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NightWolfsFury

NightWolfsFury

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  • @AetherBytes said:

    It makes survivors invincible as long as they plan to vault a window in the next 3 seconds.

    Not even joking.

    Wait, what? I've never ran into this. I mainly play Ghostface, Demo and Plague. Never ran into an issue where I can't hit them when I should. Ik it causes a lot of issues to Huntress and Oni, though. 2 killers I've never once touched.

    Mind explaining what you mean?

  • @[Deleted User] said:

    I do it to assert dominance, "I'm letting you DS me because I want".

    Hey, eating DS is usually the better option than respecting it. Not always, but usually. Good on you. Everybody I know that doesn't respect DS doesn't have any problems with it I've noticed, me included, but people who do think it is the world's most OP and BS perk.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850543#Comment_1850543

    Like I said, it's really coincidental that my connection just happens to drop when the killer swings, or the huntress throws a hatchet, or I vault a window. How very, very coincidental that my connection is the one that drops during that fraction of a second, that tiny time frame, every time without fail, and in the postgame it just so happens to be a console player, or someone far away from servers (Russia, China, South Africa, America).

    But yes, I'm sure its definitely my connection and not server sided hit validation genuinely not working.

    I love that he leaves out the fact that this Ghostface was teleporting around after he picked me up, showing he has TERRIBLE internet. Nobody else was teleporting and he wasn't teleporting up until he picked me up.

    Because the game has to make me follow the killer around on their shoulder, so it has to try to follow his terrible internet connection, making him teleport around.

  • @HollowsGrief said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850540#Comment_1850540

    Your connection dipping happens within a fraction of a second my man, you can't notice it but it happens all the time, most servers have a bit of fail-safes built in that factor in these dips, but no it's not something you will ever notice in the moment.

    You can't tell me that for a fraction of a second multiple times in the game my "internet just dropped", which is never does. I run into dedicated hits occasionally and just accept them, but this one was very obviously not my internet.

  • @HollowsGrief said:

    Hit validation takes your connection into account as well, if you are getting hit with BS hits then it's very likely your connection was dipping at that moment. This kind of thing happens much faster than humans can see, so it's not something you will notice outside of the BS hit. Then again lets also not pretend their servers are anything special; point is, it's probably not the killer cucking you, it's either your own internet and or servers.

    My internet is consistently 80 ping, while also having someone else spectating me as it happened. Nothing bad happened on my end, as I wasn't robotic on Discord, had no connection issues in-game, or anything showing my internet had an issue.

    As you stated later on, it was probably the server, which I also stated in my OP. The DBD servers overall just suck and need upgrading. Even my friend who average 30 ping and has amazing internet runs into these issues. I've even seen it on streams.

  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849078#Comment_1849078

    Since you don't care I feel like I can have a conversation about this. Personally, I feel like killers only bring it if they are new to the killer and feel like they might need that buffer or they're just newer to killer in general. I feel like it's design was made so that people can play killers they're newer at and still feel like they have some form of a chance. There is one change I think should be made to it for sure though. If you just happen to have a good round NOED will still activate if you close the hatch, I think it should be more like Rancor where all 5 generators have to be done.

    I personally only use it on Nurse and Plague. Those are the only 2 killers I find myself struggling with so I use NOED to help myself a bit. I don't use it because I'm trying to be awful, I'm using it because I feel like it could help me get a kill. Personally I can understand the reason survivors hate NOED. I hate it to when playing survivor and it does feel cheap. It's why I mostly try to avoid using it, except for those 2 killers I mentioned.

    I feel like this is why it exists as well. Sometimes you're just not comfortable on a killer and want some help. That's why perks exist in general - to help you! But I've never really understood why people hate it so much.

    Many games I'm in that have NOED don't often result in more than 1 kill from it, of even that.

    I'm also a Detective's Crutch gamer (I call it Crutch because it helps me find totems instead of actively look for them. Lmao), which could be why it doesn't bother me.

    If I suspect the killer has NOED by how they play, I'll cleanse all the totems as a just in case. If not and they end up having NOED, my perk showed me where the totems are and I'll go check the spots.

    I think MAYBE 1 in 10 NOED games does it actually carry. I feel people complain too much about it when it is unnecessary, similar to DS. Most times I see people complain about DS is because they respect it WAY too much. You shouldn't often respect DS unless there are 2 or less gens left or you absolutely have to. I almost never see really good killer streamers respect it, because you shouldn't. And if people didn't, I feel they would have less of an issue with it. I know I've never had an issue with it because I don't respect it. But this is an off-topic rant.

  • @BC_Jack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846646#Comment_1846646

    I agree with your opinion. However, i see it as a strategic option for some people who do not have the experience and skill to decide the game before the last generator is completed.

    A change for NOED is, in my opinion, appropriate. You could remove the additional speed or make it a no Hex totem but limit the exposed effect to 2 minutes.

    I never use it as a main killer, but I understand that the perk is important for many other players, but not really well balanced for today's game.

    I honestly think a way NOED could be reworked is a token system, like Devour.

    As you can see, most people dislike that it rewards poor play/unearned kills, but if they did a token system, that would change.

    1 hook could do nothing, 2 hooks give a small speed boost for it, 3 hooks give the full speed boost, and then 4+ hooks give the exposed status effect.

    This makes it more of an "I need some help during end game" than something like, "I'm playing poorly and can't get a hook. Let me have this perk do the job for me."

    It honestly only seems like bad killers tend to run NOED. I rarely run into good killers who have it. Not dating it doesn't happen, but it is usually the killers who aren't all that good.

