MrPenguin
MrPenguin
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- MrPenguin
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Video is on point for reasons why I'm worried for DBD's future. A lot of these are long standing issues that just seem to get worse. Hopefully it gets saved before it starts to get too ugly, but with the current atmosphere and attitudes it really does not feel like it will.
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We just need better matchmaking and ranking system, a team of 4 decent survivors will do fine most of the time in my experience on both sides. The problem is all the potatoes running around in "high" rank.
If we can get decent matchmaking and the problem still persist then we can talk a bit more. Can't really say with the current system.
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I don't know how specific I can be when every match with every killer so far has had frame issues on both sides. The only specific example I can think of right now is on Ormond against a Billy the frames got so bad a one point he instant transmissioned into the killer shack while I was on the gen with someone else. Probably only a few meters but still.
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Getting a team together that actually knows the game very well. A lot of problems would be better or even not there in the first place if they understood their own game better :/
Instead we have the OoO comments and Clown is apparently a sleeper pick.
In terms of something more concrete:
a) rework the hook system so camping and tunneling are no longer optimal so people can stop crying about the killer doing their job and the killer can reasonably actually do their job without camping or tunneling.
b) balancing survivor second chance perks, so nerfing them. Been a long standing problem for too long
c) Improving the quality in the game. Fixing bugs, adding game modes, ect.
d) Selfish one: fix/buff/rework Demo and Legion so I can play them without expecting a pain in the booty match that I probably won't win if the survivors are decent every game.
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@Boss said:
Oh absolutely.
Ever since consoles joined my lobbies, there's been more running straightforward without plans and/or purpose.
I mean they'll use loops like normal, but from what i'm seeing, they don't look back as often, and thus going around and hitting them on the other side is somewhat more easy to pull off.
They also seem to like to 360 a lot more, which just never works.
I'd say that's more a controller limitation thing. It takes much longer to look around on console. Say I'm looking right, if you're coming from the left it could take me a good second or 2 to even look over that way, let alone react. Not to mention lets say you come right after I turn away, it could take 2-4 seconds to look back that way. Whereas on pc is just flip, flip, flip.
Same with running, its very easy to run into a wall if you're looking behind you because of how long looking back then looking forward again can take all together, so a lot of console players play in a way they look forward as much as they can afford. Console you have to look back and judge how long you can look forward based on distance from the killer and if you have time to look back again. Again, on pc its just flip, flip, flip.
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I'd say its more a control difference. Everything on console is sloppier and slower due to controller. Even just looking behind you. You could have 2 equally skilled players, but give one a controller and give one M&KB and there'd be a noticeable difference.
Additionally there's also a performance difference. Not saying PC doesn't have issues, but playing DBD on console is like trying to play through a power point presentation sometimes.
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I've been playing with a premade, with no communication, for a bit recently and at most 1 of us died in any normal match the vast majority of the time (normal just means no mori, no iri hatches ect.).
It's really just your potato teammates, just having 4 people who know what they're doing is enough to have that survivor edge over most killers in my experience.
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The only issue I could possibly see is "I don't want to potentially have to wait for someone to bleed out or for the killer to stop proxying their body so I can heal to have a chance at escape or not.", expecting the killer to play a certain way just because you don't like it and bad mouthing them for it can be seen as entitled.
But if that's not what you're saying than no neither side did anything wrong.
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@Antrapace said:
https://forum.deadbydaylight.com/en/discussion/comment/1712485#Comment_1712485
Well it’s free on Xbox game pass, figured Sony and steam would have a similar deal.
a) No the game is $30 on ps4 and $20 on steam, not counting dlc for the full game which quickly adds up
b) You have to pay for game pass don't you? Not free.
I thought this was a joke but now I'm not sure with this response.
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Can't say for Blight, but Demo is one of my weaker killers. His shred slows him down maybe a bit too much at base and his add-ons need more that affect the shred. Everything past yellow affects his portals.
Additionally he gives out so much free info to the survivors. Land a hit? Roar. Miss a shred? Whine. Teleporting? Roar. Walking with undetectable? Stomp Stompy. Survivors always know whether he's chasing someone or teleporting, so they always know whether that are probably safe or should be more alert.
I don't pick him expecting to do well, so a lot of the time that'll turn me off from picking him to begin with.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1707954#Comment_1707954
Fair enough. Still is something that should eventually be fixed.
Yes I agree. Was just explaining a bit more about it, I don't think it should be that way though.
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@Terro said:
It's probably because the devs didn't really test the serums and how well they worked on the killers. At least that's the current theory of why it says "may have unknown side effects on certain killers". They're not going to let you keep the serums in killer side in case things go screwy in the future. Nothing to do with sides.
