prepared a scalpel to cut me out as quick as possible. Those are just the breaks. I'm new myself, been playing for just around three months. I'm embarrassed to say, however, that due to recuperating from physical injuries I have a LOT more time to waste on video games. I'm approaching (according to Steam) about 1K hours. Now, I have not been playing twelve hours a day, so some of that is clearly me leaving the game on and being AFK. Realistically I probably have (sadly) put in 4-6 hours a day because I'm basically bed/couch-ridden. So let's put my actually hours around 500 or so. Fair?

    Due to this unique set of variables, I got competent (I don't have the stones to say good yet) pretty fast. I play both Survivor and Killer in equal measure, but I'm a far better Killer in that my current Survivor Rank is (10) and my Killer Rank is (4). I attribute this disparity to the fact that as a Survivor I have to rely on a Team and a Killer does not. I also play mostly Solo Survivor. My friends and I play together when we can, but they are not sitting around all day like me playing video games. They are healthy, as I will be again. Why am I telling you all this? Context. I dove into the DbD game and community head first and have been eating, drinking, and breathing it fully. When not playing it for real practice, I watch videos about it, and read/post here. To get so much in such a short time gives a unique perspective. I am not jaded yet, not having played for years, but I do have a pretty good base of experience (growing every day) of the current situation.

    I don't run DS. I did for a short while, just as I used to run NOED when I first started Killer. Unless you are going to do the SWF thing and load up a full sweep of such META Perks, you don't really get the benefit. Consider DS and Dead Hard. They don't actually ensure you get away. Most good Killers will still just run you down if they are of a mind to tunnel you. BT won't save you either if that Killer has it in for you. The delay they buy is rarely enough to make a difference against a normal speed (and certainly not faster) Killer. Against a dedicated Tunneler who wants you dead, they will NOT save you unless you are really lucky. The only thing that will TRULY save you is help from your team, and being able to loop and mind game. This is just a fact.

    Playing with DS was just like playing with NOED, I was effectively one Perk down MOST of the match on the off chance I would get to use it (and it would work). I prefer Perks that are going to be providing me with a benefit the entire match. Camping, Tunneling, Slugging, and the Mori are just bad luck. The best cure for them is (unfortunately) don't get caught, or have really good people along who have your back. I don't think you will get a great return on the DS, but I do wish you well on it. I think you have a different issue, however, and I want to address that. It is possible to play the game HARD and competitively and still have fun. Some players get their fun and joy from the competition. This is a PVP game. Competitive is not mutually exclusive of fun. You should go into every game and play your best and assume the others are too. This sets you up mentally to expect really HARD play so you will be ready for it and less shocked and upset. When the opposite happens, you can be happily surprised. See my point?

  • The long and short of it is that there will have to be a Solo Que and a Team Que. That is how you balance one without strangling the other. It would work like this:

    Solo Que:

    1. No more than two people can enter a lobby together (2-Person SWF do not unbalance the game).
    2. No identifying information of ANY kind is available until the end of the match to prevent setting up Comms on the fly.
    3. Lobby jumping can be disabled because there is no need for it.

    Team Que:

    1. Teams must be 3-4 person.
    2. One additional Generator is required to power the gates, so a 3-Person SWF needs (5) and a 4-Person needs (6).
    3. A 5th Perk Slot is unlocked for the Killer.
    4. Lobby jumping can be disabled because there is no need for it.

    Custom games would remain exactly the same as they are now. Killers will be perfectly happy to take on a Team when the battlefield is leveled. Aside from this there are a LOT of benefits:

    1. Ques will not slow down because there will be less Lobby Jumping and Disconnects during the loading of the game.
    2. Solos will get a reprieve from repressive Killer builds because the Killers won't feel the need to use them.
    3. The Mori will return to its more traditional use levels in that i won't be almost required to take a 4v1 SWF to a 3v1 right away.
    4. Balancing for Team Que can be adjusted by the Dev as needed to weaken or strengthen it without strangling the Solo Players.
    5. Perks which were created to deal with the problem can be tweaked as the need for them to stop the SWF Gen-Rush will be gone.
    6. There will be two different styles of Game Play and now more Achievements.
    7. There could be new items in the Blood Web that are only available when playing in the Solo or Team Ques.
    8. Having a Team Que creates the baseline for formal Leagues.
    9. It creates another cosmetic revenue stream for the company as Teams often want matching, identifying clothing, ink, or whatever.
    10. It creates another revenue stream for the company if they setup dues for organizing and running league play/tournaments.

    All in all, it is a win/win for everyone BUT those people who were using the SWF to gain a competitive edge. And by golly, everyone claims they AREN'T DOING THAT.... NO SIR. They say they just want casual games with their friends. Since everyone claims they aren't doing that, there shouldn't be anyone opposed to this, right? :)

    Long story short (too late for that I know) that the DEV are valiantly trying to do the impossible. They are trying to fix the balance problem created by SWF's 5th Perk (Comms) with other Perks (and Powers) which help deal with the Gen-Rush and coordination. The reason this is doomed to failure (in the long run) is that any such Perks and Powers hit the Solo player 3x as hard as it does the SWF. So even if they manage to balance the SWF this way, they will have punished and brutalized the Solo. In the end, breaking the two styles of play into separate Ques is the only logistical option. That isn't a bad thing. It just gives more options for everyone. The only people who will lose something are those who were using it to unofficially cheat. I don't care about them. Right now we are stuck with extreme unbalance that punishes the Solo Survivor more than anyone else, Lobby jumping, disconnections during loading, disconnections during the game, and a general distrust and dissatisfaction with the overall situation. I feel for the DEV. I think they do a good job in the face of a lot of variables, and I think they are trying to fix the issue doing everything BUT split those Ques. I hope they manage it, but I'm pretty sure in the end we will all end up where I'm suggesting.