    Regardless, I don't really find NOED a problem and couldn't really care less if it ever did get changed.

  • @Pulsar said:

    Keys.

    I've had 23/44 games with a key in them

    Seriously???? O_o I rarely ever run into keys. I think I've only ever ran into 3 total, but I don't play a crazy amount of killer.

    To stay on topic, as for what annoys me - a survivor that sits at the exit gate, wasting a killer's time. It's even worse if they were the worst player on the team, can't loop, have a really low score, or if the killer was wholesome and they're being an a-hole for no reason. Like, why?

    I get it if the killer is tunneling or bring a jerk/BMing, you might do it back, especially if you're the one being tunneled and survived. Regardless, it just seems so unnecessary... I'll only ever do it if the killer "deserves it" by playing like a jerk for no reason.

  • @ChurchofPig said:

    I don't consider myself a killer main anymore, but I do still play more killer (even though it's like slightly more). I find the combo annoying, same with NOED, but what isn't acceptable is this idea survivor mains have that they shouldn't have to do totems or something like that. NOED has a glaring weakness, that's doing your side objective. Survivors overlook that to say "NOED IS NOT HEALTHY GET RID OF IT! NERF IT!"

    I think the biggest reason people dislike NOED is because a lot of times, it rewards poor killer play. I rarely see really good killers run NOED because they don't need it, but you can always tell when a killer will have NOED by how they play, and it's usually bad.

    With this in mind, a change they could do for NOED is a token system like Devour, for example. 1 hook does nothing,2 hooks will give you speed boost. 3 hooks will give you the full speed boost benefit (or even more since it is a tier system here), and then 4+ hooks will give you the exposed effect.

    It awards you playing better and not just giving free value no matter how crappy you played.

    Regardless, NOED has never bothered me, so I don't really care. Lmao I don't really think any perks are too powerful on either side, outside of thinking Undying is a bit too bloated.

  • Nobody should be taking what another person does in a video game so seriously. If that player is getting that frustrated by how the enemy player is playing, they might need a small break from the game to recollect.

    A killer I went against today immediately started raging at us because there were 3 DS's in the game (none-of-which were even used) and saying, "bet you guys are going to tell me to off myself now." Like, this isn't healthy... It isn't worth your mental health.

    This guy just kept going on about how he should die because he was expecting us to say this stuff when nobody BM'd in-game, nor did we do anything to warrant this response.

    If what people say or do impacts your mental health that bad, you probably shouldn't play too many multiplayer games or for very long. We can't control the rude people and they'll never go away. We just have to learn not to let that stuff get to us when it arises. If you can't, it just seriously isn't worth the mental decline.

  • It's sad because as a killer you're actually *screwed over more* if you have good internet, which shouldn't be the case... It makes no sense.

    With good internet, a killer might miss a window hit that a killer with worse ping will hit most of the time. Why is that a thing? Why are we being punished for having acceptable internet...?

    I honestly believe that server hit validation didn't actually exist at this point. Or if it does, it's not actually coded to do anything. As survivor, I have yet to run into one situation where I think hit validation actually helped me, but had PLENTY of situations where I ask, "where's the hit validation there?"

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848843#Comment_1848843

    Just because a few streamers say something doesn't make it true. Most survivors in this game are trash, it is to be expected that streamers who play this game for a living have gotten so good at it that their opponents just no longer provide them with a decent challenge.

    Repeatedly match them up with 4 survivors who are equal to their skill and know how to coordinate and I am willing to bet the streamers wouldn't think that killer is "too easy"- Unless of course, they're playing Freddy or Spirit.

    Agreed. That's why I think MMR will help. The game overall is fairly balanced, but there are some things that need tuning/help.

    I'm not personally saying killer is too easy. The person was just trying to claim how "difficult" it is for these players without Undying/Ruin, which is completely false and misleading. They're trying to use an argument that doesn't even exist, so I called them out on it is all.

  • @Nossy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848629#Comment_1848629

    Exactly. And when those pro players like him or truetalent/tofu run meme/non regression build they have to slug/proximity camp/tunnel the ######### out to actually 3 or 4k sometimes even 2 with keys tho they have 5000+ hours. Now imagine people who are not paid for playing.

    The funniest being they rarely Get shitted on on end chat cause good survivors know that without that they ll get 0/1 kills top the time gens get done.

    I see Tofu 4k religiously, even before Ruin/Undying, WHILE reading chat and barely paying attention to the game.

    Not to mention, him and many killer mains are playing more and more survivor because "killer is too easy". Morf is on record for saying this as well. He just said it earlier this week on stream, same with Zubat.

    So Idk, chief. For people who actually watch these players, this smells of BS.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1815830#Comment_1815830

    Jesus the amount of times i see this you realize that it has more flaws right?

    That idea swings between too weak of a nerf and too strong depending on what survivors you go against along with the situation. At worst you go against a strong swf who gen rushes and you don't have the time to find all survivors and you have to go after who you see and if you try to find whatever survivor you haven't hooked that survivor will hide. you can also get a survivor that likes to play stealthy which is more likely once they see the hidden offering. At it's best for the killer you get back to back chases and hooks on all 4 survivors and the nerf does nothing.

    That idea is very simple and im positive the devs considered it as well but they choose mori's on death hook since they thought it was more balanced and it is compared to that idea since it is equal regardless of what survivors you go against or how they play.

    Well, as other people have said, offerings aren't supposed to be overly powerful. They can help give a slight edge or do something silly, but never give you a sheer edge. Moris shouldn't either and they weren't balanced. Now they are.

