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Munqaxus

Munqaxus

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Munqaxus
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  • I expect Killer queue times will be awful as killer/survivors players realize how lopsided the game is right now and switch to killer only and as survivors get frustrated and stop playing the game until the next patch.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1230442#Comment_1230442

    LOL no it didn't.

    You can pip on the current emblem system with a 0k if you stall the game long enough, get at least 1 hook on everyone, and get a lot of chases and hits. Legion is especially good at this because it's so easy to max Chaser/Malicious with them.

    As a killer, you should never pip with a 0k. The emblem system can get you to a point where you keep getting 0k and pipping. It's no fun when that happens.

    The old system kept you at a level where you could actually get kills. It still had it's flaws, because the Devs weren't using the same system on the survivors which cause killers to be put against extremely good or extremely bad survivors. But over all, for killer, it worked.

  • @thesuicidefox said:

    Sure, I get punished because other survivors are bad.

    Newsflash, survivors are not a TEAM. You have the same collective goal, but if I wanted to I could leave you to die and just leave. Which I will if it's clear there is no way to save you without dying myself.

    Also killer pips used to be based on kills and it was awful.

    This thread is just not well researched or thought through.

    Killer pips based on kills worked very well.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1228375#Comment_1228375

    Yes, it will. Which is why I like OhTofu’s recent idea to add more mindgame pallets and window vaults in addition to the map size reduction and removal of infinites.

    What BHVR is messing up with is removing the broken things like God Loops AND taking away pallets and strong loops.

    It’s like if they were to nerf Ruin AND NoED in a single patch.

    I really liked OhTofu's youtube video about that.👍️

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227443#Comment_1227443

    @WRussoW Regardless of whether he’s “good” or not, he’s still destroying teams despite making mistakes which confirms his point.

    I completely agree - playing killer in MOST games is a cakewalk, even against SWF teams. I have no idea why people complain so damn much.

    That being said, I’m glad infinites are being removed and large maps are getting reduced in size. And there are some maps that just have way too many pallets (Badham with Shack God Loop, the school with at least 2 completely safe pallets, the basement house with a safe pallet, and lots of strong filler pallets like the car loops).

    If killing survivors is easy, won't removing infinites and making the maps smaller make it even worse for survivors? I agree, I think killer is definitely easier than survivor right now and judging from last November stats, killer is making more than the break-even 2 kills per match on average (and I don't think there has really been any major killer nerfs except for hex:ruin, which really isn't that bad of a nerf in all honesty considering its still used almost every game).

    I just don't think nerfing survivor is a good idea right now. Removing infinites always needs to be done but making maps smaller, adding more dead spots and reducing pallets is just going to make the game overwhelmingly killer sided. (I plan to only play killer when these survivor nerfs come out because survivor just isn't going to be any fun, it will be 4ks every game).

  • @cipherbay_ said:

    For the most part nearly everyone knows the game has been survivor sided, only ones i can say that disagree are the ones that only play survivor or play Iri Huntress every match to try and prove a point. Needless to say, killers have had the short end of stick since day one with how fast gens could be done, im not even sure how killers were able to get a 4k with the amount of god and infinite loops that were in the game, not to mention default fast vaults, non cooldown exhaustion, vacuum pallets, the list could go on. Now we are at a stage where the Devs are balancing the game by resizing maps and reworking items. How will this fair for veteran players and new players. Well.... Veteran players will dominate massively and 4k nearly every match because of their experience, its like giving someone who rides a Unicycle a bicycle. They have already seen the bad and the ugly, any further changes is just good or fair.

    As for newer killers, they wont know the struggles it use to be, as for new survivors, they wont know what god loops or infinites are so they will learn with what they have. Veteran survivors who depended on such windows are going to be hurting because they have to adjust the most, those are the ones who you will most likely see in the threads posting "THIS GAME HAS GONE COMPLETELY KILLER SIDED REEEEE!!! I QUIT!! GIVE ME REFUND!"

    Cheers to the changes.

    #ClownBuff2020

    It's all fun and games until the killer queue is bogged down because it's easier playing killer than survivor.

  • @LegionOfDumb said:

    There is a way to make them not show up in blood webs... just take em. Get em to tier 3 and never use them. No one forces you to use them. If you didn't want his perks in other character's blood webs in the first place, you shouldn't have unlocked his teachable perks.