  • @Raptorrotas said:

    Swf's advantages dont influence the trial mechanically but rather the lobby or the mindset of the survivors.

    • They know each other
    • More likely talk about each others perk loadouts
    • Care for each other
    • Be able to make use of the lobby time to formulate a strategy
    • Will more likely make altrustic choices over vulturing the hatch
    • Change the mindset from "I escape" to "We beat the killer"

    The last point is interesting as it's leaking into the "common sense " of every survivor player. Sudeenly survivors dont lose even if they dont escape. 1 survivor escapes and somehow THEY ALL won. This might be now me ranting or getting way off topic, but SWF is in a weird spot too as the game itself doesnt acknowledge them, no scoring differences and all that, you dont get BP for your mates escaping as example. Yet the game steadily somehow became a team game.

    TLDR: Swf's advantages are just in the planning phase in or beforethe lobby and a more altruistic mindset as you know those other survivors.

    Absolutely not. The SWF's greatest competitive edge is having eyes on the Killer for 90% of the match. I've played SWF and know exactly how it is done. Every member of the SWF gets intelligence from every other member via the 5th Per (Comms). They get:

    1. Eyes on the Killer, and each one calls out the current position where they see him/her at or going toward.
    2. They report any Totems they see and/or eliminate providing a count.
    3. They coordinate safe rescues by calling out when the Killers leaves and whether or not they still hear a heartbeat.
    4. Can can rally together within the game at different locations to do Generators increasing the speed of the Gen-Rush.
    5. They can give the location of a Gen as they move off, chased by or luring the Killer, so other people can safely finish it.
    6. The can (and do) trade swag they bring into the game so the best Survivor can use it. (like giving a Tap with right Perks a Rainbow Map)
    7. They can coordinate body blocks to increase the chance of a wiggle out.
    8. They can coordinate hook destruction to increase the chances of a wiggle out.
    9. They can coordinate movements perfectly so just the right number work Gens while just the right number move to rescue.
    10. Any information Perk possessed by one Survivor is pretty much possessed by all of them due ot the flow of information.

    While I think your comments about planning are also true, it is NOT what makes the SWF powerful or gives them a competitive edge. When I play with my friends (and we agree NOT to use Comms) we do all the things you mention and it does not give us a competitive edge. When we were using Comms we could dominate and bully a Killer. It broke the game. That is why I feel so strongly about it, because me and mine tested it. It needs to be addressed.

  • @APoipleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1662266#Comment_1662266

    Good news! Plunderer's Instinct is a Universal Perk, so it is already available (Bloodweb RNG willing) to all survivors right off the bat!

    Heh. Awesome, I never noticed it was Universal. Even better.

  • Well, the easiest way is to play a Survivor with the Perk: Plunderer's Instinct and unlock it for all your Survivors (or just buy it on the Shrine when it becomes available). Right now my Strode has six Rainbow Maps, five Red Keys, 8 Purple Keys, Ranger Med Kits, etc. You just grab things out of the chests and with this Perk you have a high chance of pulling a Rare item (sometimes with a cool add-on or two as well). Just survive the match and carry the stuff out. That is how my Strode banked this stuff up.

    The other way is to just play a lot and earn them when they come in in the Web. It is called a grind for a reason. If you want to build up a lot of them on one Survivor you just keep spending any BP you earn on THAT Survivor. If you spread the BP around, getting Rare items built up on any individual takes a LOT longer. *One more method, if you play with friends (SWF) and they have extra junk they are willing to give you, they can set it down in the game and you can pick it up. Get out alive and you add it to the pile.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661416#Comment_1661416

    I can't imagine people would play custom games though just because they weren't sweating in a swf. You can't earn any bloodpoints or anything. Yea it sounds like a decent idea at first but it really wouldn't take long before you got bored of vsing the same players over and over again, knowing that it's not a real match and you can't earn anything.

    You are kind of missing the point. If you are TRYING to earn something and compete against strangers (i.e. Killers that aren't your friend) then it IS NOT a casual game. A group in the Que, a SWF team that is making full use of the 5th Perk (Comms) is not casual situation. It is a competitive edge situation. Not all SWF are good, but all SWF do have a competitive edge over the Solo and over the Killer too. I just don't like people using the "casual game with friends' argument to try and justify their SWF.

    More to the point, I play with friends all the time and we are in the Ques (earning those BP) but we agree NOT to talk about the game, i.e. no cheating information is passed that isn't being provided by animations or Perks. We talk about Fantasy Football, movies, trash talk each other... all that jazz. We do NOT act like Seal Team Six making sure every single one of us has perfect knowledge of the map, and thus acting with perfect coordination. This is the only way to play a SWF casually, and I assure you that me and my friends are the exception, not the rule. Most SWF use Comms.

