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NullEXE

NullEXE

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NullEXE
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  • I played Solo survivor to see what it's like, and it was easy for me after ranking killer to rank 1. I just copied what I seen top survivors do against me, and made red ranks.

    Though solo survivor is definitely more stressful than SWF. However still not as stressful as Killer. I have been getting my friends into the game, and de ranked to help them learn and level. It's very clear that being in a SWF gives you so many advantages over the killer, it takes all the fun out of the game unless you are actually bullying them. So me and my SWF started making rules like not being allowed to communicate where the killer is, or what generator's to work on. Stuff like that.

  • Imo Killer's should have an option to just turn it off in settings. Then BHVR will quickly see the real problem in this game, very quickly. When suddenly solo que survivors start getting games a lot faster, and SWF's don't find any games at all.

  • This is a whole other direction from my post. Which proves that you can pass Altruism just by other survivors unhooking other survivors, and then healing yourself when needed.

    IF no one get's hooked - ever - then no one get's Alturism points and can de-rank for escaping before 9 minutes. LUL

    Just a reminded you can check the time with the steam overlay at the start of the match, and then when the gen's are completed, you can use the steam overlay to see if 9 minutes has passed. If it hasn't then I just suggest trying to push the game as long as possible till the 9 minutes passes.

  • Killer's have to take perks to balance the game.

    Survivors take perks to ignore mistakes.

    I have said what I have said.

  • I tend to blow some extra air through my nostrils when a survivor tries to spin to dodge attacks like a red rank killer isn't going to have their mouse sensitivity set to 80+.

    Another favorite is when a survivor stands next to the window, thinking they are gonna sneak back through behind me when I come through it, like as if I'm not gonna turn around with the push of a button and take the free grab.

    Don't believe everything you see on YouTube kids. Nine times out of ten they are de-rankers against killers that haven't configured their settings/controls yet.

  • @Nancy_ThompsonDbd said:

    Hey! i just made a concept how Chucky would fit in this game, hope to enjoy and feel free to comment!

    Killer: Chucky(The doll)

    Power: Call of Damballa:After a short period of time, the Doll jumps: if jumps on a survivor, bothpasses a skill check, if both passes it, the survivor become injured and will throw the Doll away, if the surivor fails,become in dying state. Chucky can jump over windows with his power.

    When the trial starts, it appear 3 dolls:

    -this dolls have a terror radius and they will look like chucky.

    -the survivors can cleanse the dolls

    -Chucky can exchange his soul with any doll in the map

    -Chucky also can repair the broken dolls.

    Perk1 Cursed: You hate the obsesion. When the obsesion enters your terror radius, will pass an skill check, if he fails, become injured only if he are in healthy state. The skill check is Considerably/Tremendus/Imposible harder to hit. Cursed has a cooldown of 50/40/30 seconds.

    Perk2 Hex:Hide the soul: Damballa always cover your back, when a survivors dies on a hook, will apear a hex totem next to them, this totem give visual notifications every time a survivor runs next to him in a radius of 8/10/12 meters and his aura is showen to you. Only once per match.

    Perk3 Stop!: You hates when a survivor disturb you, when you are stunned by a palet,the survivor aura is revealed to you. Stop! has a cooldown of 50/40/30 seconds.

    Survivor: Kyle Simpson

    Perk1:Come to me! Every time the killer hits you instead of the obsesion, you gain a token up to a maximum of 3/4/5, every token give you a bonus of 5%/7%/10% bloodpoints after the match.

    Perk2:Help you need: When you are in dying state, you are able to throw the object you have further than 5 meters and his aura is revealed to the survivors in a radius of 5/10/15 meters.

    Perk3:Unexpected motivation: You are able to recover the exausted efect at 50% of normal speed while running and each time the killer hits you, the exausted efect is reduced by 5/7/10 seconds. This perk doesnt stack with any other that afects exaustion cooldown.

    This concept are based on Child's play 2, and yeah almost every one says that chucky is to short and bla bla bla, but i think is not a problem, he will have the size of crouching pig, and maybe add little aura reveal like Freddy. And the Hooks problem, Chucky might throw the survivors to the hooks, or maybe add new little hooks just for chucky.

