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Mozzie

Mozzie

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  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428789#Comment_1428789

    The devs haven't revealed any information about it yet but I suppose it's coming with the next chapter or the midchapter after the next chapter otherwise they wouldn't have mentioned it I think. I wish we knew more about it. I'm really curious what they're planning for the early game.

    Terrible conclusion to make. You must be new here.

  • @Yamaoka said:

    Early Game Change is coming at some point so we can't have old Ruin back as the combined slowdown would probably be too much.

    I keep hearing this, what is this early game change and when is it coming? When the clown rework is coming? lol

  • @[Deleted User] said:

    Why do players still insist on looking at the Ruin change as a nerf?!

    Its impact isn’t felt early on in the match, but against a skilled killer that is excellent at managing their gen pressure, new Ruin is a total nightmare by mid game if the totem is in a difficult to find spot. Losing so much repair progress so frequently each and every time someone is chased off a gen is leaps and bounds more useful to the killer than old Ruin ever was.

    Not even remotely true. If you are playing against swf, which you almost entirely are at red ranks, if the gen is close their teammates finish off that gen while the person being chased pulls the killer away from it. What you're saying may be true with solo groups in green ranks but only there.

  • @LinkOfSerevillon said:

    God I hope not, it seems like such a waste of dev resources. I'd rather they work on original things that they can actually make money off of and invest back into the game.

    Those of us with a lot of p3 characters would definitely like to see bloody effects put onto paid DLC clothing if it's earned.

  • @handfulofrain said:

    Yes, I know it sucks that they slapped a cooldown on Billy and tokens on Bubba.

    Yes, I know it sucks that they changed the passive on Balanced Landing.

    Yes, I know it sucks that they changed Pyramidhead in the latest update.

    Yes, I know it sucks that they made maps smaller to help some killers out.

    I promise that if you just keep playing the game like normal, you'll be fine. You'll relearn whatever it is they changed and everything will be fine.

    Truthfully, I don't think I've ever been in a community with a bigger bunch of entitled, whining children. It's not the end of the world. In the end, remember that it's just a video game.

    What you fail to take into account is that many people have spent countless hours leveling up these characters and spending real money on cosmetics only to find them nerfed into the ground.You also fail to address that when the developers make statements about billy being fine and only performing minor tweaks and then seeing those are all lies when the PTB hits that it has a crippling impact on the community. Additionally, comparing a nerf to a perk and a nerf to an entire character is not a very good example of balance.

  • You control peoples behavior by what you allow them to do in your game. From the list above the only things I still take issue with is disconnects, botting and lagswitching, but I don't believe lagswitching really does anything anymore with dedicated servers (could be wrong).

  • @Almo said:

    Full article on Ruin:

    https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin

    Short version:

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    But what it does do is teach survivors how to hit great skill checks and clear bones, you know, that secondary objective designed to slow down gen progression? I can hit great skill checks with so much ease thanks to practice with having to go against ruin. You should want your new players learning how to play the game effectively. Now the new ruin only teaches survivors to do gens together to get them progressed faster.

  • It's completely unnecessary and obviously a sign of disrespect. Prolonging games by hiding in the exits is a surefire way to piss off new killers and probably the reason why a good many people quit after a few hours. As a killer you can generally see these types of individuals through their playstyles so I make sure to out toxic their toxic.

  • Instead of balancing the killers they pop the strongest until no killers are strong. It's getting ridiculous. Bubba rework is fine but his addon's are terrible. Billy is completely gutted, base kit and addons. These are not minimal changes.

  • @MeatBycicle said:

    The only thing I want to see is % SWF in Red Ranks, and % of escape in red ranks in SWF compared to SWF escape rate in Purple - Brown

    yes, a breakdown in groups of 2, 3 and 4 would be great. I want to see that as well.

  • @MongolPSR said:

    https://forum.deadbydaylight.com/en/discussion/comment/1418654#Comment_1418654

    ima try this again cause my post got removed because i edited it an added a comma.