  • @GGEevee said:

    I wanted to give noed a run as it doesn’t seem that bad but I’m not the sort that likes to be toxic so just asking if this perk is considered toxic

    NOED is fine. Try it out. Like most Killers I think you will use it a bit a first and eventually leave it behind as you start to focus on your start and mid-game strategies over an end game approach. It is a perfectly legitimate Perk to take. Don't let anyone tell you otherwise.

    My advice to you is purge the word "toxic" from your vocabulary. Thanks to the utterly subjective nature of its use, it has no meaning whatsoever. It is just a code word people toss around when they want to make excuses for their own poor performance. The word is so impotent now that it is the very definition of a "glittering generality." This is term you can look up. Long story short, ignore anyone using the word, avoid using it yourself, and just play the game.

  • Me and mine are down. I've been waiting and wanting a League to get started.

  • It is my opinion that there is a hack that is allowing certain people to get into the same room with the Killer they know, kind of an evil SWF. I've seen this multiple times where there is a coordinated effort on the part of 1-2 Survivors (when two they usually match). I'm not sure how they are doing it, but it is CLEARLY not something they are working out with the Killer in game, but rather before it even starts.

    I assume it is a Hack, but I suppose it is also possible the Killer just keeps jumping Lobbies until he matches up with his buddies.

  • @madamretto said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661814#Comment_1661814

    I'm bad with GF so I tried him and lol. I got ruthless 😄Without trying. I don't know but when I'm rank 5 killer and go against red ranks, by the way they are playing, you can tell they are not red ranks at all. However, when I'm rank 4, they all are gods 😅

    https://forum.deadbydaylight.com/en/discussion/comment/1661904#Comment_1661904

    Yeah, I'm just tired of lack of progress with challenges. I don't care about 4k usually, unless something requires you to play in a certain way. I'll try tomorrow to just play. I guess the less you try, the more you kill 😆

    https://forum.deadbydaylight.com/en/discussion/comment/1661879#Comment_1661879

    I chased those ranks when I didn't have my achievement, but when they were bugged and everybody got those for reaching rank 1, I thought I don't need to try. I'm comfortable somewhere at 10-8 rank. Good luck with your goal 😉 (if you haven't reached it already)

    Not there yet, no. I appreciate the well wishes though. I'm Rank-4 with Myers right now. Getting to Red I can do. Whether or not I can get to #1 before the reset... remains to be seen.

  • @AuroraOnline said:

    I was wondering what the community, particularly you killer mains, though of people swf-ing while not on comms? Do you think it makes swf more balanced? Is it still op to face? I like to have teammates I know will do gens/ bones/ get me off the hook/ not give a free 3k from NOED but also know how annoying it is to face 4 man swfs.

    SWF without Comms would be FINE. It is the 5th Perk (Comms) which makes SWF broken. My friends and I often play together but our rule is when we aren't doing a custom game, and are grinding blood points, we do not use communication outside the game. We talk; just not about the game.

  • @madamretto said:

    Yesterday it was the first time that I managed to reach rank 4 as the killer. I didn't even try! I was doing my "kill your obsession 10 times" challenge. I even let those that were no obsessions and didn't have a DS leave through the door and I still ranked up.

    And then I started to get very skilled players or try-hards or just very good SWF of red ranks and I can't get more than one iri emblem per match (I hate this stupid emblem challenge). I'm not a pro at all, I suck at this game and I'm very disappointed that all I can do is keep deranking till I can get at least one iri. Even with strong killers I can't win. I was always comfortable with purple ranks at max.

    Now I don't even feel like playing as killer 😓To make things worse, there are so many last second switches with keys, I just can't...

    Sorry, I needed to let it go 😖 I

    Well... it is a self-correcting problem. If you are having that hard a time against the Red/Purple Rank Survivors, it is only a matter of time before you lose enough Ranks to be in your comfort zone. My personal goal is to reach Rank-1 only playing Myers. I worked read hard to end up in these hard fought matches, but I can understand if it isn't exactly your thing. Don't stress over it; just play your best and you will end up where you want to be.

  • @CrowFoxy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1660890#Comment_1660890

    Tough love does not work, and does not make you stronger.

    Foster care gave me PTSD. Not a super strong mental state. Don't tell people to grow a spine, grow up. Stop acting like a teenager and understand that people hurt for different reasons. And that trauma does NOT always make you better.

    And right here... you just validated my entire point. Foster care gave you PTSD. Should a person with PTSD, and what must have been a clearly traumatic childhood background, (who has a Therapist) be playing Dead by Daylight? Is the problem DbD or could it be (as you just stated to us) the fact that you underwent something traumatic which left you with a vulnerability that most people don't have? And it is a fact; most people do NOT have PTSD. But by all means, please continue to tell us all sorts of things about your struggles, and then somehow bring that back around to how you felt the need to warn us of the "potential" dangers of playing this game.