    If people are so upset about Moris being weaker, then they're just not a strong killer player if they actually had to rely on them to secure kills. Any good killer player/killer streamer I know has no issues with this change because they either never used Moris or knew they were broken and see this as a positive change. It still has benefits for death hook.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813317#Comment_1813317

    provide a better rework then, there isn't one out there i have seen in all my time in dbd that has no flaws other than the boring one we got. Almost every post on a Mori rework mentions Mori's limited to survivors on death hook and the responses were pretty much "I wouldn't mind it but..." or "I'm sure they could do better" but no good solution other than that gets brought up.

    Also that scenario is as common as you make it, all you have to do is find the person as soon as they are unhooked and boom instant pressure since your chasing an already injured survivor with no protection since you bypass it with the mori. It is extremely common once EGC starts since your only good option is to camp and go for the savior but if BT isn't used with a mori you can even kill the unhooked without worry.

    They could've made it to where Moris could not be used until all survivors have been hooked at least once. There you go.

    But I also dislike what Moris do for the game, so I'm happy with where they are now

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482647#Comment_1482647

    There is literally nothing they changed that made using Nurse easier. It was literally only changes that made her harder to use and handle. I don't know where you got that idea from.

    There was never "free" value like Freddy has with Dreamworld. You always have to aim, time, and execute a blink (or chain blink) attack. If you miss you are punished. Nonsense argument.

    I agree though Billy didn't really need a cooldown feature like Nurse, they both had built in punishment and using their power was sufficiently hard enough to count towards that. You don't make something take a lot of skill just to do, and then throw crummy resource management on top of it.

    What I meant by that was Nurse's only punishment was a very short fatigue timer that you could have add-ons to reduce and make very minuscule in the grand scheme of things. That small distance you gained on her in her fatigue was very easy to reel in as the Nurse once you became more proficient with her. Her having basically no draw back to not executing a hit after her blinking was a problem, combined with her add-ons that made her rank on every single killer tier list as the only S-tier killer in the game.

    While she does require a lot of skill to get very consistent at, that does not mean she should have been left the way she was. She severely over-performed compared to the entire killer cast once you had a grasp of what you were doing with her.

    While I think she needed to be brought more in line with killers, I think they went about it the wrong way. The recharge meter on her blinks was not the way to go. It makes her overall more frustrating and less fun to play, which is never what you want to do in a video game if you can find a way around it.

    I guess overall, my argument is not about ease of use, punishment, none of that. My base line argument is that I agree with you - they are screwing these killers over in a way that only hurts the game. They need to think of other ideas that brings down power level (although, Billy didn't need it), but keeps the killer around the same level of fun factor. Nerfs never feel good, but adding unnecessary mechanics that make it even worse is always a bad thing.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1481954#Comment_1481954

    Nurse was fun to play as and against before her nerf. Post nerf you dodge her once after baiting her second blink and hold W, congrats, you have outplayed her. Her frustration factor playing as her shot through the roof (despite the fact it was still fully possible to 4k consistently) and I'm legitimately bored against Nurse now because it's so easy to juke 90% of them and win.

    Billy was fun since he required mindgames if you were caught out in the open. A good loop timing beat him, a well timed dodge when they weren't expecting it beat him. Now it's just let him overheat himself and then he's a trapless trapper for a while. SO FUN to play against.

    Yeah, it sounds like we're on the same page. While I personally think that new Nurse can still be a difficult foe when in the right hands, she is easier to handle versus old Nurse. At the same time, old Nurse was basically free value like current Freddy. There were no set backs for being a bad Nurse. There is now a punishment for it and a stronger learning curve, BUT I do think it was done in the wrong way.

    Adding annoying mechanics like blink recharge timer and overheat on Billy is not the way to go for balancing. It just makes it more frustrating to play as the killer and we want to keep them just as fun and engaging.

    I personally never really heard people complain about Billy, but I have heard people say that if he even needed changes to begin with, it should have just been some add-on adjustments. Same with Nurse. For Nurse, maybe a bit of a Blink functionality change, but it didn't have to be what it is now.

  • @LordRegal said:

    A killer with "adequate levels of counterplay" who you already didn't see often at high ranks because of said counterplay, will rarely be seen again (after the few days of everyone looking at how he plays before abandoning him). Absolutely disgraceful work by the devs, it's like they learned nothing from Nurse.

    I mean, Nurse is still the best killer in the game. The only thing they did was make her more annoying to play as, which, yes is bad balancing for the killer on their part. It's a game. You still try to make mechanics fun, not frustrating. They didn't really change how strong she is, though.

    As for Billy, I don't know if I've ever really seen people complain about him. I'm surprised he got any changes at all. The most I ever heard about him was maybe some adjustments on some of his add-ons. That would've been the perfect tweaking. Not giving him a new overheat mechanic (that also makes him more frustrating) and a loud, weird sound scream when he chainsaws.

    I agree that they should've learned from the Nurse not to add annoying mechanics, but I'm not sure what else they should've learned otherwise.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1406403#Comment_1406403

    I just know how the game gets with things like grabs for example. I'll sometimes be stuck with my hand out for AWHILE while the person I tried to grab just runs away.

    I've never ran into that one before. What happened in my situation was that nothing happened at all. The killer saw me standing there. My arms weren't extended either. I was just standing there at 0% while my Feng was screwing off and I couldn't move. My friend didn't get unhooked or anything. She was stuck on the hook the whole time, even after I went down to the second hit (which takes more time to get the second judgment hit than unhooking takes).

