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NullEXE

NullEXE

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NullEXE
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  • Add a Voice Chat to the game to balance out SWF to Solo. I know it's not exactly the same, as many may not even use this feature, but at least then it would be easier to balance the game across SWF to Solo - that way we can actually make Killer less stressful to play.

    I'm honestly reaching the point of not even caring about the changes anymore, at this point I only want to see this game succeed, and so far one thing BHVR has shown is passion, so that's enough hope for me to see them turn this balancing around and make Killer fun to play again in the future.

    Remove Shadowborn, and add a FOV slider.

  • @VincentRedfield said:

    https://forum.deadbydaylight.com/en/discussion/119716/what-is-the-obsession-with-saying-killers-only-want-4k

    1. Killers complain endlessly about SWF being overrated and survivors OP.

    2. Devs showed 4 man SWF does not even hit 50%.

    Ergo, killers feel 40% survival for solos and 49% for 4 SWF is OP.

    https://us.v-cdn.net/6030815/uploads/508/B9LFAGLB9VOW.jpg

    I find these statistic's to be horrendously false. I follow some of the top killers in the game on Twitch and Youtube, and they all have the same opinion that Survivor's 4man swf is broken af - and that not only does it need to be looked heavily, but survivor's overall needs to be looked at and balanced to no longer be the power role.

    Like I would really love to see some of these killer's that are getting 4k's against survivors who are communicating, and performing safe loops perfectly with near perfect coordination (I say near perfect because while Killers have to take perks to balance the game, Survivors take perks to ignore their mistakes).

    However I follow many twitch and youtubers that main survivors, and are barely even good at the game sitting in red ranks laughing it up because playing survivor is so stress free and laid back. If you ask them to play Killer - many would just straight up say "I'm not playing Killer are you crazy?"

    This is all based off observations, so I could be wrong, but I would love to see a little more than a single chart someone could make in MS Paint to prove that there are these "god killers" getting 4k's against 4man swf's consistently.

  • There is GTFO it's starting to build a scene, I hear it's good. Myself have been playing Red Dead Redemption more.

  • @underlord99 said:

    I wanted to hear from the community and see what you guys and gals think about him?

    My opinion: I use to main freddy after the rework and found playing as him a lot of fun. But after awhile I got bored of him.

    Surprisingly a well balanced Killer - not too strong that you can't counter him, but difficult enough to play as and against that if you are skilled enough it's fair for both sides. The fact that all of his abilities have notifications and timers creates a lot of chance for mind games.

    However proven with the recent nerf's I doubt we will get to keep many balanced killers for long - the dev's even thought that the issue with Freddy was his slow down add ons, but that build was easily countered by good players and was terribly weak overall. His strength is in his anti-loop, and pressure with having a teleport. I am sure when survivor mains cry more he will be nerfed again.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/991799#Comment_991799

    And I got rank 1 as killer a week and a half after installing the game so what's the point

    I know that's a lie, because mathematically you wouldn't be able to do that with the current emblem system.

    This is obviously a troll. Moving on.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/991497#Comment_991497

    No, that's what happens when matchmaking is horrible. There are still PLENTY of red rank killers because ranking up is still easy on both sides.

    Stop putting everything in the "killers are bad waaaah" echo chamber we don't need this kind of unproductive take here

    It's 2020, you should keep up with the times if you think ranking up is "easy on both sides". I've been playing killer since I started and with the new changes I played Survivor for 2 days and got to red ranks...

  • @ppo8820 said:

    Like it’s one complaint after another and while I agree the game has some issues that need looking into, I don’t get why so many people refuse to just quit playing despite all the complaints they make.

    Ive seen several posts about going on a killer strike, trying to ruin the fun of survivors by using moris or op builds, basically just throwing tantrums over the ruin nerf. Even before the ruin nerf there is non stop complaints and whining and I’m not just talking to killer mains

    So my question is, if you hate the game so much and it’s causing you stress and anger, why do you keep playing it?

    Nothing you say or do on here or even in the game is going to change anything. There is an average player base of 22k monthly with numbers up to 75k the game continues to grow and new players keep coming. So again, why do you keep playing if you hate so much about this game?

    Don't worry they are.

    Mostly people using up their legendary add on's and offerings before they leave.

    Many people understand and have the faith that by doing so, the dev's will finally see the huge mistake they made and change it. Many players think that the dev's do care about all the players and not just the ones who main survivor - so they bring forward their complaints, or go on strike to push that belief. I see no problem with it, as a person who plays both. I want to see Killer mains do absolutely everything in their power to show BHVR what's what until a change is made or their game is dead.


  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/987082#Comment_987082

    You keep saying the gen gets done within 20 seconds... Thats not possible. only 1 of those survivors in your picture even had a toolbox, so it wouldnt be possible for them to cleanse your ruin and pop 2 gens in the timespan of 20 seconds...even if they all spawned perfectly in their positions and required no walking time.