    Again, I don't mean to be snarky. I honestly believe that you have suffered in your life and are afflicted by the conditions you tell us about. It is for that reason I must REPEAT that if your Therapist (whom you are paying) told you that Dead by Daylight may not be right for you... that you should follow his advice. However, I highly doubt his/her advice to you included coming to talk about it here or warn us about it? Did it? If so, that would be really, really weird.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661381#Comment_1661381

    I guess dbd could be ready to take that step considering the balance is far better now. Only concern i have is what happens to casual swfs? And those who don't wanna do gens but just get chased?

    Well, TRUE casual SWF can play already... any time they want. It is called a Custom Game. I play them ALL THE TIME with my friends. Five of us get together in person (or over communications) and setup a game. Four of us chatting away with Comms against a friend (who knows we can do it) trying to kill us. That is a true CASUAL game. There is no reason a SWF needs to be competing against OTHER people they don't know, except that they want the advantage it provides.

    Heck, we have even managed to scrounge up a Killer on channels to come join us in a custom game. Most Killers are fine when they KNOW what they are facing and aren't afraid. Sometimes we balance our custom games/casual SWF play by only allowing the Survivors 2 or 3 Perks each. Sometimes we allow the Killer to pick the map too. Sometimes (usually when I'm playing the Killer) they get ALL their Perks, and get to choose which Killer I get to use. They don't let me use Myers. :) They stick me with someone they know I can't use.

    Do you see my point? True casual games where friends get together don't require being part of the overall Ques. Why would they need to be?

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661364#Comment_1661364

    Can we swap lobbies please?

    Yea i know it can be hard for newer players to go against swf but that's where i personally feel matchmaking and MMR comes in and needs to be improved, not the game balance. If new players were able to vs good swfs and beat them then man i couldn't imagine good killers vs a swf.

    We agree that a better matchmaking system would be nice. :) I think that is the ultimate goal. Either way, Solo and Team play will ultimately have to be in different Ques. They are very different animals, and all attempts by the DEV to balance the 5th Perk (Comms) while everyone is lumped in together will hit the Solo players three times as hard. This is unfortunate, but true.

    I personally think Team/League play being its own Que could not only be good for the balance of the game but open up a whole NEW monetary stream for the company. Think of all the cosmetics they could sell for League/Team jackets or hats. I know my pals and myself would love to have matching jackets that say "Unhookers" or whatever other cute name we come up with.

  • @DCash said:

    https://forum.deadbydaylight.com/en/discussion/196115/profiles-in-cowardice-oct-edition

    Someone disconnected at the start. They realized you were doing jumpscare Myers and didn't want to play that. So they left. The games already over at that point. There is no real match to be had. No one wants to walk into a 3v1. The next player tried to play but also realized what you brought and thought "I'm not doing a 3v1 jump scare Myers." Then left. Red ranks know how this will play out. Yeah you can still escape. But it's going to be a long, drawn out, and frustrating game. So why bother? Take the loss and move on. Get a fresh game with 4 people. After all, my survivor games have no dc penalty and insta queues. So why suffer through that?

    You seem to think people have some obligation to keep playing you. They don't. You're trying to make this some big thing but meanwhile it's just another game of DBD. Cowardice? Chill out bro, they just didn't want to play your dumb level. Get over it.

    Actually they do have an obligation to play. Disconnecting from the game is part of the reporting system, and for good reason. This game is a social contract. It only works if we all play by the rules. I don't always get the Killer I want, or the ideal situation but I play the game to the bitter end and hopefully learn something from it. Short of losing your internet or a real life emergency, you are expected to finish the games you start.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661337#Comment_1661337

    Here's my argument/s when it comes to the balacne of swf though. If swf is heavily nerfed, then what challenge is really left for killer anymore? As a killer main, i only play to vs good swfs and learn from them as well as have a challenge. I get so bored vsing bad teams now that i dodge most teams unless they look like a swf or i know there are decenet players. Why? Because vsing solo q players and bad swfs is just an easy stomp and it's no fun.

    Let's also be real, how often do you actually come across a good swf? What happens to the casual swfs? Do they just get stomped on now for wanting to have fun and chillout in the game? Most swfs i know play for chases and fun moments and hardly ever sweat.

    Let's also remember that good swfs aren't unbeatable these days, thats a mentality maintained from old dbd where this statement was true, but the game is far more balanced now. If your good with nurse, spirit, freddy, huntress, oni, blight, and potentially plague, pyramid head and a few others, you should be able to destroy good swfs 80% of the time. Yea you might not be as consistent with weaker killers but its gotta stop somewhere right? Imagine if every killer could beat the best team in the world? Not exactly balanced then is it.

    I think that the issue is more with killer strength differences and the gap between weak and strong killers. Strong killers will generally have no problem with a swf. Weak killers will struggle hard.

    I'm not talking about nerfing them. I'm talking about balancing the SUPERPOWER they have outside the game. You would still be able to fight them. If you don't feel challenged enough, you can STILL choose not to fill in all your Perk Slots, i.e. give yourself a handicap. The point is you have that option already. Those people who are NOT that good and are being overwhelmed by the 5th Perk (Comms) don't have the ability to even things out. Do you see my point?

    You can challenge yourself whenever you want already, and don't need SWF to do it.