    Nobody around me froze or showed I was lagging in any way. My character just got stuck. Not sure what happened or why.

    First time ever running into that.

    I see it like the killer getting stuck on some window vaults and being unable to move. The same happened to me with unhooking. The game went on as normal, but I just couldn't move or stop "unhooking".

  • @LordGlint said:

    Mightve just been lag

    Possibly. I haven't really been experiencing lag spikes for a while. I did have one like a month or two ago where I lagged out, but I was in the middle of a heal and could still move. Everyone else started floating off and I teleported back.

    This situation, everyone was moving like normal, including Pyramid Head. I was able to watch him hold M2 and then M1 as he released his power and everything. Just got stuck while everyone was continuing to do everything as normal.

    If it were a lag spike, wouldn't everything have just stopped moving like before or been slow or buggy? Everything was normal speed when it happened.

  • @LordRegal said:

    They did "fix a bug" and there's a noise notification when a save from a cage happens now, but I do agree that the lack of information is absolutely massive.

    https://forum.deadbydaylight.com/en/discussion/comment/1404371#Comment_1404371

    I personally used the auras of the cages to make it easy to discern where survivors were. If a save happened super quickly and there was a gen nearby, it's safe to assume the saver was on that gen and I should go there to disrupt the now two people working on a gen. If I cage one person and hook two others in quick succession, it is safe to assume the cage is the target of the fourth survivor, but with the change it is now impossible to contest the cage until after the save has happened. It's drastically reduced his ability to apply pressure when using the cages in scenarios when you wouldn't be tunneling.

    Literally every single PH I've ever went against used to use cages solely to tunnel. The moment someone was uncaged, they knew where it was, went to it and immediately tunneled the person knowing they don't have DS. And if they recently used an exhaustion perk, their exhaustion would still be on CD since it isn't a hook, ensuring the kill. Every cage I saw was always in a dead zone too or a T and L where they're still screwed.

    This killer is beyond anti-fun. People thought Deathslinger or Legion was bad, now all I hear from any streamers is complaints about PH the moment they find out he's the killer. It's a problem and they're trying to solve it a little.

  • @CrusaderNella said:

    When a Gen is finished. A Grace Period should start for like 2 minutes where no generator can be worked on.

    Before you say, oh that is so wrong and busted and will make the killer OP. Think about this.

    These are 2 minutes the survivors can use and not worry about genarators. In this time they can:

    1. Heal themself or a team mate
    2. Cleans a totem or two
    3. Locate the hatch if possible
    4. Clear Killer traps
    5. Just hide.

    I feel like this might be a fairly poor decision for balance. Something like the killer getting a speed buff for X seconds after a gen is done might help. The moment they get into a chase, if the speed buff is still active, it will deactivate and they will return to their normal speed.

    Maybe this could help with better map pressure?

    Not sure. The devs are working on killer early game, though. We will see what they do in the upcoming months.

  • @Mozzie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403220#Comment_1403220

    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

    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.

  • @BigBrainMegMain said:

    My theory is that:

    Ruin was nerfed to stop killers from using it because devs didn't want to fix totem spawns. Even though they stated, they said themselves they were going to work hard on improving their spawns.

    80% of killers used Ruin, now the number dropped, and the totem discussion no longer exists.

    GG devs. You got us with Nurse, and you got us with Ruin.

    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.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394780#Comment_1394780

    7th best is still pretty bad, but fungoose is a really strong player.

    Out of 20 killers, rating 7th best is a very good achievement. I believe he did the ranking when there were 19, but still. That's putting him better than 65% of the killers.

    But I feel Bubba can only be that good when he has the perfect build. There's no way he is in the top 35% of killers.

    While FunGoose is an extremely good player, I just honestly can't accept that one if he is making the claim for base Bubba without add-ons.

  • @EmpireWinner said:

    Bubba's garbage

    Yet, I still love playing as him

    It's hilarious because FunGoose ranked him as the 7th best killer...

    Dunno about that one. Like, in the right hands he can do well, but many other killers can do much better.

    He also ranked Pig as one of the worst killers, which I feel isn't true. She's definitely lower mid-tier. Not good, but not bad.

  • It could be different than my prediction, but is really good killers can crap on most survivors (typically the average survivors), what does that say about the average killer that struggles to kill average survivors?

    That the game is survivor sided even on an average level or that the killers need to improve?

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394515#Comment_1394515

    Thats because the matchmaking and ranking system are broken. If youre always playing "strong survivors" then those averages are going to drop. A broken mm system doesnt make the game balanced

    Sweaty killers versus sweaty survivors will make no difference to nearly any of the community as that's like the top 1%.

    If stats show that average players struggle after MMR changes, of course make changes to balance this better, but the MMR change is really only going to affect top ranked players, as that's where to really good survivors will be. Lower MMR killers should have a hay day because high ranked killers can easily smash lower ranked survivors, showing a skill gap between the average player and good players.

  • @m0rtalk0mbat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394515#Comment_1394515

    Killer streams IMO are not indicative of anything except the fact that people like watching those who are really good. The biggest issue right now is gens being done too fast and no hexes or perks that slow them down in any meaningful way (besides pgtw).

    They should just bring back the old hex:ruin for killers that are ranked between 1-4, that would help drastically.

    Why is that not indicative of anything? They play the game around it's most optimal, which is what the game should be balanced around.

    Why give a crutch to the player base that can't play very well? This game has an extremely high learning curve for both sides that take over a thousand hours to really get the hang of.