    I understand, what im saying is that thats not good enough, lets take your nancy example for instance. what ranks are those players, what region are they in, how many hours have they been playing the game, what percentage of players even own/have access to her perks, what killers have these perks gone up against in a percentage format, how often do they win while using these perks, how often do the perks get used? All of these things are valid pieces of information that we need just to answer this question on if these perks are the most desirable.

    Having a more precise breakdown is always good. If your argument is when need ALL the data or no data at all I'd disagree.

  • @MongolPSR said:

    https://forum.deadbydaylight.com/en/discussion/comment/1418578#Comment_1418578

    This isnt necessarily true. you can absolutely lie with numbers that arent false. Facts are only facts if you get all the information on how things achieved certain results.

    I don't want to argue a hypothetical here but the point of statistics is it grants a better determination as to why players do certain things. Like I said if someone makes a point like "well most survivors play nancy, she must have the most desirable perks" a dev can come in and say "nah, only 10% of nancy's perks are used by survivors " or something to that effect.

  • Facts are facts, if people misinterpret them then it's on them. Honestly if it was an issue the dev's could just clarify whatever points are wrong. It would be nice if the dev's felt more approchable. Hag probably gets played the least because shes extremely hard to play effectively against red rank swfs without solid addons, even moreso than most killers.

  • Mori's and keys are in a pretty good place. They come in very rare & ultra rare(don't think people care much about the green or yellow moris). The downside of using either is you take a huge hit in your bloodpoints. Aside from them appearing on the blood web less frequently what changes would you like to see to either?

  • Yeah Hemorrhage is another completely useless status effect. Only 1 perk really benefits from it and very little at that because you can't see blood on most of the tiles. They should change hemorrhage to make the survivors periodically squeal in agony so it could be a solid counter to iron will.

  • Blindness only purpose is to block things like Object of Obsession or blood amber key addon. It can be used for survivor auras as well like bond and empathy but if you're in a chase you'll most likely not want to run them to a team mate. As has already been pointed out, it's pretty useless. It would be nice if the status effect shrinks the survivor FOV then it might be something worth talking about.


    I wanted to get caught up on all the aura reading perks after looking at the topic and this girl does a really good job discussing Blindness in the game.

    https://www.youtube.com/watch?v=UgezVEEgUYs


    Now if Blindness actually affected killer interaction items like: plague wells, demo's portals & pigs trap boxes it would actually be really viable on those killers and give you a reason to run 3rd seal.

  • @FootMan2893 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1411974#Comment_1411974

    Actually I already suggested the second idea and fully support it. Don't know how well built in voice could be implemented but go ahead and give them all the other coordination and communication tools they want. If it means balancing out killers better then screw it. We play against groups pretty often anyways so it's honestly not like it changes much.

    Man I've been saying it since 2016 and it's an option the developers never took seriously. I believe their official response was something on the lines of it being too difficult to implement. VOIP has been available in online games practically since their iteration. It's archaic tech at this point so there's no good excuse why it can't be put in. If there is hopefully a dev see's this and we can find out what it is.

  • In every post about balance I will keep posting this. The devs cannot balance two separate games at one time. You can't have balance for a full swf game and a full solo queue game. Either you isolate the queue's for both and give some sort of incentive for killer's to play swf gamemode or you simply add VOIP to the game and everyone is on the same playing field and balance around it.


    You cannot truly fix anything until one of these two are done.

  • @Flarefire_Xx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1411919#Comment_1411919

    Agreed, he needed no change but they could have done much worse(thank god they didn’t) and SWF is the main problem but I’m sure they don’t wanna change it because they will lose players and tons of money(which would hopefully wake them up to the problems)

    I don't agree with they'll lose tons of players and money if they balance survivors. I'm going to keep saying this until it gets implemented. They NEED to add VOIP to the game so everyone is considered SWF so they aren't balancing two separate games. They can add an option to disable VOIP or a quick mute button for those who want to use it. There is an official DBD discord server, it's embarrassing this isn't simply incorporated in the game. Killers don't need to, nor should be able to hear survivors on mic during the match. At end game match results VOIP between killer and survivors is fine. Once every survivor is considered a SWF you've eliminated the insane advantage survivors get and can balance this game properly. Until this is done balance is always going to be an issue.

