NoShinyPony
NoShinyPony
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- NoShinyPony
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You pip fast in the low ranks. Even if the team doesn't get all the gens done, you personally can collect enough points for the pip. Surviving is not a requirement.
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@Beckzfeehan7 said:
https://forum.deadbydaylight.com/en/discussion/comment/623454#Comment_623454
Sorry for late reply. We play Solo and SWF. Solo he gets games short time. He gets queued up with me and it takes my amount of time.
It literally makes no sense
Not only do different ranks have different queue times, queue times also differ between solo and SWF. (And it also matters if it's a 2-, 3- or 4-men-SWF.) Everything influences the matchmaking.
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Obviously, you have to play the weak killers differently than Nurse or Spirit. You also have other limits. An average Nurse will do better than a good Leatherface.
Just play those killers that you enjoy.
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@Awakey said:
What's new. In the roadmap, they're going to work in this after the next chapter (correct me if I'm wrong)
Almost. Rank reworks are scheduled for next year.
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@Jonathanskilz said:
You need to hit a gen thats why you safety pip also its very easy to pip
Kicking gens doesn't give any points towards any Emblem category. It's not relevant for pipping.
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This is one of the biggest topics here on the forums and discussed in many threads. Bottom line: Some people think it's okay how it currently is, others want to have a 2nd objective for survivors being implemented.
Nearly nobody wants a simple increase in gen time because repairing gens is not exciting.
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The current timer is long enough already to punish campers and make them lose the game, provided the other survivors focus on gens.
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We have a subforum here for fan creations.
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Of course this bug exists. It's absolutely clear when you had only one offering and lost it when the match got canceled. No room for confusion.
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Since one can't differentiate between intentional and unintentional dc's, all dc's have to get punished.
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Congratulations! 🎂
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So one or two survivors keep the Trapper busy with disarming his traps and making him go back to the totem to reset his traps all the time. Meanwhile, the other survivors have all the time in the world to do gens.
Sounds like an easy win for the survivors.
Also, after 3 gens are done, the Trapper will most likely realize that he won't win with this strategy and abandon his totem and go for a chase instead.
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@PhantomMask20763 I like the first picture! Good job!
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Glad to hear that DbD can still give you a feeling of horror! :) I'm happy when I can experience some jumpscares.
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BHVR will be at the Gamescom (if you aren't familiar: World's biggest fair for videogames from 20th - 24th August). Chances are high that they will be using the media attention to present the new chapter there.
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If you are nearly the same rank, do you play at different times of the day? I notice that the time of day influences my queue time.
Edit: I assume you both play solo surv and not SWF.
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Re: Imbalance:
It's unrealistic to expect DbD to be 100% balanced at some point. But this game is so far from being balanced that it is currently simply unfair. It should be done a lot more to bring this game closer to balance. A fair game will be more fun for most players (except for those who want to troll or who don't want to put effort into getting better).
This game has been even more unbalanced in the past, but that doesn't mean that the current situation is okay only because it used to be worse. If the devs decide to make killers more powerful, then that's the right decision.
Re: Unfair game:
Your example of Panama playing football vs. England is good. Panama vs. England is a balanced match. Both teams have the same chances in winning. England usually wins because they are the more skilled team. Everything as it should be.
Now imagine Panama and England were equally skilled, but you tie the shoelaces of Panama's players together and tell them to "adapt".
Re: Usage of items:
Franklin's doesn't help when the killer faces 3 toolboxes. And Franklin's doesn't help you either when a survivor comes running with an insta-heal to pick up the person you downed in front of your eyes. I don't want to make this a super-detailed discussion, just Franklin's isn't this super-powerful counter against items.
Don't forget that killers don't dodge items out of spite or because they want an easy game. They want a fair chance winning, that's all.
(No worries, I don't take this discussion personally. I just don't see lobby dodging itself as the problem. It's only a symptom. The problem is the imbalance.)
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I'd say it's normal to jump into a locker to avoid getting tombstoned. Also killing themselves on the hook so the last survivor has a chance getting the hatch.
I absolutely understand that this is frustrating for the killer, but these are just tactical decisions.
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@My_Farewell said:
https://forum.deadbydaylight.com/en/discussion/comment/622241#Comment_622241
If only one side had broken op stuff then it wouldn't be balanced, that's why i said it is.
That is not how balance works.
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@My_Farewell said:
https://forum.deadbydaylight.com/en/discussion/comment/622042#Comment_622042
This game is quite well balanced (not perfect) and both roles have broken op stuff. If as a survivor i don't have any problem with ebony moris, prayer beads and stuff i expect the same treatment with my instaheals, keys or whatever (and the same when playing as a killer).
"This game is quite well balanced" and "both roles have broken op stuff" can't both be true at the same time. (The latter statement is correct.)
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@Aven_Fallen The problem is the imbalance. Imbalance is unfairness. You are correct when you say that Trapper is not as strong as Spirit, for example. A Spirit might be able to handle 2 toolboxes, Trapper won't - a very good example for imbalance.
Why should a killer have to play an unfair game? Imagine forcing one football team to play with 7 players while the other team is allowed to play with 11. It doesn't make sense to even start playing that game.
And of course survivors are allowed to want to use their items. It's not the survivors fault that this game is unbalanced. But it isn't the killer's either.
If killers weren't allowed to dodge, survivors would bring even more toolboxes and insta-heals, creating more frustrating experiences for killers. Less people would play killer. That's not the way to go. We don't need punishments for lobby dodging, we need a balanced game.