The only side effect (afaik) is that blight gets an extra rush token. Every other killer just gets the speed rush dash thing.
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@CashelP14 Spirit and hag look way down, like to their side of the pallet or the ground, most killers look towards the middle or even the other side. Their angle is just really bad for flashlights. Not impossible but you need to know exactly where to aim as its different than the other killers and it can be more finicky as the pallet itself can get in the way.
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I don't believe them doing damage control for the outrage of the non-event is exactly generous.
What even is the event? Some skins that you have to pay for. So the event is basically "yeah give us money". How generous.
If people weren't so upset about there being no real event for Halloween in a horror themed game, we'd be getting nothing right now.
Not to mention the people who got kinda screwed by the price reduction. The people who showed support despite what happened got hit the hardest, feels bad.
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Looks like they're not interested, at the current time, in doing anything about the people who paid full price if this thread is anything to go off.
Hope I'm wrong though, that really sucks.
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@MandyTalk Thank you! Got worried I did something wrong for a moment, nice to see it was something positive instead. Just trying to glean what I can without going too far and share with the community.
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The only thing these stats did was reinforce 4 things I already believed even if its not the whole story. GF is just a weaker Myers, people overestimate PH (he's still strong, js), Billy "nerf" didn't kill him, and Demo needs buffs.
But no you can't take these stats as the end all be all for balance, especially without considering why they are what they are. Like Nurse being harder to play so her kill rate is low from people learning her.
Another example is everyone lower than Legion has some sort of aim or learning curve higher than most killers, but everyone over him is pretty simple. So he's the weakest simple killer and those with lower kill rates than him are probably because of having to learn that particular killer or aim. So while of you go off this he's fine, in reality he's still pretty weak if the survivors are decent. Exception being Wraith, he's just weak without good add-ons.
Just my take. But I'm sure people will run wild with these stats, here's hoping they don't.
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More people believe it was a nerf or in-between.
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Agree completely. Recently been playing much more survivor just because I'm getting tired of dealing with killer things.
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Still pretty... questionable in my opinion. Small things get changed while there are much bigger glaring issues (DS, Keys, Mori's ect.).
Honestly the game has been pretty stagnant. it really feels like the devs and balance team are very out of touch with the game and the way its works/is played. The lack of transparency/communication doesn't help much either. The survivor favoritism shown frequently (not all the time, but too frequently) kinda stings, and that's as someone who plays both sides. I feel bad for the killer mains, at least I can just hop over to survivor.
Its like, small things get changed, but big problems remain, and more problems get added. The changes are very slow, even ones that could be simple and help a lot.
I'm hoping for the best in this game but it really doesn't feel like it'll change anytime soon, and its not in a good state atm.
That's my current view at least.
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I play both sides and have been playing for 2-2 1/2 years (around Spirits release), I disagree. My survivor games are so stress free its silly compared to killer, unless I'm playing the top of the pool like Spirit, Freddy, ect. or get lucky (see below) and get potatoes.
The most I'm usually in (survivor side) is a group of 2 (me included). It really is either the random survivors somewhat know what they're doing and you're fine or they don't so they throw. Even solo, if the survivors are somewhat fine the games pretty ok.
I've been in a 4 man but no one was in call or anything, we still rolled killers for the most part. You don't need communication to be doing strong survivor things, you just need to have decent teammates.
One of the many problem from my experience is that red ranks are so easy to get into, and matchmaking is so borked, that its pretty much up to random chance whether you get teammates that are decent or get potatoes. If you get a potato who gets caught early its pretty rough.
That's not even going into some of the dummy thicc strong perks survivors have right now (like DS, BT, ect.). Survivor perks are a bit much for how they have 16 in total and the current gen time/map design problems.
There's a lot more to the equation, but killers in general are the weaker side if both sides are decent. Some things push them over (like Spirit, Iri heads ect.) but overall, they are the weaker side.
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Too much grind, too much imbalance, too much us vs them mentalities in the community instead of considering both sides.
Absolutely not :)
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Is tunneling gens also going to be reportable?
No because that's the objective.
Same for killers but with kills.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1688668#Comment_1688668
There's also the little matter of the fact that the killer add-on is in effect all game while the survivor add-on is a one time thing for 20 seconds.
Killer is going to get FAR MORE USE out of their add-on than survivors will of theirs, on average. Like even if all 4 survivors brought the add-on that's 80 seconds versus an entire game (10 minutes or so?).
its not all game, its only after a hook. Its not like they're dashing whenever they want all game.