  • I don't think you're going to turn anyone to your side of thinking by saying if you disagree with me then you have no skill and you're a whiner in your opening line. The problem with the current state of the game is the same problem 2 years ago. You can have a full swf with no perks demolish rank 1 killers. That isn't balanced and nerfing killers before that gets fixed is just making matters worse.

  • I think Clown, Freddy and Doctor have a pretty equal chase potential. I'd give Freddy the lead because he can TP to a close by gen to cutoff a loop.

  • @DrDeepwound said:

    Can always tell who has never watched Marth's Depip squad videos.

    https://www.youtube.com/watch?v=arNCwL0bc0s

    Okay, explain this. I'll wait. Thank deepwound for pointing this out.

  • @Luxoshamy said:

    This is a statement i've been hearing a lot. Survivor have been nerfed multiple times (maps included), and usually killers complains of DS, SWF, BT, BL, and all kind of initials. For me survivors now are on a rough place. Killers have a lot of perks that are game changing, don't mean those are OP, but they change so much the pacing of the trial. Instead survivors have no counter play at all, a lot of perks can counter killer but you are always flipping a coin if those are going to work. Killers are always on the offensive side, so they can go whatever they want. Survivors need to choose perks that can work early, mid and end game. Or cover a lot of tasks.

    Survivors task are simple: Do gens, help teammates, waste killers time. Always will be a survivor that knows how to juke, mindgame, and waste killer's time, that's why they are higher rank. Like always will be a killer that knows how to pressure the map. But as some killers just complain about how DS is annoying, or that survivor gen rush every single time. This things are entirely faults of the killer. Like i've said before, killers control the pace of the trial, they can counter a lot of the survivors perks and strategies. If you get DS is like "ok, ill chase you again" or maybe you should wait and sludge or just bait him by picking him up and down.

    Survivors would never control the pace of the trials, and if they do, is because killers are let them do it.

    Now SWF is a weird place. For starter i'll like to say that this game let's you invite people. So is not a crime to play together, that would be a better experience either you win or lose. The problem is that this shows how powerful survivors can really be if they are coordinated. But that's something the killer should expect ALWAYS. A coordinated team. No need to be mad against players who are enjoyning the game with friends or introducing new ones to the community. If you have a feeling is a SWF, then go and tryhard a little.

    Something i'll like to mention also is camping. After all what i've been trying to explain about how killers control the pace, makes survivors adjust to his strategies and how game changing some perks are. I don't see the point on camping, and take this as a good thing. It is a strategy? Or is playing cheap? Face camping is a strategy also? You are risking gens just to let one survivor die, and i think every time i've tried to safe someone from camping was just for the good of that guy playing. No one likes to be targeted and been in a chase at the minute he left the hook. That's why a lot of players go for borrowed time, you never know if the next killer will be face camping someone just because he was looping right, or wasting your time when the other survivors did objectives. That's on you, not on him. It will be a stop for camping? Don't think so, is something that works because other survivors want to do what they have to, is a team after all.

    Camping should be punished. I'm not talking about reports, it's stupid to report someone for taking advantage of that. But maybe by losing BP. When i want to get some easy BP i'll just queue killer do a challenge, make an offering and i'm good to go, 25k secure. Survivors getting camped get like 8k BP because someone was standing right next to him. I've played friendly killer and got more points than that. Make punishment for anti-fun actions. Add that to the emblems. If the killer stays on certain range from the hooked survivor make him lost BP, it's just for a good cause. Newer players don't need to suffer this anti fun mechanics, no one actually. And also, if you don't camp, and just go for every single survivor, you get more BP. Really don't know why there's people who still doing those things.