    I come across good SWF every day. I fight NOTHING but Red and Purple Ranks in every match, and most of them are in a SWF and know exactly what they are doing.

  • @FFabeq said:

    After 3 hours of playing in solo today (was rank 2, now I'm one pip away from rank 5), almost every game my teammates would either:

    sandbag me, don't take any hits,

    do nothing and crouch in a corner,

    or leave me to hit second stage on hook

    I find solo queue way more stressful/not fun/boring than killer, and I'm rank 2/1 killer...

    I don't think so. While I do play with my friends when I can, most of my time as a Survivor is played in the Solo Que. I do run into potatoes and subpar Players, but I've been carried myself and fought alongside some truly incredible players. People who sandbag are cheating, and that is a different issue. People who don't carry their weight, well that happens. They will improve in time.

    I think it is important not to hold strangers to the standard of a SWF who are in constant communication (most of the time) or crack teams that simply know their jobs like Seal Team 6. The plight of the Survivor is that you are only as strong as the weakest member of the team. Therein lies the challenge and the fun.

  • @OllieHellhunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661321#Comment_1661321

    The only problem I could think of with split queues is 3 man SWFs how would it work with them?

    Good question, and I've got an answer. They still require one more Generator than normal to power the gates. The game already accounts for games where only three people que up and it loads. It already requires them one less generator. Thus, a three man team would STILL need (5) rather than the (6) a four man team would need.

    But far more likely is that a 3-Person SWF would just spend the time to get that 4th Player. 4v1 is better than 3v1 based on the force multiplier of the 5th Perk (Comms), i.e. the more eyes the more unbalanced passing the information around gets.

    For the record, I believe the Solo Que should allow up to (2) people to enter the Lobby together. I don't think 2-Person SWF unbalance the game significantly enough to say a couple can't play together. I just think 3+ goes to their own Que and get balanced for it. Killers will be happy to play against Teams if the playing field is leveled.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661286#Comment_1661286

    The problem with it is that it makes strong killers who have great mobility and map pressure even stronger, whilst not giving as much benefits to slower killers. Have you played against a nurse or blight with this build? It's literally unstoppable unless ur in a stacked swf or the killer is bad. I know gens can sometimes be fast especially in swfs but u gotta remember if they balanced gen speeds at base for good swfs, can you imagine the effects it would have on solo p[layers, casual swfs and killers with already good slowdown perks?

    Yes, I have. I've lost to them, and I've won some too. My feeling is that Solo and SWF should be in two different Ques, so the DEV can require an extra Generator to power the gates, and unlock a 5th Perk for the Killer for the SWF/Team Que. This is the only solution that can balance the 5th Perk (Comms) without also strangling the poor Solo Que.

    And yes, high mobility killers that have an easier time patrolling Generators do benefit more from these Perks than the Killers who ACTUALLY need them. That is a fact, and I'll happily cede the point. I play Myers as my Killer and I need those Perks far more than a Nurse or a Blight. But, I don't believe their existence makes it impossible to play said Killers. I think the fact that some Killers are so mobile doesn't reflect badly on the new Perks as much as it does the Killers who might needs some tweaks. I'm sure those tweaks will come.

  • @Zani22 said:

    Nooo you cant take franklins

    Nooo you can't play leigion

    Nooo you can't use clown either

    YEP I get it you don't like it but dear god can you at least tell me what I'm allowed to play

    I'm not saying this just as killer but as a surrvivor because I feel like no matter what it feels like no matter what I use its like illegal

    Wanna know my builds

    Litteraly

    Discordance and fire up rn on legion (I just p3ed him)

    And I play Steve as my surv with second wind camaraderie, kindred open handed (because its fun imo)

    Ant yet its just constant complaints

    And I don't know what to do anymore.

    Ignore them. I play both Killer and Survivor. I believe that the only things ALL of us should be doing are:

    1. Don't cheat, either with hacks or lag spikes.
    2. Don't disconnect. If you start a game, finish it.
    3. Be humble in victory and gracious in defeat.

    That's it. Other than those three things, you do you. Bring what you want, employ the tactics you feel are best, and develop your own style. For my own part, I will camp, tunnel, slug, and Mori if I think it will win me a game. I will use whatever combination I think is working for me. Right now I'm partial to Hex: Undying, Hex: Ruin, Surveillance, and Play With Your Food when I'm doing a Maniac Myers. I've had lots of people give me grief over that combination.

    People who try to shame you or give you grief are just... well... bad sports. Don't indulge them.

  • @AvisDeene said:

    Should have an animation of them setting up a small camp fire, tent and their lawn chair that they sit on. It would at least make camping a little more interesting.

    This is probably the funniest thing I've ever heard here. I think Samination has an animated bit that goes like this too.