    In my opinion Chucky would fit more than other Slasher icons such as Jason or Candyman, they have the size but they have so many things to put in 3 perks and a M2 power.

    I've been theory crafting with my fellow gamers on Chucky coming to Dead by Daylight too.

    Power: Call of Damballa: After a short period of time, the Doll jumps: if jumps on a survivor, both passes a skill check, if both passes it, the survivor become injured and will throw the Doll away, if the survivor fails,become in dying state. Chucky can jump over windows with his power.

    To be fair this is too strong. It would essentially be a free injury with very little work required from the Killer. Possibly remove the Dying State aspect from it, and it could be balanced. It's definitely a fun concept to work with. Maybe if the power lands, the survivor has to beat a very hard skill check or is injured, possibly having a Very Rare, or Ultra Rare add on that makes it into a dying state instead.

    Perk 1 Cursed: You hate the obsesion. When the obsesion enters your terror radius, will pass an skill check, if he fails, become injured only if he are in healthy state. The skill check is Considerably/Tremendus/Imposible harder to hit. Cursed has a cooldown of 50/40/30 seconds.

    Unfortunately this would be too much of a hassle to deal with in game, even just for 1 survivor. I imagine with the addition of other terror radius altering perks - this could potentially make the obsession unplayable for most of the match as they would be making skill checks by the Killer merely passing them. Maybe have it like a weaker OoO, where when the obsession enters your terror radius - their Aura is revealed to you for 4/6/8 seconds, and for balancing purposes then it goes on cool down for a time, like 35-40 seconds.

    Perk 2 Hex:Hide the soul: Damballa always cover your back, when a survivors dies on a hook, will appear a hex totem next to them, this totem give visual notifications every time a survivor runs next to him in a radius of 8/10/12 meters and his aura is shown to you. Only once per match.

    Perk 3 Stop!: You hates when a survivor disturb you, when you are stunned by a pallet,the survivor aura is revealed to you. Stop! has a cool-down of 50/40/30 seconds.

    What is Perk 2 supposed to do? Put a totem next to the hook a survivor dies at that then acts as a ward? Perk 3 is just a weaker version of Nemesis, as it not only changes the obsession to the one that stunned you by anything that can stun a killer, it reveals their aura and causes them to have Oblivious.

    Perk 1: Come to me! Every time the killer hits you instead of the obsession, you gain a token up to a maximum of 3/4/5, every token give you a bonus of 5%/7%/10% blood-points after the match.

    Perk 2: Help you need: When you are in dying state, you are able to throw the object you have further than 5 meters and his aura is revealed to the survivors in a radius of 5/10/15 meters.

    Perk 3: Unexpected motivation: You are able to recover the exhausted effect at 50% of normal speed while running and each time the killer hits you, the exhausted effect is reduced by 5/7/10 seconds. This perk doesn't stack with any other that affects exhaustion cool-down.

    I actually really like these perks, they are not too strong, and they could make for some really creative combo's. I assume you mean that "Help You Need" reveals the item's aura - correct? Because everyone can already see the aura of a survivor in Dying state.

    I would buff "Come To Me!" actually, because in comparison to other BP boosting perks, it doesn't give any form of advantage to take, and is very low. I would make it 25%/50%/75% in either the Boldness, or Survival categories.

    Unexpected Motivation may need to be balanced, as being able to restore exhaustion perks faster than they currently are could create infinite loops in certain areas, but I would love to see a perk like this combined with another lessor used perk like Mettle of Man.

    This concept are based on Child's play 2, and yeah almost every one says that chucky is to short and bla bla bla,

    Honestly I would say this concept is fantastic! I don't see why Chucky wouldn't exist in a game like this, like it has 3 literal demons. It has possession, and ghosts. I don't see any reason why the game couldn't have Chucky. People are gonna find any way they can to argue against ideas - I found especially on these forums, and especially anything that comes to the game making Killer's better, or releasing new content of Killer's, or for Killers. Too many people with this single sided mindset only wanting things better for Survivors. As you said, he could be short like crouching Pig, or Ghostface. It would become difficult to see him over walls, but at the same time it would be much more difficult for him to see over walls. Which could be remedied by the same doll idea.