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@My_Farewell said:
https://forum.deadbydaylight.com/en/discussion/comment/622021#Comment_622021
You might be a gamer but you certainly are not a pvper.
A pvper wants balanced games where both sides have a fair chance winning and skill will decide the outcome of the match.
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@Aven_Fallen Lobby dodging because of too many items is not a silly reason. Too many toolboxes or insta-heals simply are unbalanced. Not everybody has an ebony mori to bring to even the odds.
"Killers (and Survivors) need to accept that not every game will be winnable." No, no, no. A player should always be able to win when he is more skilled than his opponent. When items decide the outcome of a match and not skill, then there is something fundamentally wrong.
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You are not obligated to farm.
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@fcc2014 Oh wow, that's a super evil bug. :(
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@fcc2014 I know, and these are super frustrating bugs. RNG having a relevant impact on the outcome of a match leads to frustration for one side.
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Can there be a very small chance that a survivor might not be able to run out of the exit gate and instead slips on the ground? 😉 In all seriousness, too much RNG leads to imbalance. Luck should never be a deciding factor in a video game and we already have too many luck-based mechanics in DbD.
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I wanted to write something serious but this picture ruined the mood. >:(
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SWF groups already have their totem counter. Why talking about how to keep the gap between solos and SWF?
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@DocFabron said:
Is it just me, or are there a ton of b8 threads coming up lately?
I'm afraid only a small part of these are actual b8.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/619530#Comment_619530
Meh, each to their own.
Sure, minus Ruin = extra hard work, but I sometimes do just fine 4king and sometimes don’t manage very well in the match at all. Ruin can be in play and the survivors can still win.
Hey, you told us months ago that you play at red ranks and that you even won with old Freddy against good teams. You mentioned your youtube channel and I asked you to let me know when you upload footage. Any updates on that?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/619516#Comment_619516
Personally i’d be more specific than that and say too many killers rely on Ruin.
Ruin is necessary against decent teams, sadly.
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This game is nowhere near being balanced. It used to be a lot worse but we are far from where it should be.
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@LawrenceGordon said:
Speaking from Vanilla Experiment experience, killers have an advantage over survivors when playing vanilla. In almost all games I played the killer won.
But that heavily depends on the players. Killers rely on their perks and add-ons much more than survivors.
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"Rule #378: If one or multiple survivors dc, the killer is obligated to farm with the remaining survivors."
"Rule #580: If you don't do what I want, you deserve to get bullied."
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/618875#Comment_618875
Leatherface can do good if the player is good with him, although you’ll need add ons and a proper perk set.
You can be a good player with Leatherface and run a good perk- and add-on setup, yet you are still going to lose if you are up against a decent team that doesn't make some big mistakes. That's just the current state of the game.
If you are facing a team that doesn't play that well, you can win with every killer, and that includes Leatherface of course.
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@CoffengMin said:
https://forum.deadbydaylight.com/en/discussion/comment/618833#Comment_618833
im claiming it does not would, i still dont get what nurse has to do with this, of course no perk can carry a bad killer if its an organiced swf team
Ruin does not carry bad killers. It's just a necessary perk against good groups. The only exception might be when you play Nurse. OP is playing Leatherface, a killer with whom he won't stand a chance against groups even if he is using Ruin.
Also good groups don't have to be SWF teams but I like that you relativised your statement from before.
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@CoffengMin said:
https://forum.deadbydaylight.com/en/discussion/comment/618826#Comment_618826
what does nurse have to do with this?
You claim that Ruin would carry bad killers.
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@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/comment/618785#Comment_618785
No they are not and no we don't
But yes. Killers depend on the survivors making severe mistakes to be able to win.
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@CoffengMin said:
this proves my point that unless destroyed ruin carries low rank killers
OP is not playing Nurse but one of the weakest killers in the game. To be fair, he won't stand a chance against good groups even with Ruin. And that's not because of his skills but because of the current state of the game.
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Chances are high that Ruin will help you even in high ranks. Sure, red rank players are handling Ruin better, but you will notice the difference between having and not having Ruin equipped.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/618750#Comment_618750
So if DBD devs were to add a secondary objective to the game (when survival rates are already below 50%), we're to believe that killers would just go easier and provide more time for survivors to do it? If on average, less than half the survivors make it out a match as the game stands now, what would happen if survivors were forced to do something extra?
Currently gens are done too fast, killers need extra time. If a 2nd objective would take too long with the current gen repair time, the gen repair time could get decreased. (And hey, wouldn't that be nice? Doing gens is not exciting. I would like it if had to spend less time repairing gens.)
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I'm sure the majority doesn't complain about survivors doing their objective (=repairing gens) but about the current situation not being changed by the devs, for example by introducing a 2nd objective for survivors.
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According to the Roadmap, the next chapter will be released in September.
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Everybody working on their Adept Bill achievement
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Chase and terror radius mechanics can be abused. Why not make it so that the DS gets deactivated when another surv gets downed + hooked after the DS user got unhooked?
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I love Plunderer's. I'm currently running it almost every game.
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M&A, Nurse's Calling, MYC, Ruin. It's the meta build for a reason.
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@CronaWins said:
https://forum.deadbydaylight.com/en/discussion/comment/614873#Comment_614873
Interesting. I haven't lost any offerings.
Are you on PC? I'm on PS4.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/614873#Comment_614873
It sadly isn’t a bug, your offerings get burned (used) before you start loading.
The devs said that the players should not lose offerings when the trial doesn't start. So since you lose the offerings, I'm considering it a bug. :/