    Survivors already lost a lot of points by don't doing certain tasks and sometimes there's no need for him to do it but the game will take away almost 6k for that. So i think it will be fair.

    Tl;DR: Killers can control the pace and have more advantages over survivors. People just don't use them right. Camping should be at a cost of BP so they don't get rewarded by spoiling the fun to someone or whatever excuse you have.

    All of what you said is really determined by who has the more experience, the killer or the survivors, and if it's a SWF group or not. If you're going against a red rank SWF you will need to be on point with your decision making as a killer. Depending on which killer you are many of your choices will be reactionary instead or proactive.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403512#Comment_1403512

    Almost any perk has the potential to be game changing if the right circumstances are given


    @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403521#Comment_1403521

    • Pop
    • Corrupt
    • Almost any hex perk
    • Im all ears
    • STBFL
    • Gen aura perks

    Etc etc

    Give us your game changing story on HEX: The Third Seal, lol.

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403262#Comment_1403262

    According to the dev earlier in this thread, Ruin tends to last until the end of the match around 50% of the time. While I'm not exactly opposed to this idea, it may also seem a little unnecessary.

    It could work and encourage people to do more totems which could help against NOED as well.

    Also earlier in the thread he said he didn't know the data on red rank matches. The 50% was a number used for overall matches.

  • @Zaitsev said:

    This is pretty much the most fair version of DS that can exist imo. Let me know

    1. Only lasts 30 seconds at Rank 3, but never goes down during a chase.

    2. Deactivates upon repairing a generator, entering a locker or being fully healed.

    3. Only one DS is active at a time.

    If a perk has this many stipulations there is something wrong with the perk by design. Plus #3 sounds like it can get complicated real fast.

  • The dead hard through traps should be changed, I completely agree with that. Maps and perks that see traps are so rarely used as is I feel that's an unneeded change. I think some interesting addon's to give the trapper to change up the gameplay a little bit would really help. Like something that would make him play more like hag or freddy. An example of that I would like to see is an ultra rare addon that starts you with 10 traps but they're easy to escape from and can be sabo'd with toolbox.

  • yeah that would be a pretty solid build. Me personally I can't play altruism without we're gonna live forever. As altruistic as I may like to be im a greedy sob for some bloodpoints. :P

  • As I mentioned in another post, however they decide to fix it the mmr should be killer specific, not killer overall. People who want to try new killers shouldn't be greeted to swf red ranks.

  • Nevermind, mine have magically reappeared!

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403016#Comment_1403016

    The totem spawns on new maps are much harder to find than the old ones. They have improved them. Just not in the way people were thinking.

    Agreed, if the totem spawns on older maps were better it would be a perk worth considering. If red rank data shows it goes down too fast I'd suggest a NOED like buff where the totem appears dull until a certain amount of generators get completed. EX: rank 1 ruin shows dull until 1 gen is completed and rank 3 until 3 gens completed

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403039#Comment_1403039

    I run it regularly on legion and bubba. Im an r1 so usually mm puts me ahmgainst decent players. It does ok, outside of the games where someone spawns on top of it id bet it lasts to mid game most of the time, and usually by the time they cleanse it im already way ahead. Its a decemt perk.

    Legion is probably pretty good but I find bubba to be an odd choice. Ruin always seems to work better on killers who have decent map control. I can't get mine to last midgame most of the time so it isn't very valuable for me.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403039#Comment_1403039

    I almost always check by rank any time I do analysis. I do not recall what I came up with on Ruin, and I don't have access to the stats right now.

    That's okay, if you can report back in a couple days I think we would all appreciate it. I really wish you guys produced stats more often, I'm interested in seeing the numbers on things like that and how individual maps might affect ruin breaks.

  • Hmm...what would make killer better? I think the first thing is matchmaking. Each killer has their own learning curve wheras playing as survivor only has one. Therefore matchmaking shouldn't be done by your overall killer skill but by each individual killer. The game kinda forces you to stick to one killer as you climb ranks because you know if you try a new one you're going to have a bad time until you get around the curve. I think that's probably one of the biggest problems with people wanting to play killer.