    There are plenty of strong slowing perks I'm the game. Corrupt is one of the strongest early game perks, Discordance gives strong info on survivors and which gens you may need to give attention to, Pop (which has carried so many games I've played against it), Ruin is still amazing for killers with strong map pressure, etc.

    Old ruin was actually very easy for good survivors to eat through compared to now. I never used to say ruin carried a game back in the day, but I have multiple times since it's rework. But I never struggle to hit great so checks consistently, so that is a personal difference which is not indicative of the whole community.

    While it may be weaker overall due to survivors struggling to hit great skill checks no longer have to worry about that and hunt totems all game, it is extremely powerful in the right hands. For killers like Huntress and M1 killers, ruin is weaker to be fair.

    There are also good mid chase perks that can help shut a chase down faster, allowing you better map pressure.

    The amount of kills you secure is based on skill, as most times you will go against average survivors that a streamer would easily 4k. If you struggle, that would speak volumes about your skill as a killer and improvement is needed. Not for you to be hand fed a 4k by survivor nerfs and reworks.

  • In the roadmap, they explained when they expect these things to release. They're all still in the works, such as dedicated servers having an update expected at the end of the year.

    Most devs don't release this information before it is finalized because things could change, which would upset the community more than if they kept quiet.

    Blizzard learned this the hard way with Overwatch for example. Jeff (lead designer) had told the community he was hoping some update would be out in the next week. It got delayed and the community EXPLODED and reemed him for it, even though he made it clear that it wasn't guaranteed.

    Even very vocal devs don't often give updates until they know when it will be implemented. At that time, it is typically going to be released shortly anyway.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394198#Comment_1394198

    It depends in the size of the mistake, overextending a chase in a very safe spot is a huge mistake, one of the worst in my opinion, it would be the equivalent of getting downed while attempting to body block a killer so now he has 2 hooked people in the same area (this is espcially grave if the other 2 standing are already hurt), in both scenarios one side has made a fatal mistake and unless the other screws it big time things are not going to end well.

    You cant compare overextending chases to taking a medium vault or dropping a pallet one loop earlier, those are mild mistakes akin of missing a hit on open field or getting juked for 5 seconds (you shouldnt lose for 1 or 2 of those and if you do, you have made way more mistakes and you dont notice them).

    This right here. Just yesterday I was watching Ayrun's stream and he saw that one half of the map had a disgusting set up and he said he wasn't going to go to that side of the map at all and is going to let the survivors have it. Sometimes you just have to let a chase go or not even entertain a survivor on a strong set up. Let them 3-gen. Force the survivors into the poor area of the map layout. It'll put the match a lot more in your favor more times than not.

    Some of us, myself included, ignore that it is a strong set up and should be ignored. Sure, survivors might do 2 or 3 gens over there, but then you're forcing them to have to do gens all in close proximity on the weaker half of the map.

  • Of course it isn't... What do you expect from someone with so little experience? He has played mostly survivor with me and started picking up killer and maining them just in the past few months.

    If he is doing that well in such a short amount of time, it's obvious that other killers are making even more mistakes than someone who is basically new to the game. Will he be a rank 1 killer? Probably not any time soon. He's still new and learning killer.

    You also conveniently ignored my comment about streamers who play killer optimally, as they rarely struggle to get more kills than escapes. The community just isn't as good at killer as they want to believe if they can't at least average 2 kills per match. These streamers just prove it. We have more learning and self assessment to do.

    I also stated that they would still get hammered by really good survivors, as yes, the game is balanced more in the survivors favor, but most survivors aren't that good. You will very rarely run into a match where you get stomped by the survivors because most of us just aren't that good at survivor or even killer too.

  • @m0rtalk0mbat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1389734#Comment_1389734

    The average kill rate is way under 2 right now for almost all the killers i believe.

    The old ruin was a bandaid but it worked at slowing game times down in high ranks well enough.

    The new ruin is just garbage, it wont stop gen rush at the start of the match which is the biggest issue. Corrupt intervention CAN stop it if the survivors are a bunch of potatoes who cant run 5 seconds into the direction the killer spawned at.

    Have you seen statistics on this? Any streamers I watch is 3k+ on average, both of my friends who play killer also average 3k+ and one was a green rank a few days ago that just got up to rank 6 and only has 200 hours on the game.

    If people are averaging less than 2, that's not on the game balance. That's on their poor game play. If my friend with 200 hours in the game can do it, so can others, and he makes A LOT of mistakes in his matches. He streams it for my other killer main friend and I on Discord.

    Many killer mains that play really well average a high kill ratio, which is indictive of the game balance right now. They play the killer optimally, we don't. They will still get stomped against really strong survivors, but again, that is very obviously far and few as I see less than a handful of games where a streamer gets less than a 3k during their stream.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1393717#Comment_1393717

    Uh...did you read my comment? Because what I said included the words "across the board" which would include streamers reading chats. Ive been tracking my stats and average 3.2 kills per game, but i know the difference between a team of potato's and good survivors and theres way more potatos than there should be. Of course good killers are getting 3ks most games. Its fine if you dont believe me, everyone will see when mmr goes live. Because the imbalances in this game are going to become glaringly obvious.

    God survivors versus God killers of course are probably going to average 2 kills or so as survivors who know the game way too well do have the upper hand, but I can guarantee that'll be like the top 0.01% of the community.

    I personally believe the MMR system overall isn't going to show a crazy gap because most players in the game, killers or survivors, aren't amazing at the game. Overall, it will be in the killers favor until you start getting in the "grandmaster" level of play because that's where at the sweat Lord's will be and where the survivors know advantages, mind games, how not to fall for mind games, small tricks that most people don't know about, etc.