    When the trial starts, it appear 3 dolls:

    -this dolls have a terror radius and they will look like chucky.

    -the survivors can cleanse the dolls

    -Chucky can exchange his soul with any doll in the map

    -Chucky also can repair the broken dolls.

    I would increase the dolls from 3 to 4, and increases further based on map size. Like; 4/5/6 dolls for map sizes smaller than 8800m / 10,000m / 12,000m .

    A terror radius may be a problem, as that would cause confusion that requires little to no skill from the killer, but it's a cool idea none the less that could very well be balanced.

    In my opinion the dolls could be inactive at the start of the trial, and then Chucky can approach a doll. Perform a voodoo ritual to Damballa (14 seconds), and "Activate" the doll much like totems are active, the Doll will wake up (Eye's previously closed are now open), probably with some kind of light like an activated totem, so survivor's are not forced to closely examine every doll they come across every time, but hidden enough that they may not notice them right away. When a doll is activated instead of having a terror radius, instead it has first person point of view same range as a normal killers, and if it see's a survivor in it's sight. That survivors aura is revealed to the killer so long as they remain in the doll's sights, or the doll begins being cleansed. At the same time Chucky can transfer himself to any activated doll after a 6 second cast time (incantation). Leaving his previous body to sit on the floor facing the direction he was facing before the teleport as an activated doll.

    Survivors can cleanse a doll, much like a totem (14 seconds).

    With this method to counteract his inability to see survivors over walls or through windows, he can rely more on the dolls keeping surveillance, and it creates another objective for survivors to remain aware of. While at the same time it requires precious time for Chucky to re-activate dolls that have been de-activated by survivors.

  • I just choose to ignore them at this point. Entitled players will find any reason to try and harass you out of speaking the facts, because they don't want the game to be balanced. If it was balanced then they wouldn't be in red ranks as survivor anymore.

    Probably not even purple.

  • I would show the survivor's where the ruin totem is when the second gen is done when I play Clown (unless of course I have gotten a few hooks). Just to keep the game rolling, and I know the survivors are having fun.

    I won't disagree that in the times that Ruin is near impossible for the survivor's to find it's very annoying to deal with, and with the rng of skill checks - sometimes makes generators nearly impossible to complete and changes were greatly needed.

    At the same time it would be moronic to disagree that many of the slow killers without teleport abilities required it to even have a finger hold of a chance at getting any points in a single trial.

  • I don't find it consistent. However there have been times when I would walk up to, say like a generator in the safe house, and can't hear the gen being activated. So I turn by back to walk away and then just as I take a few steps it lights up completed. Those moment's blow my mind. Then there are other times when Survivor's would straight up follow, or sneak around me and I can't hear anything at all.

    Even as survivor I sometimes wonder if the killer gets a sound bug around me. Many times I started healing with not more than a rock between me and the killer, and he just walks away like I was never there. I assume because he couldn't hear the sound. There are times when I break LOS, and slowly step in a locker and the killer just walks by like he didn't even hear the sound of the locker door close. I've had Killer's walk up to the safe house when i'm 75% done of the gen inside, and then just turn and walk away like nothing was there.

    I'm using the safe-house as an example since it does have 4 walls, and most of the time there is always a wall between the generator that spawns inside it, and the killer.

  • I can equip rainbow map, run 2 laps around the trial, do nothing else, wait for my team to all die, and then take the hatch (door if killer finds hatch), and at least black pip in red/purple.

    Killer requires a 4k just to stay in red ranks

    Yep - clearly balance.

    For those that say it's hard to rank in Purple, it's not. Yes you actually have to do some work in Purple, but still most of the time you pip if all you do is focus one point category and escape. For Killer it's different as you need at least 2 sacrifices to normally pip, and relatively high stats in everything else.

    For those who are saying "You got 2-3 iri's, so clearly you didn't ignore objectives". Actually I did. Right off the bat the survival emblem gives you points for just existing in the trial. Requires no work from the survivor, so if you are in a match for 9 minutes then you automatically iri this emblem. If you escape before that you automatically iri this emblem. Bold you get points by simply being near the killer. The only one that requires you to actually do work is Altruism and yet you still get points if anyone get's unhooked regardless. By this alone you can always pip if all you do is generator's, and escape - because all other categories will gain points without you even needing to do anything.