  • Hey Almo, what are those statistics in red ranked matches? I would guess that number is closer to 10-20%. There's a reason why slugging and unbreakable are gaining a resurgence. Hell, I don't even run pop on Freddy anymore. If you are rank 20-10 Ruin and Pop are fine. If you are getting into red ranks against swf teams you cannot be spending time popping gens.

  • They've changed instaheals where it now works as a HOT but it's still the same principle if you know what you're doing. My main point still remains.

  • The way you describe your grievance with mori's is as if this is an actual competitive game. It isn't. Very little in this game is balanced, for killers and survivors alike. The same argument can be used by killer's with keys or insta heals etc.

  • Hey Spencer, my reccomendation to you is to be a 'farming killer'. Soon as you start the match look for the first survivor and try to get their attention without acting a threat. If you see one near a gen just walk up and smack the gen. Go around the map and try to get the other players on board that you are here to farm points. After you let them do a gen or two they'll learn to trust you and you can even start hooking them for points. once you've hooked all the survivors twice you can decide if you want to double cross them, haha!

  • Macmillan estate= HOME. I swear we get a macmillan map 25% of the matches when we SWF.

  • The ranking system as a whole needs entirely reworked. It's fine for survivors but if you are a rank 1 killer and try out a new character you're going to get wrecked game after game until you can improve the hard way. That is not the way it should work yet it's been like this since launch.

  • Been playing since launch, r1 killer and survivor here and I'm going to offer up the same suggestion I've done since year one. Add VOIP to the game and balance perks and killers accordingly around full SWF. Obviously randoms can be extremely rude/annoying so the ability to quick mute (ALT+ left Click a character name on the bottom left of the screen) would be needed but that's what needs to be done in order to actually balance the game. Simple, easy and effective.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391101#Comment_1391101

    Their asking for a QoL buff for Freddy so you know which direction you'll be facing after teleporting. Often times people can try for sneaky plays by teleporting to a gen near a survivor...only to accidentally run the wrong way after teleporting because of how easy it is to lose track of direction.

    Yep I got it. Again, would make for a good addon tied to aura reading or something to that effect.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391084#Comment_1391084

    just google statistics for Europe. There are 6 % in Europe, while there are differences in the individual countries, with the highest being Germany with 7 %.

    but this doesn’t matter, the point is there is no reason to exclude LGBT from Videogames. It shouldn’t hurt or affect you that chars are LGBT, it isn’t shoved down any throats if there is just a mention of it in the lore in DbD. There are of course other games where the inclusion might be wrongly executed, but this is solely about DbD and you don’t know how they will handle it. I am not asking for it, never have, but I think it’s not the false thing to do.

    also the chars don’t really represent the world population at all, the Entity cherry picks and is looking for people with strong emotions, will to live, hope, having gone through struggle and coming out of it bigger. I would argue there are many LGBT+ people that would fit this.

    I really want to just let this go but you keep putting words into my mouth. I've never said I don't' want to see LGBT in videogames. So you keep arming your arguments around ######### that isn't being said. What I DID say is that in this game it's not needed and by doing so is merely pandering. I also don't want to see an over-representation of a small group of individuals who have a very large mouth in everything pop culture. And I have google'd the statistics, again...you are only concerning yourself with western countries.

    Clearly you are simply going to live within this bubble with no common ground to be had to best of luck to you.

  • Oh I see. Yeah I think that would make for an interesting addon.

  • I'm hoping that they are implementing this because the license for ANOES has went back to the craven estate. If we can get a Robert Englund Freddy I would pay for that.

  • I think what they are trying to say is when Freddy starts the teleport process to survivors to add a red aura for survivors to see. I vote no.