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@0mikeya0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1682556#Comment_1682556
I'm not twisting sh*t, the op asked if it was an anti-tunnel perk and the dev said NO. When the perk was first created, it was not meant to be an anti-tunnel perk. You could tell just by how it functioned. It clearly got reworked and it does help with tunneling. I am glad you cared enough to dig up that info. Now me, I don't care that much... I rarely even use DS. I don't even play DBD as much as I used to... I was just passing on info that was NOT twisted to fit my narrative.
Calm down, I never accused you of twisting it. There are those in the community that are and that's leading to the misinformation. I specifically said "people" not "this guy". General use my dude, context.
Also the devs didn't say "NO" as far as I know. DS was always intended to be anti-tunnel, anti-camp, and anti-farm. They talked about the original version not lining up with their intentions, which was one of the reasons they changed it to begin with.
Devs never said no, they said the opposite as far as I have seen. They said yes. Now if one of them does say "no" now, they'll be contradicting themselves.
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I agree with the edited form. If bloodlust is supposed to prevent long chases, then losing it for breaking a pallet is kinda dumb. I always thought that. Would help with the gen time/map design problem a little as well.
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I'm not a main but Spirit is my go to when I want easy games.
Stridor is the obvious choice because of Iron will. Even if you end up a little further from a survivor due to it, your post phase speed boost lunge helps a lot and should land a hit anyway.
Have good headphones.
Don't be afraid to phase after a healthy survivor, but don't give up an otherwise easy hit for it.
Phasing in shorter burst is better in a chase. Only long phase for travel.
If you're having trouble following scratch marks use predator. It will pretty much give you a red brick road right to the survivor.
Spies from the Shadows works while phasing so you can consider it. Very hit or miss perk however due to multiple factors.
Master the Spirit art of standing still and watching survivors. React accordingly.
Keep in mind what a particular survivor does when you phase or stand still, they'll probably do it next time.
Be aware of the sound bug that makes survivors just stop making any sound. Annoying but just treat them like they're healthy and its not really a problem, just annoying.
That's about it, Spirit is pretty easy to play for how strong she is so with just a little practice you should be fine. I only play her here and there and she's easily my strongest killer.
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They could just make their character stop moving and make struggle automatic (which should be done anyway) and you just rejoin if you're not dead. Same for killer, just stop moving, rejoin if the match isn't over.
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I play both sides.
I think they're mostly fine, they shouldn't be over 30-40 seconds though.
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@0mikeya0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1674515#Comment_1674515
Idk if anybody else has said anything already or not, but last I checked the dev's specifically said DS is NOT an anti-tunnel perk. That is just what the community came up with.
@0mikeya0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1674244#Comment_1674244
It was never meant to be an anti-tunnel perk.
quoting from another post I made about this same thing:
Yes it was. Don't know who lied to you.
"serves the purpose to protect you from being tunneled/ farmed"
source: https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike#latest
Also if you're talking about what that one dev said, he said its not "purely" for tunneling. So it still is mostly for tunneling, just not only. But for all we know the other use case looks like being farmed if the first source is anything to go by. That quote being twisted is probably the biggest piece of misinformation floating around DBD right now.
"The idea of it being purely to stop tunneling came from the community."
@Zeus saw you asking for a source of the quote so I linked you in to this post. The quote is being twisted by a lot of people to fit their views as stated above.
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@Artick said:
DS was never advertised as an anti tunneling perk, that's just something community assumed and kept repeating. With the rework they simply wanted to reduce the time DS can be used from unlimited.
Yes it was. Don't know who lied to you.
"serves the purpose to protect you from being tunneled/ farmed"
source: https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike#latest
Also if you're talking about what that one dev said, he said its not "purely" for tunneling. So it still is mostly for tunneling, just not only. But for all we know the other use case looks like being farmed if the first source is anything to go by. That quote being twisted is probably the biggest piece of misinformation floating around DBD right now.
"The idea of it being purely to stop tunneling came from the community."
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The only thing I would possibly change is Ghostface not activating it while stalking. His power already has a cooldown. But even then its very minor. When I play him I just approach backwards and take the quick hit if I suspect Spine Chill.
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As killer: A game where I can play how I like to, no tunneling no camping ect. and feel like I had a fair shot. So basically a longer match with survivors who don't play optimally, but still put up a fight. You usually find this around purple ranks if you're not using the top few killers. Also no perk abusers, please if you have DS or BT, don't throw yourself at me (for a save or otherwise) or jump in a locker from a gen. No smol builds pls. A 9-12 hook no sweat game is my aim.