    As for Killer if all you do is focus on killing everyone, by any means, then you de pip or black pip. If the game is going too fast you have to slow down to try and get brutality points, and hunting to ensure at least a black pip. You straight up can't rely on gatekeeper, because with the current repair speeds you can't even make it across most maps to defend the generator's.

    To be entirely honest, if they just added points to the Gatekeeper emblem for scaring survivors off gen's, survivors failing skill checks on gens, and/or points for how much a damaged generator regresses before a survivor stops the regression could be a starting point to balancing the gap, and make Killer feel more worthwhile to play.

  • @Wubsyy__ said:

    This guy got so mad because I said he wasn't in red ranks. I literally said he was right and he still got pissy. How insecure does one need to be? He also tried saying he shouldn't explain to me because I'm not in red ranks or smth, but I'm rank 2 surv LOL

    Because when someone makes a post about this clear issue, people will nit pick at the smallest details to try and disprove it with some kind of negative mind game.

    But sure just try to insult me further, I'll have to ask you to stop as we are trying to actually have a discussion here.

  • @goat10em said:

    I have been a ruin crutch leaning, baby killer for two years now and looking for advice on a new build for my wraith.

    Thinking corrupt, thrilling tremors, discordance, and pop. Or, corrupt, surge, surveillance, and something else... Maybe pop? Seems weird running that work surge though.

    Give me suggestions please.

    Make Your Choice, Surveillance, Pop Goes the Weasel, Barbecue & Chili

  • @VincentRedfield said:

    Does anyone see Nancy or Steve around?

    Anyone use their perks?

    Anyone bumping into demogorgons? Or playing Hawkins lab much at all? I feel like i never ever see it.

    I bought the game and dlc for my girlfriend to get her into the game. We play Steve and Nancy together.

    My best map in the game for Killer and Survivor is Hawkin's Laboratory.

  • Haha, I have oneirophobia irl, so Freddy by default x'D

  • @asergioam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1001380#Comment_1001380

    What survivor rank are you describing? 20?

    Although I agree that survivor is a lot easier than killer, let's not exagerate! If the killer is really bad you can unhook 1 survivor, do several gens, get chassed for a bit, escape and still depip! It works both ways, if the killer is bad, you most likely will derank, if a survivor dc's, it improves the chances of depiping... Even an unsafe hook rescue can get you half way to a depiping guarantee!

    In my opinion, although many people won't agree with me for obvious reasons (specially because of matchmaking flaws and ranking system flaws), the survivors ranking up or down or safe pipping, should be more inter-connected between the overall team effort. There should at least be one emblem for team play! Yes, SWF would be even more unfair but at least we probably wouldn't see so many atrocities some team mates do because they just don't care!

    It's absolutely true though. I rank up survivor easily when I follow my ranking method - Just get Obj to half, and then max chase/altruism - At. All. Costs.

    Doesn't matter if I unsafe hook, an unhook is still altruism points. (I tend to take BT in Purple and Red Ranks, but until then I run DS because you can't rely on your team to be altruistic at all in the lower ranks).

    Didn't max one of my categories? 2 Gens left? Guess i'm ignoring gens, finding the hatch, and then will work on gens for as many points as possible, and if the killer ever comes - bait/loop that sucker into my team and take the hatch when they are all dead.

    It's always at least 2-4 categories maxed, so it's more often at least a pip, and zero chance at a de-pip.

    Absolutely selfish playing, absolutely ruins the fun for the other survivors, but by the games standards I have effectively "won".

  • @Almo said:

    "Your skill as a killer only goes so far. At the end of the day no matter how good you are, if you go against optimal survivors you are finished."

    The very high skill-level Killers would probably disagree... for example the streamers like Fungoose, Ralph, or Tofu who regularly 4k without addons against top Survivors. Ralph is Huntress-only, but he almost never uses M1, either. Fungoose 4ks most of the time with any Killer, while simultaneously giving a brain dump so you can learn from him. Tofu can do full game design discussions while murdering his prey.

    As the game is deeply asymmetric, it is true that we have to monitor performance of both sides at different skill levels very carefully. But at the moment, it seems unlikely that Killer skill input is capped too low.