    The game is imbalanced at the very top. Doesn't mean it isn't at least doing well for the majority of the player base.

    As me and multiple killer mains above have said, it's extremely rare to go against really good survivors that have a clear advantage over you by sheer skill. Most times it is just map generations that are disgusting to carry survivors and make them seem good. Otherwise, you're getting 3 kills+ per game, as you also said you're currently doing.

    That isn't going to change until you get into like the top 1% of players. Most of us are potatoes or good at best. Maps and their generations are what can cause an imbalance a lot of the time. Not the players skill.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1389734#Comment_1389734

    The problem with this is those numbers are inflated across the board for a few reasons.

    First and most important due to a poor matchmaking system I get rainbows a lot. I faced 3 20s yesterday in a game. Also due to a poor ranking system theres a lot of taters in ranks 3 and 4. A few at rank 2 but thats more rare. Tge point is between these 2 things my kill rate is way higher than it should be. People think im playin, im not, if they put in an mmr that actually functions youre going to see kill rates plummet because the best killer against tge best 4 man swf swat is still going to lose more often than win and even when he wins hes going to be miserable doing it. When that happens its going to have a domino effect and youre always going to be going against survivors that are just slightly to good. The games goinh to become a sweatfest.

    2) dcs and suicides count as kills. If someone dcs or suicides at the beginning im being handed a 4k on a silver platter in almost all cases.

    Ill also point out if its the numbers i think youre talking about theyre pretty old. Since those numbers came out weve seen them nerf ruin then shrink a bunch of maps, remove infinites and buff the ######### out of 2 killers. MOST of the changes theyve made have benefitted killers. So if we go off their actions and not the numbers they gave us, it seems they are aware how imbalanced it is. We also know theyre doing something to slow down the beginning of the game, they wouldnt do that if the game was "very balanced."

    You discounted my comment on all the streamers who all seem to do very well on killer while also reading chat. All MMR will do is make sure super sweaty killers go against super sweaty survivors, making the game fun for none of the above. It will help for lower ranks and *hopefully* fix the rainbow colors. But again, ALL players are with or against rainbow colors. It can skew data, but people act like 4 man rank 1 elite survivors are the only thing they get which is far from true. It's actually extremely rare.

    Many killer streamers don't have a hard time securing at least 3k+ per match. MMR is only going to make the lives of high MMR players, killer and survivor, living hell as everybody is going to be try Harding because they feel like they have to.

    I also said fairly balanced. Not very. Killers haven't received huge buffs. Freddy and Doctor were reworked sure to being bad, yes, but Spirit and Nurse were nerfed and ruin was changed. Not exactly nerfed. It was nerfed for lower ranks for sure, but was heavily buffed for killers with strong map pressure. It was a nerf for some and buff for others.

    Clown and Trapper both received QoL changes at best, not even true buffs. These are really the only changes I can think of that have happened in the past year.

    Gens are problematic, I will agree. Early game pressure is an issue for killers, but the game isn't as imbalanced as people claim. It's doing alright. Still needs fixing of course, but not as bad as people claim.

  • @Voyager said:

    https://forum.deadbydaylight.com/en/discussion/comment/1389734#Comment_1389734

    The problem with those statistics is they undoubtedly include solo queues and no-color ranks.

    If we're talking about SWF red ranks? Or even red rank solo survivors? If you exclude the stats for killers facing those survivors, they'll be extraordinarily different, tilted in favor of survivors.

    The statistics were inclusive of all ranks and situations, which include SWF and solo queue. It was also based off of rank specific stats, so not everything meshed together under one stat. Basically meaning SWF and solo queue are all included under one rank due to it being a killer statistic per rank.

    Don't get me wrong, a 4-man SWF who all truly belong in rank 1 and know how to run a killer can dominate, but that isn't all matches. It isn't even a lot of them. I watch a lot of killer main Twitch streamers and they run into a game where they only get 1-2 kills every like 1 in 5 games, if even that low. The rest are potato survivors or teams that they get at least 3k's on.

    I feel like people over exaggerate how often you run into really good survivors because I rarely see them on Tofu's, Umbra's, Zubat's, or even Ayrun's streams. They mostly 3k+ per match.

    Again, a SWF of really good survivors will definitely tank a killer, ensuring 0 to maybe 2 kills, but it isn't really often.

  • @WaitHowDidIDoThat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1389734#Comment_1389734

    Those statistics were skewed by how easy it was at the time for survivors to reach red ranks. Having survivors that should be a lower rank running around in higher ranks allows killers in each ranking area to appear more successful than they actually are, because they are going against people that should be too easy for them.

    I don't think you've played as rank 1 killer against good rank 1 survivors. It's pretty ridiculous how easily they can escape if they do things right. They can mess up many times, and still get out. But, as killer, if you mess up even a few times it can cost you the match.

    Personally, I've gotten used to the game as it is now, but it's not as fun as it used to be. Almost all of my killer games require me to give up a lot of chases because the surv is heading to the shack, or a really bad combo of jungle gyms. I also like that survivors don't die easily. It's fun to be challenged, but I really wish they would get rid of the stuff that allows survivors to succeed without trying very hard. Too many second chance perks that stack, AND gens are fast. They need to balance those two dynamics for survivors.

    I'm not a red rank killer, this is true. I don't play killer too often, but I definitely know that there are some disgusting generations on maps. Even I will be in a chase, see shack, then a safe pallet around cars, followed by a jungle gym next to another car with another pallet, and then a 4 lane and just go, "wow, this set up is disgusting."