As survivor: A game where my teammates aren't potatoes, farm me, or DC. Again, a longer match, and the killer doesn't just camp someone. I'm actually fine with tunneling, just find it boring to do myself. Camping just makes the game more M1 simulator than it already is. Also a game where the killer is not Spirit, Myers, Hag, Hillbilly, Cannibal, or Freddy. Just those 6, I'm fine with the rest.
Should go without saying, but no keys or moris, or dummy thicc strong add-ons.
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@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.
If you're playing killer and trying to follow "The Survivor Handbook", the only "allowed" killers are Trapper, Wraith, Blight, and Demo. The rest are too strong, boring, or have one shots.
Or you could just play your own way since everyone will find something they don't like.
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I agree. The best advice I can give is to not care about the outcome of the match, but that's easier said than done. Survivors are the stronger side, so there's going to be matches where you just can't do much depending on your killer.
Red rank killer was the worst experience in my DBD life. I stopped playing as much recently and rank reset put me back far enough where I'm at purple ranks right now. Honestly very refreshing to be able to not tunnel or camp and have a decent shot at a game. I hate doing both of those but at red ranks if you don't tunnel 1-2 survivors you just flat lose a lot of the time. Heck, often when you do you still flat lose due to factors out of your control, especially if you don't play the top few killers. I don't want to play Spirit all the time either.
Currently trying to do as much as I can to not rank up too fast without throwing, I just want to have fun with the game man. I'm already seeing smol builds everywhere. Maybe I can maintain purple and keep my fair playstyle where it fits, but its not looking likely with how easy it is to rank up.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1662446#Comment_1662446
3) They brought the flashlight and followed you while the other survivor was being chased. You aren't allowed to mechanically prevent them from doing what their sole mission for having a flashlight is... he will run out of batteries eventually or mess up the timing anyway.
Just 5 minutes before you post added the things about dark clothes and T-bagging (The emotes were considered taunting in another rule).
Killer 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)
Killer 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)
Survivor 16) No 99%ing the gates to play around Blood Warden. 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)
Survivor 17) No item stacking - 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)
Ah, I understand now, Thanks. Must have missed the rule update, unfortunate timing I guess. Definitely saving this to show those rulebreakers.
(Nice wording by the way.)
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Can we get clarification on 1-3, I don't understand, do we just allow the flashlight save?
Shouldn't we also add Dark clothes Claudette, Adam, and dark clothes in general to the second list? That's just hiding in plain sight.
No T-bagging, pointing at, or waving at the killer after dropping a pallet or vaulting a window. No Wraith Bell spam.
No staying at/near the gates, survivors must leave as soon as able.
No 99% the gates.
No stacking slowdown perks (if any slowdown perks at all). Forever games and red bars are not fun. In fairness to this rule no stacking speed up perks on the survivor side.
No item stacking. Additionally only a max of 2 survivors can bring in items in fairness to the no Franklin's rule. No chest perks allowed to try and circumvent this rule.
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@NotTheodore said:
This isn't that broken of a combo really. It only works, and i mean ONLY works if survivors completely ignore the 5 totems around the map. Considering the meta has been changed slightly with the addition of undying, very rarely can I attribute a loss to undying, ruin and tinkerers. It is good, I will say that but it isn't broken. Especially since it's easy to counter just by doing the bones and hoping you get undying first. If the game starts and two survivors find two active totems immediately (which happens really often), you already know one of them will be undying. You can't exactly down both survivors and stop both totems from breaking totems now can you?
This. People are making it sound like it an every match thing where they get the worst outcome. The combo is a gamble just like any other hex. Undying goes first, then ruin. Boom down to 2 perks. Then there's all the in-between like ruin, undying, ruin. Oh no I had to cleanse 3 totems with my team of 4 survivors.
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Give it another 5-10%
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Balance around good/decent team of survivors. Not a 4 man swf depip squad or anything. Even coordinated solos can give killers a run for their money with no problem right now.
Do the same for killers. Not everyone is a sweaty 4k only Spirit and Freddy Otz level killer. Killers deserve to have fun too.
So probably balance for a skill level a higher than the average player, but not the top 5-10% or anything. Just above average.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1658134#Comment_1658134
That IS Thana’s original purpose. It was designed with Nurse in mind, and how it works on other killers is an afterthought.
I don't think that's accurate. There's plenty of perks, old and new that have nothing to do with the killers functionality from whence they came. For example Wraith and Shadowborn, Billy and Lightborn, Legion and Iron Maiden, Blight and Dragons grip ect. Nurses power also has nothing to do with being injured. Her perks have that theme of revolving around injuries, but its just a theme. The same way hag has a bunch of hexes. If anything, Nurses perks are centered around keeping survivors injured since that's when all of them are at their strongest, not for them to heal.