    That's only because it's easy for potato's to reach red ranks with the current system. However they rarely ever beat a team of fully optimal survivor's on comms.

    Lol I like the line "The very high skill-level Killers would probably disagree..."

  • @yandere777 said:

    Obviously the devs are not survivor biased. They love their game and does it make sense to any kind of game developer to just say ######### you to an important portion of the playerbase.

    Just because survivors OR killers get a slight or meta changing buff/nerf does not mean the devs love one side and want to see the other sides pain.

    Theres a ton more stuff i wanna say but i can't think off the top of my head

    Mathieu Cote, director, literally told it's players that if you find Killer stressful - then play another game like Civilization. Followed it up with an apology on Steam. Then for 2 years there was no updates to killer to make it any less stressful.

    Then if you look back at previous updates, especially the most recent one - it's all worded extremely from the survivor's perspective with very little details from Killers. The Doctor rework and ruin changes, have 0 viewpoints or balancing to make the game more fun for the Killer.

    Where's his "Dead by Daylight should be a pleasant, exciting and rewarding experience for players" now? No where.

  • @Wubsyy__ said:

    How is it too easy yet you're only rank 9? Your point is correct, I'm just curious. Are you one of those DC babies or smth?

    I deranked from Red to help my friend play when she started, though at rank 9 I don't see why I should be double piping when i'm directly ignoring objective's and core game play. I probably should of expected entitled players to find the smallest reason to ignore literal evidence infront of them (because you face red ranks in rank 9 all the way to red). Though I don't want to go back to red ranks, but I can do this exact same thing there too, and if you were ever in red ranks then you wouldn't even be questioning it. So I don't know why i'm explaining it to you.

  • I sometimes run it with Fire Up on Clown, then just fool around till the third gen pops - then suddenly it's like "Oh are we supposed to be looping now? Nah i'ma just dive this window like it isn't even there and roundhouse kick your-"

  • Nothing can replace Hex: Ruin.

    Dying Light takes too long of a time to get a moderate reduction to gen speed. It's a weaker version of Thanatophobia, while turning one survivor into a super hero.

    Thanatophobia, as it is easier to stack then Dying Light. With the buffs to med-kits, and base speed healing others. It get's easily countered by that alone, and then requires you to take Sloppy Butcher just to become balanced, which many Killer's don't have the room for 2 perks just to cover repair speed.

    Pop Goes The Weasel is the closest contender, as a whole 25% of the current generator is handful, however the issue with it is that it only effects 1 generator at a time, and only usable when you hook something.

    Corrupt Intervention, as it may sound nice on paper - vs good survivors it will just push them to the gen's in the middle of the map, giving them an easier time during the 3 gen later, and at the same time tells them where the Killer spawned, and the direction they are coming from. It's really more of a benefit to the survivors than it is at reducing gen speed.


    What will replace Hex: Ruin however is going to be EGC builds with NOED and Bloodwarden, and basement camping builds with Iron Grasp, and Agitation.

    Myself am already running Make Your Choice, Surveillance, Pop Goes The Weasel, and Barbecue & Chili , as a 3 gen build, and so far have only gotten 4k's because they literally can't touch the last 3 gens without me getting on top of them.

  • If it makes you guys feel better, soon after that match last night me and Nancy spent nearly a whole match teabagging on the table in Mother's Dwelling as go go dancers. The killer didn't give us Mercy, but even after then attempting to follow him into the basement, and thinking by poking his face was how you escape the trial. Clearly I played well, and deserved a pip

    BOLDNESS1.jpg BOLDNESS2.jpg

    Because even if you fail to complete the category "Objectives", you still complete your objective enough to pip.

    But please tell me again how this role is stressful?

  • I've noticed with Hag is that she has every aspect of the best killers in the game, and a relatively easier time with it - especially with add on's, but remains under the radar since not enough play her.

    So let's all just stay quiet, and BHVR will never touch our little mud muffin.

  • @bgbomb said:

    I agree wkth you.

    But one game post can't prove anything .

    Especially when you hide your rank.

    But yes.

    Survivor right now is too easy to play.

    You can even play with you feet and still win.

    The rank isn't hidden.