    I actually ended up running a pig around for nearly 4 gens (3 were done, but the 4th popped as I got on the hook) on it while only dropping 2 pallets on that one setup. The 4 lane, which was the most unsafe one and the car pallet next to the shack.

    The Pig ended up realizing I was the strong survivor on the team (solo queue) because she never chased me again. I ended up searching a macabre box near another survivor that basically instantly went down at the car loop while still having the jungle gym and shack. She ended up hitting me on the box and leaving me slugged due to my DS still having about 40 seconds and another survivor picked me up after.

    The others went down like flies and it slowed the game way down. Only 1 survivor died and that was due to NOED.

    Trust me, I get how broken the game can be, but you go against just as many potatoes as you do good survivors. You can't always look at the bad games and say that is the only thing that happens. Even rank 1 killers get purple and even green rank survivors and vise versa.

    Hopefully with the new MMR system, statistics can show what is problematic and be fixed in the future due to a more reliable system.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391141#Comment_1391141

    Its not that the killer hasnt found someone else, but rather that the killer should be acting to keep ppl off gens. If you're on a gen, they should get you off of it. This is how you act to apply pressure as opposed to focus on 1 survivor at a time and ignore the rest of the team.

    You can do this in multiple ways other than going after the same survivor, though. I've played killer plenty and always try to leave the same survivor alone at least for a little bit. While I'm not a red rank killer, I've played against red ranks before.

    I'm a Ghostface main, which is a killer with fairly low amount of map pressure and have rarely felt the need to tunnel someone or go after the same survivor.

    My proof of this is that I've literally never once been DS'd, nor have I come close or even slugged a survivor in anticipation for it. I 4k a good chunk of my games or give hatch to the last survivor.

    This may be because I don't play enough killer to consistently go against red ranks, but it hasn't been an issue so far.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1390964#Comment_1390964

    So if you work on the majority of a gen, and the killer downs you after youve done it for 50 seconds...youd consider that being tunneled?

    I mean, if a killer hasn't found anyone else in that time frame, that's a problem.

    I consider tunneling a killer going after the same person within a short period of time. If the killer can't find anyone else because the survivors are immersed, yes, that is still tunneling, BUT the killer can't help it in that situation.

    That's why tunneling isn't so black and white. You may have a different definition of tunnel than I do as well. But all I know for certain is you can definitely do 20-30 seconds of actions before a killer comes tunneling you again. It doesn't just have to be "this person was just unhooked and I'm going to ignore everything but that person".

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1390905#Comment_1390905

    If your working on an objective, you should be free game. Theres no reason why the killer should be powerless to get you off a gen. That should be a pretty clear point that your not being tunneled if your doing objectives.

    Yeah, but I said touch a gen, not work on a gen. But regardless, even if you're working on a gen after being unhooked doesn't mean that the killer isn't going to come right back for you.

    That's why the minute timer exists. Within that time frame, the killer may not go after anyone else in that time frame, and if this is the case, that still means you're being tunneled.

  • @PigMainClaudette said:

    Doctor can be 100% countered by a pallet or a window.

    He is also a Pressure Killer, meaming that you are meant to dislike going against him BY DESIGN. He's ALWAYS meant to be there.

    He does have tracking, but there's also an issue to be had from the Doctor player: if I zap 3 people with Static Blast, which one do I pursue?

    Also, by giving up the way you do, you are actively sabotaging the rest of your team. Stick around, try to counter him. When you see his hand wave down, jump to a side where possible.

    Whenever I hear a doctor charging and I know I'll be hit if I don't get that action, I will quite literally mash my space bar and it typically works in time. LOL

  • @ALostPuppy said:

    32m is standard tr. A lot of people run monitor so that makes it 40m whilst in a chase. A lot of people underestimate just how much ground that covers. It would be so easy to keep DS up against almost every killer once it's active. You would essentially have it for the rest of the match, and the killer would be punished even harder for not tunnelling you and then eating a DS as they would now have absolutely no clear way of measuring when it expires. This would be absolutely broken.

    DS needs some kind of full-on rework. My idea was an infinite timer until that person gets healed, interacts with a gen, or another survivor is hooked. Then killers would only get hit by it if they were tunnelling, which is what the perk is now supposed to prevent. (I don't really care nor agree with what the Devs say: DS is an anti tunnelling perk, at least now. You could've made that argument before it's change that it wasn't but now its purpose is absolutely to stop tunnelling)

    The thing is, just because you get healed quick or touch a gen doesn't mean the killer isn't going to get right back on you. This would discourage people from wanting to do any form of objective just to keep DS up. I feel like this is why it has a timer instead of anything else. It can be hard for the game to determine whether you're being tunneled or not. Bring able to do one action quick or getting a WMI heal doesn't mean you're not going to get tunneled right after.

    There are some strong fundamental flaws with this rework.

    You don't have to be chased the moment you get unhooked to be tunneled.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1390818#Comment_1390818

    Everyone is free to learn to play stealthily if they don't like being chased. If not, don't worry, I'll be there to rescue them from the hook.

    Of course you are! You bought the game. I'm not going to flame or talk crap at the end of the game. Just being blunt that nobody likes it and it makes every else's life harder. If I have more than one stealthy survivor in a game, I'm quite literally dead on arrival, which is extremely unfun.

    Then the killer has to go moaning and groaning for 20 minutes to find the other people who are Urban Evading and using lockers.