You also didn't address anything else.
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This is all over the place imo:
1) Ok, sounds fine on paper.
2 and 3) So what I think you're trying to say is after you hit 4 survivors in frenzy (which isn't going to happen at all in most games fyi) you won't get stunned, instead you get slowed for 3 seconds, and frenzy takes longer to come back. Too infrequent to really matter.
4) Way too strong. You'll just frenzy someone, chase and frenzy them again since you have such a small wipe animation and you keep running during it. Franks tape was too strong before needing 3 frenzy hits with 2 separate frenzies (iirc). This'll reduce it to 2 hits in 1 frenzy.
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I did the rift once. I got so burnt out after that one time I stopped playing the game for months. Almost 2 whole rifts passed before I got the energy to play again.
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I don't know who you are to say that "the entire purpose" of Thana is to make survivors heal. Even if that's the case (which its not afaik) Thana was, and is still trash.
The reduction is so little it should never affect your decision to heal or not. Good survivors will still ignore it for gens like before. Good survivors will ignore it and decide if they need to heal depending on the situation, just like before. Now it just doesn't even slow down healing at all. Thana never did anything strong enough to change decisions unless you didn't know better. At least before it slowed people down the little bit when they decided to heal.
Its nerfed unless you're playing plague.
On that note Plague doesn't even care about the "encourage to heal" factor since people stay injured, so saying that's "the entire purpose" is wrong, otherwise that was a wasted perk slot on every Plague ever. So I guess for her gens will take a whole 4 seconds longer than before.
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I'm still seeing him about as much as before and the only Billy that ever overheats are the ones champing with their saw up and the ones generally spamming the saw.
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Every time I hear Undying complained about its treated in the worse case scenario. It can be cleansed first. It can be cleansed second. You're not always going to get 3 respawns of another perk out of it. Its a gamble perk like all other hexes. Not to mention it needs a partner hex and if they both get cleansed you're down to 2 perks.
If you want to limit the transfers it should probably be a normal perk. Having limited transfers, needing a second hex perk, and being a hex itself would probably be too much.
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@xevra said:
i see so many killers complain about DS and yall know you can counter it right? Stop tunneling the same person and u wont get DS'd Stop slugging and you wont have to worry about unbreakable stop camping hooks and you wont have to worry about BT its that simple the problem with you killers is you wanna play as toxic as possible but at the same time you want survivors to have no perks to help them so u can get easier kills while playing the easiest role in the game and yes I play killer I do not tunnel/camp its not fun for either side why tf do I wanna stand at a hook staring at 1 person thats boring if you as a killer say its fun your true intent on playing this game is to ruin others enjoyment aka you are toxic in and out of game plain and simple make w/e excuse you want to try and justify your reasoning for your playstyle but at the end of the day you're just toxic end of story
This is very narrow minded.
There's 4 problems:
1) DS hits people who aren't tunneling just because they get downs quickly
2) Survivors abuse DS and BT to affect people who aren't tunneling or camping.
3) Because of the game design, tunneling 1-2 people out the game asap is optimal, so now were also punishing people for playing the role correctly in terms of DS. The game design needs to be addressed. Its not the players, its the game.
4) One DS in a match is fine, its meta perk stacking that causes an issue.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1655803#Comment_1655803
True enough, but that's also a fundamental flaw with PH, I find. You shouldn't need to have extremely good ping in order to play against him as intended, because many people will simply have higher ping and there's nothing they can really do about it. Pyramid Head is the only killer I can think of that this really applies to, because you already can't react to a fully charged hatchet from Huntress or a shot from Deathslinger regardless of ping.
ok lets make his wave unreactable then.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1655563#Comment_1655563
Well you say that, but on my ping (usually 70-150) I already pretty much can't dodge his attack, even when I'm expecting it to come and am already looking at the ground.
That's your ping to blame, not the balance of the killer. My ping is anywhere from I believe 30-60 and I can dodge it just fine.
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Actually the change was an overall nerf, you gained a 1 second slow and 0.5 second of cancelling, for 0.5 seconds of recovery. So overall that's a 1 second negative and they gain more distance than before. Additionally they didn't address the main problem of his wave being dumb easy to dodge unless the survivor was animation locked, which is the main reason why no one goes for it, not the cooldown after. The cooldown after would be fine if the attack wasn't so slow and narrow with restricted aiming/movement.
If they really wanted to push this angle they need to reduce the cooldown further, otherwise the actual wave needs buffs.