    Also...Freddy has GREAT chase potential. His teleport is also great so you can cut down on travel time in-between chases, but his snares are nothing to scoff at.

    With 2 survivors and great skill checks it gets done in under 20 seconds. Since having more than 1 survivor on one gen not only increases the chances of triggering a skill check for one survivor, both of them have increased chances of triggering skill checks.

    If survivors are communicating 2 jump on the first gen, 2 jump on the second gen. The killer finds 1 gen of survivors they split, the one not in chase looks for ruin totem, while the other safe loops the killer till the killer peels (which they should, but a chase into 1 pallet still takes too long for killer when 2 other survivors are working on a gen, and your ruin just went because that's all the time needed to find and cleanse ruin - now the teams greats give progression to the gen, which makes gen pop faster than 40 seconds with 2 people all triggering more skill checks because 2 survivors are on that same gen. At this point you just repeat the process of 2 per gen, 2 gens at a time. The doors will be powered in under a minute and 20 seconds of survivors working on gens. I know about it because I've faced it too many times to count as killer, and is how me and my friends play in rank one as survivors - however unlike this group - I treat the killer with some respect and reassure them, that this in no way is fair. Why do I take advantage of what is clearly broken in a game, because by doing so I hoped that the more people doing it the more publicity it gets to get fixed - however this is really starting to look like a lost cause and the devs are gonna kill their own game.

    @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/987152#Comment_987152

    Swapped ruin out for Surge as soon as Demo was released on my Freddy build. It actually works really well on him.

    I'll try it out thank-you.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/987020#Comment_987020

    So within 20 seconds of the match starting, 1 survivor cleansed your totem while the other 3 finished 2 gens? You clearly need to report someone for hacking, cuz those numbers sound impossible without some BNPs and supped up toolboxes in play.

    In all seriousness though, Freddy is great at countering braindead loops. Even if they ran you to some of the most broken looping spots, like Wretched shop or ironworks... afew snares would screw those spots over. Linking a screenshot of the scorecard after you DCed doesnt really prove anything.

    This is the kind of response I expect, which is also why nothing is going to change to make this game better.

    It takes time to place traps if you don't have the time to do that, then you can be safe looped easily. Countering Freddy is easy when you know how to do it, since I mainly play Freddy I have no trouble against him. Literally all of his powers give notifications before hand so they are easily avoided, and he can't get the drop on any survivors without a perk like Tinkerer. The only reason he is strong is not his anti-looping potential, it's because of his power to teleport across the map to gen's. On most maps then you can actually get to gens in time before they are complete - but if the team of survivors are all good enough to only get great skill checks those gen's are finished in less than 20 seconds with 2 survivors (since more survivors on one gens increases the chances of getting a skill check, and if they both only get great skill checks that's even less time on the generator).

    But yeah, i'm wrong because of the killer I played, and the fact I dc'd when that seems to be the only way to get BHVR to start seeing problems with the game. Even though the math, and reality proves otherwise.

  • All I ask is you stop this.

    First game today, and the first three survivor's ran for safe loops, forcing me to play like a bot running in a circle to force them to drop the pallet. Ruin and 2 gens go up in the first 20 seconds of the match before I can even find the first survivor. Even though they obviously were clearly winning, tea bagging, and being a nuisance bullying the killer they verbally assault the killer at the end of the game to rub salt in the wound.

    Why is this at all okay, and why is it being ignored? I don't even want an answer. I want it fixed.

    Annotation 2020-01-10 085115.jpg


  • Shh, stop telling BHVR my plans - they might actually look at SWF now.

  • Remove Generators, change the gate switches to play the SAW's laughter when you finish filling the bar, and then the leave the survivor to discover that the doors are locked shut.

    The doors won't open till I decide to let them leave - if I decide to let them leave.

    Item sacrifices will be required, but not guarantee your escape.

    Quentin's will be mori'd

  • @Almo said:

    "The only things i don't like is the delay of the static shock ability. It takes a second before it hits the survivor and it feels weird. And the long pauze before you can swing again. If those get changed i feel that doc is definitivly better of"

    This will be fixed. There's a 0.25 sec extra delay before the Shock Therapy hits that is a bug. It's supposed to be 1 sec, but it's 1.25.

    The 3 sec delay before you can hit someone after a Shock Therapy is also too long, and will be reduced. Not sure to what yet, but you're definitely right about those.

    Can you also working at some kind of visual notification for how long till you can attack? Attacking with Killer comes down to the exact millisecond in many situations, giving Doctor a short animation after shock therapy to show when you can attack would work wonders - much like the Huntress's hatchets.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/982054#Comment_982054

    I stay in the super crap ranks and pull off about 29k BP base (before BBQ or any offerings) without killing by running Distressing, Beast of Prey, BBQ, and Whispers. Even in the crap ranks I resort to slugging to slow survivors down sometimes, though, which I feel bad about but I prefer Whispers over Ruin and I'm not giving up any of the BP-boosting perks.