  • @Infinity_Bored said:

    Justrank9things

    Does it matter? I de-rank to help my friend learn the game (Nancy), and we end up against red rank killers anyways even at Rank 9.

  • @Mr_Slick546 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000005#Comment_1000005

    https://forum.deadbydaylight.com/en/discussion/comment/1000010#Comment_1000010

    If you think Hawkins lab is anything but the worst map in the game you're insane, EVERY PALLET IS UNSAFE, LOL. It is BY FAR the most killer sided map in the game, which is fun for killer mains but sucks for people who play both sides.

    Yeah sucks you can't infinitely loop the killer around 1 pallet, most loops require you to use 2 pallets, and there are no broken safe loops that abuse a window. As I said, learn the map, and it won't be a problem for you anymore. The map is never a problem for me, and I really appreciate how well they had it designed as a Stranger Things fan.

  • Learn how to counter stealth killers. I don't even play Ghostface, and know that the only thing that needs to be changed about him is fixing the bugs with his reveal. If your problem with Ghostface is his exposure effect, then you have yet to face them in red ranks

  • All slow killer's that can't get across the map quickly

  • @ALostPuppy said:

    Curious as to why you would hide your rank in the top right of the screen but then show the results screen that has your rank on it...lol. But the only thing you need to do as survivor is get a few gens done, save a few people and escape and you'll easily double pip.

    I didn't even notice the giant 9 in the screen. Regardless still shouldn't be this easy for a rank 9 - 1 rank from Purple. Like the biggest part of what the players want is the game to be as stress free as Survivor's have it, but it seems like the Dev's just don't understand that the Killers have the most stressful time playing. I was hoping the discussion would bring some light to that subject.

  • No.

    In my opinion it's the most balanced map, not too many safe loops, and many area's take skill to chase in.

  • I literally just had a match that was under 5 minutes long, got a double pip, and ignored 2 point catagories - while also playing selfishly. As survivor.

    Then when killer's have to stress, sweat, and play in unfun manners to just black pip. No this game is heavily survivor sided.

    https://forum.deadbydaylight.com/en/discussion/120766/i-never-did-anything-to-deserve-a-double-pip/p1?new=1

    But yeah, tell me again how the Killers are the ones entitled?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/997980#Comment_997980

    I don't know about that. Even a Commodious Toolbox with Socket Swivels and Instructions makes you repair 30% faster, and it'll typically last you the whole game (if your teammates are helping with gens). That'll bring a solo generator down to ~61.5 seconds. An Engineer's Toolbox will take it down further to ~57 seconds, though it'll run out much faster.

    If you end up in a match with several toolboxes, that's a lot of time to knock off of your main objective. I wouldn't undersell how much they can do.

    Gen's take 80 seconds to complete alone, that's 40 seconds for two people to complete, that's without including items, perks, or great skill checks. A competent team with those mathematics's alone will have the gates powered in one minute, and twenty seconds or less of repair time on generators in a match with average and above survivors that know to prioritize repairing generators.

    Don't believe me? Just watch the very streams of the players BHVR respects the most, you can see it via observation alone, many streamers that play both killer and survivor say the repair speeds is broken, and the only ones who don't agree are the ones who mostly play survivor.

  • People will stop talking about gen rushing when generators are repaired in a reasonable amount of time. Currently repair speeds are too high, than when in a match with survivors who are good at the game will have the doors powered in a minute and 20 seconds or less of time working on generators.

    That is not me saying the match only lasts a minute and 20 seconds, that is a minute and 20 seconds of touching generators that each survivor can contribute to.

    What people should stop doing, is attacking survivors "for genrushing" when it's just the game that is in poor balance, because survivors can gen rush without even trying if they prioritize the objective.

  • @Peanits said:

    I would hesitate to say that this is because of balance, but either way, I would absolutely suggest reporting stuff like that. We have a team of people reviewing reports and we do not tolerate that.

    It's because of balance because in a game where the Killer should be an entity of power that should be feared. The killers are no longer feared, most don't even have mechanic's that can even catch survivors by surprise. They are all easy to loop when you know how to, and even if you're not good at survivor you are going to pip and double pip easily because the point system is still broken.