  • @Withered8 said:

    We all know this is literally the new killer meta combo, im pretty sure 4/5 killers i have now run it (very origional and creative builds btw), but do people not realise the effects that it's going to have on the game? It WILL get nerfed, sooner or later. It's literally inevitable. Ruin is going down the exact same path of last time. The devs will notice that ruin and undying is literally in every game and build and they will end up changing ruin again literally putting the game balance back a whole year, when in reality, the problem is rather undying and tinkerer. If you think that this combo is not busted, allow me to explain. Playing blight, billy, nurse, oni, freddy or anyone with decent movement speed? Well all you need to do with this perk combo is use ur power to get to a gen whenever tinkerer props, force the survivors off the gen and maybe get a down and the gen is already down halfway. Literally the only way to counter this is either spend years searching for the totems and wasting huge amounts of time or coming in a tournament level swf and pumping out the gens as insane speeds (which how much fun is that really? Who wants to hold m1 all game/). I'm just dissapointed with this because the new ruin is actually a decent perk but these other two perks have completely broken it. Till they change it guess we gotta just be gen jockeys and suck it up?

    Yes, you will have to just suck it up. For the record, I prefer Hex: Undying, Hex: Ruin, and Surveillance. I find it far more effective than Tinkerer. The fact is the SWF have turned the Gen-Rush into a chasm of problems, and the DEV are trying to answer it with Perks to return balance. While I think this effort will fail, ultimately, and SWF and Solo will have to be in their own Ques, a temporary fix is better than no fix. I assure you that plenty of Survivors are adapting to the Meta Shift Crisis and are busily doing those Bones and still managing to defeat the Killer.

  • @Madmanslime said:

    Before I state my issue, let me clarify what I mean by "excessive survivor hiding". When I say "excessive survivor hiding", I do not mean survivors with stealthy playstyles. When I say this I'm referring to survivors which:

    1. Don't work on generators.
    2. Spend entire games hiding behind rocks and in lockers.
    3. Generally waste everyone's time.

    Alright, with that out of the way, here's why its a problem, and how I would go about fixing it.

    This is a problem because, as killer, I've played games which have lasted upwards of half an hour (simply because I couldn't find anyone). This is largely due to stagnant survivors hiding in lockers for minutes on end. Behavior HAS put measures in place to help prevent this from happening, but they nearly aren't effective enough to have an effect on this playstyle.

    For example, one measure Behavior did put in place was to add stillness crows (for those who don't know, stillness crows are crows which fly around players camping in one position. These crows cause noise in a radius of increasing size as time passes, eventually plateauing at a maximum size*), However, these crows are largely ineffective because the killer has to be within close proximity to the player to hear them. This means that if a player is camping opposite all of the generators, the only way for the killer to even have a chance of finding them is by leaving their patrol route, potentially throwing the game.

    An example of how I might go about fixing it is as follows:

    Beginning a minute into the round (to prevent divine intervention from becoming OP), a 2 minute countdown timer starts (visible only to the survivors). This timer is paused anytime someone is working on a generator and only ticks down when all generators are abandoned. The completion of a generator will reset the timer. If the timer hits zero, the entity becomes enraged. While the entity is enraged, all survivors who aren't actively working on generators will have their auras revealed. The entities enragement doesn't end until another generator is repaired (resetting the timer to two minutes).

    I think this would be a good change because not only does it curb survivor camping, but prevents killers from camping hooks as well (in order to run down the timer). While you could buff the survivor class to help compensate for this change, seeing as DBD is generally survivor sided, I don't think it would really be necessary.

    My idea is likely flawed, but I wanted to give an idea of how one might go about fixing this issue in a more nuanced way as opposed to implementing a hard deadline, (ie. 15 minute timer, when it's up, you lose) which I've seen floating around in numerous killer forums. I wrote this more to get the conversation started, rather than to suggest a working fix. I understand that DBD has a high learning curve for new players, but I think the trade off of addressing this issue would be worth it.

    *Unsure of what this is, but it's relatively small.

    No. I'm not being snarky with the short answer. There is already a mechanic (lots of them) to curb spending all your time hiding:

    1. The Killer is going to find you eventually and kill you. If you are hiding you are not making progress to escape the gates.
    2. There are countless Perks (a mechanic) that can reveal (will reveal) the location of Survivors.
    3. There are crows (another mechanic) which will punish Survivors who stay in one place too long, hence they must move around.

    I'm sure I could come up with more, but these three are the most important. The ENTIRE game is a mechanic which will punish Survivors who do nothing but hide. Time is NOT on the side of the Survivor. Every second that passes where nothing productive is accomplished plays into the Killer's hands. I'm perfectly fine with skulking Survivors even if my match will be long. It means I will get an Iridescent Gatekeeper and eventually several other lucrative emblems too. It just lets me practice hunting them down, which is something every Killer needs to do. The more skulking Survivors you get to play against, the better you get at knowing where they are even without all the helpful mechanics. :)

  • @MauriceMaverick said:

    I recently had a match, i was surviver, where it first saw like a normal match. But then i saw that every player was noising, teabagging, doing this flashing thing. I cannot understand why you (if you are one of those) anyway, but against q nurse? Seriosly? The nurse is the hardest killer to play with and if she wouldnt be at least a little fun to play with in a NORMAL round, nobody would actually play her. So why would you ######### bully someone who playes a nurse? Sometimes someone only want their daily done and you BULLY A NURSE! WHY?

    P.S. You can also ask why do you bully in genaral, but this a question, asked to often. Nothing will ever change on that front.