    Once you have them, they show up in every killers bloodweb and you sometimes don't realize how bad the perks are until you try and use them. It punishes players who have a lot of killers and survivors. There should be a way to turn off certain perks because they are just so horrible that you handicap yourself ever choosing them, no matter what you are building.

    I'm all for niche perks or perks that work with other perks but there are just some absolutely horrendous perks that need buffed or better, let players keep them from showing up in the bloodweb. There's always going to be awful perks that never get buffed, as proved by Monstrous Shrine, give us the option to keep them from showing up in our bloodweb.

  • @Aztreonam78 said:

    Dead Hard - a perk Survivors use to prolong loops around a pallet or to reach a safe spot when they had to die without DH. Awful.

    Decisive Strike - Survivors DS’ed my ass even if I don’t tunnel, I was just overperforming and downing them for their mistakes too quickly..

    Borrowed Time - why this perk got buffed so much? And it used not as for camping Killers, but for being able to be cocky at hooks.

    @Peanits , why do you ignore feedback about at least Decisive? Just why? Survivors are so nasty bcs of tons of second chances.

    Dead Hard is an exhaustion perk. I wouldn't consider it a second chance perk and Sprint Burst usually gives you more time in a chase because Dead Hard is so buggy.

    Decisive Strike and Borrowed Time is for killers that tunnel. Yeah, it sucks that they get a second chance but it sucks worse for a survivor who gets tunneled to death. Just don't tunnel and you easily counter both of those perks. The Devs aren't going to change those 2 perks because it promotes good game play.

  • @Stinde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1206033#Comment_1206033

    If you play enough to reach green ranks your wait times should shorten at least a bit. The current matchmaking system takes lower rank survivors to higher rank games if they are in SWF with a higher rank survivor and ranking up as a survivor is much easier than as a killer. These are the main reasons killers have longer wait times until green rank.

    I am green rank killer. 5 minute wait times.

  • @ZaKzan said:

    Imagine thinking the ruin nerf wasn't a killer nerf lmao

    imagine thinking nerfs to the strongest loops in the game are actual survivor nerfs, when it is EASY to run a killer for 5 gens without the use of any tiles in the middle of the map

    Honestly, I think the new ruin is just as good as the old ruin, just in a different way. You don't have to waste time kicking gens and if you run someone off a gen and they start working another gen, the previous gen is going to regress to zero. Old hex only regressed during skill checks, which was countered by salt.

    However, it's not easy to run any killer for 5 gens with middle tiles. Killers know to avoid those tiles and only strategically go after survivors on those tiles. And killers still get survivors running those tiles. Watch Truetalent or Monto, they slaughter 4 man SWFs. I consider those strong tiles as a strategic element for killers and survivors. When do you run them and when do you go after other survivors. I think it's taking something away from the game and making it a bit to easy for killers.

  • @Stinde said:

    I don't know what region or platform you play on, but in PS4 Europe red rank on both sides my killer games are instant and SOLO survivor wait times differ from 5 minutes to 13 minutes depending how late it is. If this patch shortens my survivor wait times I'm happy and I'm okay to wait my killer games a minute or two longer.

    I'm on computer but my killer wait times or horrendous. I usually play survivor because I hate how long the killer wait times are. I use to play killer more but having to wait around for 5 to 10 minutes between matches just sucks.

  • @CocodaMonkey said:

    Most of these ideas are pretty good. If they start punishing DC's I think one thing they should do is allow the other players to override the punishment. It's usually pretty easy to tell if someone rage quit or DCed on purpose versus something went wrong. I've been in after game lobbies where people will comment on the DC being weird because we were winning and they weren't in chase. It's not a perfect fix but it helps limit damage done by power outages or bugs.

    I'd also love to see a rework on the survivor ranking system. What used to count as double pipping can now count as a depip. Their most recent change was massive and has largely resulted in everyone just playing at higher ranks regardless of skill. If they want to keep this hardcore mode of pipping they need to drop the idea of seasons. No more rank resets at all as it would take good plays months to reach rank 1. If they want to keep seasons then they need to revert to what it was if they can't come up with something better. The old system was far from perfect but it at least separated good and bad players a little bit.

    I would say just punish people who hit the leave button. You can definitely tell if someone used the leave button. Maybe give everyone a freebie DC per day. After that, start punishing.

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