    While on the Killer side even if you are good at looping, prioritize your objective of trying to stop the other side, and hook/sac the survivors - you de rank if you play well.

    This kind of unbalance in a game pushes one side to be more entitled because it's not clear to them, when from the beginning they are expected to be weaker than the other side. So when they do lose because of their lack of skill - up to this point having their points and ranks handed to them. They then take it out on the one person who punished them - which is the killer.

    Anyways long story short I worked in a balancing department for a mobile game, and this was one of the biggest lessons we had - that balancing the game so it's fair for both sides to rank up to equal their skill as they should - makes the game more fun for both sides and less likely for them to flame the other person. It's a lesson i'm still waiting to see bhvr understand for this game.

  • Wait for a sale, then buy them all at once. That's what I did. It's better to have everyone than trying to buy each one individually.

    saves on the wallet too

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/999584#Comment_999584

    I think it is just a bad balance idea to ban perks for people playin with their friends. When you keep that idea behind the balance it will lead to probably more perks ending up in that "banned when swf" (this page didn't even make it to page 2 without mentioning "head on") at some point they will decide to play swf not worth it and you have lobby sim again as people try to land in same lobby as their friends. On a sidenote even tho you might not like to hear it, not all swfs do use voice.

    Same tools as in they should have the same stuff available as when you go in solo. The perk needs to be reworked. I totally agree that it is very broken on 4man swf with voice.

    I can agree with that. It is pretty bad to ban perks just because you decide to play with friends, but i'm looking from the perspective of that OoO exists. It's far too powerful on a SWF with comms. Sucks for SWF's that don't play with comms that have no reason not to, at that point it is more their own choice not to use the tools available to them than you can balance around.

    As far as Head On goes, I don't see it that strong on a SWF with comms. I just don't pick up survivors who I can tell intentionally fall infront of lockers, otherwise I tend to laugh when I do get Head On saved picking up survivors, because - lets be real, it's hilarious, and fun to do. Regardless, as a perk you take - in comparison there are much better perks you can take than Head On even in a SWF. Unlike OoO - I highly doubt Head On would be a perk they "ban from SWF".

    I mentioned another idea in threads before. Adding a voice chat option to the game, so Solo survivors have the tool available to them. I know many would opt not use a voice chat when playing solo, but if the tool was available to them, then it's on them and not the developers for why they are weaker than SWF who are actively using comms. Some have even offered a vicinity voice chat, where you can talk to survivors who are near you - which would be weaker, but much cooler than just a voice chat.

  • I use Surv, and BBQ so I tend to know where the survivors are at all times. I slug when I already have a survivor on hook, and can see one making the save if I pick the surv I down up. So i'll just leave them on the ground and intercept the save.

    Other times if I know 2 survs are in the same area, I'll try to down them both before picking any up.

    A guarentee'd time I slug is when I get 2 on hook, I always slug the third while going for the fourth. At that point I already pretty much won the game - the survivors hate me for it, but honestly it never would of happened if they played welled in the first place.

  • To be honest, this is a brilliant simple fix to the perk until a better update could be made later (or be the entire fix the perk needs).

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/999502#Comment_999502

    Yeah I did but you know it still means you will waste alot of time tryin to catch me, either that or lose gens.

    Punishment, in the sense of it puts people at a disadvantage for playing with their friends and that is a bad thing to do as everybody should have the same tools available. Thus it needs to be reworked imo.

    Please explain to me how a Solo has the same tools as a SWF? Noting the fact that Solo's don't have immediate communication with the rest of the team, which is the equivalent of 5-6 perks in the game for that reason alone?

  • When I see someone jailed, or banned. I imagine they would of had to behaved pretty bad to get there, from personal observations you get away with a lot on these forums. Else someone like me would of been banned awhile ago - I find myself cursing way too much in the forums lol x'D

  • @Eye66 said:

    So DbD is BHVR'S main source of income right? The ruin changes are bad enough that it's going to drive a huge number of people away from the game and severely compromise the playerbase. Isn't it therefore fiscally irresponsible to go through with a change that could potentially cripple the company's main income? I'm really wondering if we may be seeing the beginning of the end for BHVR itself

    Is DBD their biggest revenue? I would think that profit's from their mobile games like Fallout Shelter would line their pockets better than DBD? Also are they not working on a mobile game for Game of Thrones too?