    Sometimes it is tactical. The Nurse, as others have pointed out, is really potent once you have mastered her steep learning curve. She is a rapier that hits hard, fast and straight. She is vulnerable to only a few things and one of them is an over-extended lunge (if you will pardon my Fencing metaphors). While I do not like Tea-bagging or clicky types, feeling it is poor sportsmanship in general, I accept that sometimes it is done to try and counter play the Nurse, i.e. get her to make those blinks against skilled people who step aside and throw her off.

    And yes, it takes some serious stones to play this game of Bullfight. That is exactly what the ones doing it with GOOD intentions are about. Usually they are trying to protect a wounded Survivor or keep the Nurse away from Generators that someone is desperately trying to get up. You can't really loop a Nurse in the traditional sense. You have to be a Matador, i.e. pull her to charge and somehow step aside at the last second to setup for another charge. I'm not good enough to do that consistently, but I've seen people who are... and it is amazing.

  • @Hameline said:

    I got the game like a week ago, mybe a little more. I got to rank 8, I've been only playing survivor, but I'm still pretty bad and get in games with way better players. The problems isn't just getting ouplayed, I'm also being harrased by player cuz they say how can you be level 8... you so trash...and other thing you may imagine..... is it a way to reset my rank that isn't waiting till the 13th... or disconecting from games??? I've tried using survivors i didn't use but it makes it worse since now i don't even have decent perks. If there is no way to reset it,what else would you recomend? (Besides getting good at the game...i'm trying to but youtube videos may seen not enought 😭....)

    Survivors and Killers both get this kind of trash talk, albeit for different reasons. A new Survivor can be carried by better players and advance. That is a simple truth. A new Killer has no safety net. So new Killers get crap talk from arrogant Survivors who insult them and tell them EZ or you should uninstall. A new Survivor carried by the other Players gets grief/shame from those annoyed that you didn't do more, particularly if some of them died for what they deem was your incompetence. Neither thing is fair.

    You can take solace in the fact that you will get better over time. You will get games where people aren't jerks to you before or after. You will one day carry other Survivors as you were carried. That also is a simple truth. Hopefully, based on your experience, you won't give the newbies too much hell because you will know they are doing their best. Remember, those people who are giving you grief have also been carried by others at one point, 100%.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661099#Comment_1661099

    You missed the point of my comment. I don’t dislike mirror Myers because he’s unbeatable; I understand what to do against him. It’s just extremely dull and uninteresting for me. I play survivor to practice chases and there are no chases against a mirror Myers.

    Fair enough, although I will disagree with you a bit. I end up in a LOT of chases playing Spooky Myers. The better the team, the less I can play hit and run. As the Generators pop I end up having to commit to more chases, and give up a lot of practice miles being slow.

    But I cede your point and understand where you are coming from. I apologize that I misunderstood and assumed you didn't know the counter play.

  • @xenotimebong said:

    Other people enjoy it but personally I hate scratched mirror Myers. I love regular Myers but scratched mirror is just lame, honestly. You get hit out of nowhere, he leaves you, then hits you out of nowhere again. There are no chases because he’s only 105%, and chases are the only reason I ever play survivor tbh. Then if the team doesn’t heal he just camps whoever he gets on the hook (sometimes even if people heal he just camps anyway, why not with free aura reading). I’ve played against enough mirror Myers to know that I will have absolutely no fun that match.

    That said I don’t disconnect against it, people disconnecting is annoying. But they’re probably not a fan of that add on, and then after the first guy disconnected the others didn’t see a point in continuing.

    You just have to change your tactics. Spooky Myers can be fought very effectively. I've lost plenty of games on maps in my favor because the Survivors knew and exploited my lack of speed. If you LET Spooky Myers play the match the way he wants to play it, sure... he will wear you down slow but sure. However, the moment you know you are facing a Spooky Myers your team can get very aggressive. You use spotters. You pick your Generators in locations where you have clear line of sight. The GOOD team I just fought got me down to the last generator. While I won the game, it was in SERIOUS contention.

    There is no reason to hate Spooky Myers; you just can't fight him how you play against 90% of other Killers. I think that is the crux of the problem for many. In the real world my hobby of choice is the sport of Fencing. Most people you fight are right handed, and thus most of the practice you get against is right handed Fencers. When that left handed Fencer comes along it throws you off. You just have to make that mental switchover, take a breath, and play against your normal impulses.

    Myself, I love to play Spooky Myers and against him. I'm proud to say that I've managed to get 3K and 4K even on McMillian and Cold Wind Farms maps. I've even done it once in the Old West. There are also times when I end up on the large maps with clear lines of sight in all directions cursing bad luck; I soldier on. I know I'm going to be looping and looping and looping again. There really isn't a reason to hate ANY Killer when it comes right down to it. I used to hate the Pig. I never made it out alive of game against her for the longest time. I would always die to the stupid reverse bear trap or she would hook me three times while I ran around like an idiot trying to get it off. Eventually, I figured things out. I had to adapt how I played. So I understand your hate, I just think it is (like mine was) misplaced.