    It's just not fun for anyone else but that survivor.

    But as I said, you bought the game and you get to play it how YOU want to, not how others want or even expect you to (expect to, in the sense of how people expect killers to play, I.E. the Killer's Rule Book. Not how you play personally, just killers in general).

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1389878#Comment_1389878

    I'm glad to see another stealth aficionado. I was beginning to think all survivors had bought into the idea that you absolutely cannot survive unless you loop.

    I personally dislike playing with/against stealth-based survivors because that almost guaranteed you or someone else on your team is going to get tunneled because the killer has a hard time finding others.

    You're basically ensuring someone else, as well as the killer, doesn't have any fun.

    It's why a lot of people bring Moris against Blendettes. Nobody likes stealthy survivors.

  • @ALostPuppy said:

    32m is standard tr. A lot of people run monitor so that makes it 40m whilst in a chase. A lot of people underestimate just how much ground that covers. It would be so easy to keep DS up against almost every killer once it's active. You would essentially have it for the rest of the match, and the killer would be punished even harder for not tunnelling you and then eating a DS as they would now have absolutely no clear way of measuring when it expires. This would be absolutely broken.

    DS needs some kind of full-on rework. My idea was an infinite timer until that person gets healed, interacts with a gen, or another survivor is hooked. Then killers would only get hit by it if they were tunnelling, which is what the perk is now supposed to prevent. (I don't really care nor agree with what the Devs say: DS is an anti tunnelling perk, at least now. You could've made that argument before it's change that it wasn't but now its purpose is absolutely to stop tunnelling)

    The thing is, just because you get healed quick or touch a gen doesn't mean the killer isn't going to get right back on you. This would discourage people from wanting to do any form of objective just to keep DS up. I feel like this is why it has a timer instead of anything else. It can be hard for the game to determine whether you're being tunneled or not. Bring able to do one action quick or getting a WMI heal doesn't mean you're not going to get tunneled right after.

    There are some strong fundamental flaws with this rework.

    You don't have to be chased the moment you get unhooked to be tunneled.

  • @caz_ said:

    better would be seeing the killers aura for 3 seconds but there is already one perk what does that. its one of steves perks i think.

    and what you want would be unbalanced.

    To be fair, many perks in this game do basically the same thing as each other, some better than others. An example is Spine Chill versus Premonition. While they basically do the same thing, Spine Chill is better by far and can provide you benefits in a match just by having the killer look at you.

    I don't think it would be too bad of an idea giving WGLF similar qualities to BBQ, as that is it's counterpart.

  • I like the second idea. The last one seems beyond broken. Maybe just a haste increase, similar to Blood Pact. Unhooking a survivor within 32 meters of the terror radius (camping, proxy, etc.) grants the hooked survivor 7% haste for 10 seconds, maybe? This way if it is used to farm (which it typically is), it at least gives the hooked survivor a better chance to reposition and give you the stack.

    Outside of 32m could give you and the hooked survivor 3s of the killer's aura? Maybe both haste and aura reading could be a buff at the same time, otherwise only one or the other if this is too strong.

    I believe BBQ is 32m, which is why I used that as the baseline distances for the two ideas I used.

  • Question: can survivors still stand behind the killer at a hook and stop them from hooking? I did it ONCE before in like November or December and have never seen it happen in a game since.

    Was this fixed or is it still possible?

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1389734#Comment_1389734

    Two kills don't get you ranking up though. It's unbelievable. There is no balance the devs just don't care about killers they have more or less admitted that on live stream before. They are all for survivor. It's stupid and boring. Nerf the pallets, nerf the loops - (the previous nerfs weren't even nerfs they just made the loops more effective) and nerf gen speeds. Bring ruin back to the original state that will provide balance

    The thing with this is the ranking system is what is wrong, not how you deem a win or loss. You should be safety pipping for 2k and pipping for 3k+ unless you played in an overly scummy way.

    All survivors shouldn't have to die for it to be a win. If that were the case, killer would become BUSTED beyond belief.

    They've released many killers since 2016 that can shut down loops well, including Deathslinger, Pyramid Head, Freddy's rework, Trapper (with his faster trap speed, auto reset add-on, being able to reactivate a trap without picking it up), Hag's traps, Huntress (debatable. She definitely struggles with loops against a survivor who knows how to play against her), the Nurse, and more.

    You have many options to choose from and they are currently working on revamping the ranking system, which will *hopefully* fix the killer pipping system, as I know to remain rank 1, you basically have to at least 3k at all times.

    Ruin gets a TON of value with how it works now-a-days, but it has to be ran on killers that can apply strong map pressure, otherwise you run Corrupt for early game set up and pressure which helps immensely in late game.

    You may get stomped every once in a while, but so do survivors. Loops are tedious for everyone, trust me. That's why I love playing against the Nurse. No loops, no BS infinites, just mind games. It's so much more fun.

    But overall, the game is actually fairly balanced for what it is.

  • The thing about killer is people put way too much weight into "I need to 4k to win" mentality, which isn't true at all.

    0 kills means you got stomped. 1 kill means you lost. 2 kills mean you went even, both sides played well overall. 3 kills means you won. 4 kills means your stomped them.

    This game overall is fairly balanced for the most part. A statistic was released that the killer with the lowest win rate on their worst map still had a 52% kill rate, which is VERY balanced when you think about it. Their worst map, they still kill at least 2 survivors on average.

    People just need to get out of this mind set of where they must 4k to win. It isn't true. You will WANT to 4k, but you don't need to for it to be considered a tie or win.

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