    Not gonna lie, if DBD is their biggest income being such a cheap price on steam, that is some amazing work for a game company.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/999188#Comment_999188

    Not good for both sides. A SWF group could have someone sit on the gate and keep it ready to open while the others make a save, while a solo group wouldn't be able to coordinate that. The end result is the same, but the gap between solo and SWF groups would be larger.

    I am also thinking that the killer could camp the two gates, some killers like trap, fast, and/or teleport killers could easily take the game hostage to max all their points, or simply to force an unfun experience for survivors like streamers or to get back of players who simply outplayed them.

    This coming from a Killer Main - but then again I play killer with the intention of trying to make the game fun for everyone.

  • I get the feeling - from their responses they understand they really screwed up on this one. However by the end of the day it had to be done because Hex: Ruin - even though the only way for slow killers to have a chance, was a very broken perk that greatly skewed statistic's.

    I am sure after it's changes they will have an easier time balancing the game, and they will be able to again focus on making the game fun again for killers.

  • @PrincessPoop said:

    https://forum.deadbydaylight.com/en/discussion/comment/993127#Comment_993127

    Nah they definitely won’t, don’t be so dramatic. They already said that BBQ is one of the most balanced perks and that it actively promotes a more healthy killer playstyle.

    You wanna link that? Because literally all of there recent updates was nerfing killers because of just how much "x" is used, and not because "why" was it being used.

  • I sit between Rank 3-8. It's really hard to stay in Red Ranks as killer, because once you hit rank 12 it's like as if you only go against 4man red rank swf.

    Age 26.

  • All corrupt intervention does is tell good survivor's where the killer spawned and which way they're coming from. Otherwise it does nothing to slow the game down.

    If anything it also forces me and my friends to work on gen's closer to the center of the map first, so then we even have an easier time when the killer is forced to 3 gen the game - because the two generators are on opposite ends of the map.

  • @MrPeterPFL said:

    You’re complaining about gen rushing in Rank 17... I haven’t seen gen rushing in Green & Yellow ranks at all, I just went through Green and Yellow ranks and honestly the skill cap is very minor. There are a variety of slow down perks like Ruin, Pop goes the weasel, Thanatophobia, Dying Light, Thrilling Tremors etc.

    If you are new to dbd I highly recommend watching streamers like Otzd, Tru3, Fungoose etc. You could learn a lot by just watching them play.

    Don’t join the killer bandwagon and complain about everything in the forums, learn, adapt and kill.

    I'm not about to throw the idea of him seeing gen rushers out the window just yet either though. With how public the best builds, and guides on how to play have gotten. The most recent map developments that have happened. It's a lot easier and safer to gen rush now than when I was a rank 17 killer. Even my friends i'm getting into the game for the first time I have taught how to gen rush and they are only rank 18-15 so far.

    It's absolutely true, ranking needs to be re balanced.

  • @KeepDCPenalties said:

    you nerfed ruin, now survivor queue is literally 30 minutes a game at red rank.

    we did it boys, we balanced the game!

    I think it's because all I get is 4man swf's. Are you solo? I'm not even kidding tonight alone I had 6 in a row and 2 of them even had team tag's. Though i've disappointed many, I have been doing meme builds all night, because i'm trying to find some kind of solace of fun playing killer in red ranks anymore before deciding if I quit killer for good (not the game, just killer. I still have my rank 1 survivor).

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/992062#Comment_992062

    I remember putting GTFO on my list when it was announced on Steam. Don't have a PC to run it on tho. Is it on PS4?

    Possibly, it's a smaller team like BHVR, so they are releasing it on PC first. They do hope/plan to go multi-platform at some point.

  • Re balance the Gatekeeper emblem - get points from scaring Survivor's off gen's.

    Other idea's include;

    • Points for gen regression (how much a gen regressed for example)
    • Gen patrolling
    • Damaging a Generator

    Then bonus points for how many Generator's remain at the end of the match. This way the Killer doesn't require to 3-4k in a match to black pip / get 1 pip. This will make the game a lot less stressful for killer when they start to feel rewarded for playing well - without having to make the game unfun for Survivors with unfun builds.

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