  • Follow Up Post; PROFILE IN COURAGE

    So I was a little down after my first attempt. I spent some BP and got ANOTHER Hawkins. I just put it in and got to keep it too! This group deserves for me to be able to NAME them here. We can't do that, even when we are giving accolades, but they fought me to the bitter end. You guys know who you are! Just like before, only one person got out (an Ace) but the other three fought tooth and nail. They worked Generators under duress. They did rescues with me breathing down their necks. They managed to lose me and sneak effectively against Spooky Myers (Scratch Mirror + Boyfriend's Memo). So to:

    Ace

    Cheryl (in Cop Uniform)

    Yui

    Claudette

    This Spooky Myers salutes you.

  • I fully understand that some people have issues, problems that run so deep that they are vulnerable to ill-effects from things that do not bother the majority at all. Mental health issues are not much different, in this way, than other types of health issues. Consider all the people with a dangerous allergy to peanuts. A single peanut, or even traces of them in other foods or the air of a restaurant, can kill them. I feel sympathy for them, and understand that they must be vigilant and avoid a thing which is toxic for them. To the rest of us, it is just food. Do you see where I'm going with this?

    I addressed this before and the OP found my direct, pragmatic approach to be toxic. Why am I not surprised? Many people have an allergy to the truth. From the start, I advised that if a mental health expert told the OP that the game could be bad for him/her, then perhaps following the advice of that expert would be a good idea. I don't have a therapist. I don't have a peanut allergy. Do you see where I'm going with that? In my many years, I've listened to people state things almost exactly like that of the OP. While I'm sure some of them had the best of intentions, most of them did not. Such statements come with ulterior motives (too many for me to relate).

    I could talk about how this line of thinking has been applied to Rock and roll, science, religion, politics, and so on but that would belabor the point. I'm going to narrow the focus to games and diversions. In the late 70s tabletop war gaming (toy soldiers) was transformed by a few enterprising souls into a new type of game. Mass battles with toy soldiers split off into small units which in turn evolved into role-playing games, going hand in hand with the popular rise and exposure of The Lord of the Rings in the United States. I'm talking, of course, about Dungeons & Dragons. If you were to combine all the essays and professional papers of the experts saying how role-playing games are dangerous for your mental health, you would have a hefty phone book. It turns out, that like anything else, role-playing is safe and fun for the vast majority of people, no matter how many things you massacre in the imaginary world. It is the people who already have a problem that should avoid it.

    Sticking with the Lord of the Rings lesson, I think that games and diversions are like Lothlorien, the only problems you will find there are those you bring with you. This is also well-stated with the old saying, "where ever you go, there you are." I'm not trying to be toxic. I'm not trying to grandstand. I'm saying that people with problems should seek professional help, and follow the advice of their doctors. However, people who have problems should remember that these are THEIR problems, not ours. Dead by Daylight is a game, and an innocuous one at that. Blaming games for our problems, is not unlike the foolishness of blaming other people for our losses inside the game. Do you see where I'm coming from there? It is passing the buck. It is looking for a scapegoat. When I lose a game, "I" lost a game. If I have a issue in my real life, "I" have an issue in my real life. I take steps to deal with it.

    What I'm going to suggest is that talking about mental health issues, which are serious, belongs in the Off Topic area. This is just my opinion. If people want to blame Dead by Daylight for their mental issues, well I suppose that makes it on topic here, but I think that does a disservice to the person stating it, the seriousness of the topic of mental issues, and is inviting people (like me) to point out (also with the best intentions) that most of us are NOT allergic to peanut butter.

  • @OtakuFreak said:

    The best perk in the entire game to punish gen rushing.

    Easily gets you a free kill/2

    Makes survivors salt so ######### fast

    Anyone else love it?

    I've never known NOED to get you two "free" anything. It certainly is nice to have Insta-Down, but that doesn't find or catch anyone. You still have to earn it. As to Salt, why would you love that?

  • @RaSavage42 said:

    For killers is it kills or hooks?

    For survivors is it escape or number of gens / heals/ unhooks/ saves

    Only speaking on an individual level

    Me playing killer... it's hooks (at least bbq stacks)

    Me playing survivor... its at least 1 Gen (from start to finish) and at least 1-2 unhooks

    There is no specific objective criteria. Every game where people show up to play, give 100%, and don't cheat (either with hacks or lag spikes) is a GG. Even if someone makes a fool of themselves with salt post game, it doesn't change the GG of the match itself. Games are only as good as the effort people put into them, and are not defined by the outcome, only the struggle.

  • @CrowFoxy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658503#Comment_1658503

    I sort of see where you're going, but I don't want to start an argument here on to why I think 99% of this is wrong.

    I will say, you need to not make such broad statements about who is and who isn't affected by the game, it is perfectly normal and healthy to be upset and affected. Take a break! That's just as bad as making a broad statement of "impending doom". Thank you.

    The fact is a huge number of people play video games of this nature but only a tiny minority go off the rails. Statistically, it is the same number of people, usually coming from the same backgrounds and environments, and/or suffering from the same pre-existing conditions that actually suffer ill-effects. For example, if one is an alcoholic, or it runs in one's family, it is probably not a good idea to drink. To repeat my point, if YOU are seeing a Therapist, then you have some issues you are already aware of and if your Therapist (whom you are paying) says this game is bad for you, I think you should leave. However, please do not project your concerns and your issues on everyone else.

1 … 61 62 63 64 65 … 81