  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388359#Comment_1388359

    It’s certainly higher than 3.5 percent though. That was this study for the USA and only reflects those that openly admit to being LGBT. But please show me the source of 1-2 percent worldwide (honestly interested because that sounds very incredible). BTW its higher in western countries because there are countries that literally kill people for being LGBT+. Or other punishments. And regardless of the number, saying a minority should not be represented in a Videogame just doesn’t make sense.

    And I am not playing word games, I am just saying what the tweet was saying, they said they did unintentionally include hetero relations and will now not restrict themselves anymore from excluding LGBT+. They never said they do it just for representation. But it really doesn’t matter in the end. BHVR said they want to include/represent/not-exclude LGBT+. It’s not about bringing in sexuality, that is not new in DbD (Legion, Nurse, David, Ace).

    and saying „don’t play if you don’t like it“ is totally valid. This is a free market and it’s about a video game. If you don’t like it, you really don’t have to play. Actually saying „we don’t want any LGBT+ chars in this game“ is way more comparable to „its my country if you don’t like it get out“.

    you really don’t know how they will implement LGBT+ representation, you kind of assume just because they will include it they will manage it wrong. But for all we know, they will just mention some relationships or other lore bits in backstory and tome and thats it. You don’t have to let it affect you. There will not be enough people so full of hate that this will have an effect on revenue of the game.

    You're going with your feelings about the statistics. If you have evidence to the contrary please provide it. It''s natural for USA to have one of the highest % because we have the most individual freedoms across all countries. There isn't a single study (that I'm aware of) that does a global look across all countries, however you can parse the data from each individual country. I don't really want to argue with you. I'm just saying you don't need to have gay characters in every videogame, movie, tv show etc. It's getting ridiculous. If you disagree then we'll be butting heads endlessly. All I can say is I'm familiar with these developers more than most and if they can't implement a single patch without major issues nobody should be confident in their abilities to take on social dialogue.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1385160#Comment_1385160

    The devs made it clear that they are inclusive and don’t want to exclude LGBT+. And that extremely small bracket is not as small as you might think. It’s not all about representation but just about not-exclusion.

    if you are not okay with it in DbD you can just stop playing it.

    you could also just not let it affect you, it’s really as simple as that. The lore in this game is really something that doesn’t get thrown at you.

    Non-exclusion means inclusion, which means representation. Please don't play word games, that isn't going to work. LGBT population is small. It's very small. 3.5 to 4% is the highest and mostly seen only in western countries. When you consider world wide that number drops to 1-2%. Saying if you're not okay with it you can stop playing is the same argument as "it's my country and if you don't like it get out". Not going to win too many arguments with that one. There is absolutely no need to bring sexuality into a game that has nothing to do with the topic. If the developers want to to touch on social commentary or politics they should tread lightly. People will take your advice on their own accord, revenue in the game will drop and that will unequivocally affect everyone here. People are getting tired of this backdoor social justice non-sense. We don't need DBD turning into Last of Us part 2.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1385160#Comment_1385160

    The devs made it clear that they are inclusive and don’t want to exclude LGBT+. And that extremely small bracket is not as small as you might think. It’s not all about representation but just about not-exclusion.

    if you are not okay with it in DbD you can just stop playing it.

    you could also just not let it affect you, it’s really as simple as that. The lore in this game is really something that doesn’t get thrown at you.

    And what do you think it is? Gallup suggests 4% and that's quite a stretch. Non-exclusion means inclusion, which is representation so not sure what kind of wordplay games you're after here.

    "if you are not okay with it in DbD you can just stop playing it." Right, so we're using the "this is is my country and if you don't like it get out" kind of attitude? I don't think you're going to sway anyone to your side with that. You also can't say to me don't let it affect me when this mentality of inclusion has to seep into the crack and crevice of everything. I'm not homophobic I just don't see why a game that has nothing to do with sexuality has to broach this subject at all. It feels forced and contrived and if the developers start feeling the need to add their opinions on social commentary or politics into the game then they will most certainly start seeing losses in revenue and that will unequivocally affect everyone.

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