    I really wish they would add a 50% boost to Brutality to Beast of Prey, though. Distressing gets a 100% boost, why can't Beast of Prey at least get a combined 100%. Instead, they added the Undetectable status effect, which is nice I guess but reaching Bloodlust is usually considered a bad thing; I'd rather have gotten the BP boost to Brutality.

    Ah, I see you are a man of culture as well.

    Exactly! That's why I haven't been using Beast of Prey or Hex: Thrill of the Hunt - if they just buffed them to give 100% bp I wouldn't even have to use Freddy to farm BP with his Kid's Drawing add on. I don't think.

  • I'm more bothered that they keep nerfing my killer farming build for 100k bp a match. The build consisted with being able to hook all survivors twice, and max all other categories. With the combination of BBQ, Distressing and add ons. I was able to pull 100kbp a match and black pip while still letting the survivors all escape - which for some way even though I took the game hostage in a way, they always gave me compliments for saying they had a good time.

    The first variation of the build was with Forever Freddy, with Kids Drawing + Swing Chains, Jump Rope, or Outdoor Rope. Distressing, BBQ, Thanatophobia, and Sloppy Butcher. Then the buffs to healing others, and nerfs to Forever Freddy came so I had to change the build.

    The second variation of the build was Freddy, with Kids Drawing + No other add on. Distressing, BBQ, Ruin, and Pop Goes The Weasel.

    Both Variations would use a BP increase offering.

    Now they are nerfing Ruin, so I'll probably be moving to BBQ, Distressing, Surveilance, Ruin, or back to to the Thanatophobia/Sloppy combo. I have been testing Thana and Pop on the PTB, but so far haven't really found any build that gives positive results as of yet.

    If you find a killer named Friendly Freddy, please give a coin to your witcher - o valley of plenty.

  • Tunneling is not a "cheap tactic", if you lose to tunneling then you weren't a good survivor to begin with. Tunneling is a fast way to lose as killer, as the survivor will just safe loop you till all the gens are complete. 5 Generators without any pressure are complete in a minute and 20 seconds.

  • Here is what is happening (literally already):

    • In recent updates survivor que has been progressively getting long, as killers are steadily leaving game.
    • Since the announcement of the Doc/Ruin changes survivor que time (for me at least) has increased 5-10 minutes on average, which I imagine a large group of killers left.
    • I've been seeing more killers camping.
    • I've been seeing more mori's
    • I've been seeing more basement builds
    • I've been seeing more Hags
    • I've been seeing more end game builds
  • I never knew these were an Easter Egg, and now a whole new part of Dead by Daylight has opened up to me.



    I must find them all.

  • Is this a troll? NOED and Adrenaline are called "crutch" perks only by the unskilled community, because these perks actually work on them. Good killers beat survivors that don't have 4 perks, and good survivors crush killers that don't have 4 perks.

    Ruin was never "crutch" perk, good survivors simply cleansed the totem, and the perk was required to make most of the killers even viable against the current repair speed.

  • @TragicSolitude said:

    First match, tried to grab someone off my totem. Started the grab animation and then turned into a hit.

    I was dreading the day dedicated servers came to console, I really was. Despite all the problems on PC, I knew it was only a matter of time... -sigh-

    Right now, I'm just letting survivors practice working through Ruin in my matches. I mean, dedicated servers break interaction between survivors and killers on both sides, so why subject them (or more importantly myself) to that? Killer queue times are strangely instant right now, which is unheard of at this time of day; usually they're not instant until the evenings when more people are playing.

    Holy corrupt guys it's the Messiah! They got a hit when doing the grab animation - please messiah bless us, so that we don't just have no reward for attempting a grab and the survivor just literally walks away each time.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/974486#Comment_974486

    That's what ranking is supposed to do, separate the good players with lots of time on the game, from those who have neither... but as you can see, that isn't quite how it works...

    Now you won't be able to see rank, so it's even more worthless...

    Yes my comment was sarcasm. BHVR's logic is to put good players with the bad players to speed up que times, and then hide the ranks so people stop complaining about the terrible matchmaking.

    Honestly, all that's gonna do is make even more people complain about matchmaking as everyone will just assume they are being matched with yellow ranks.

  • All these people saying "they will learn", I don't know what games you've been playing, but the game shouldn't be difficult to play at the start. It should be easy through out, and require no work from me to get better at it.

  • @Widowmaker8197 said:

    https://forum.deadbydaylight.com/en/discussion/comment/973037#Comment_973037

    Yeah. When a good killer perks gets nerfed, killers will freak out and threaten to leave.

    When a good survivor perk gets nerfed, survivors will freak out and threaten to leave.

    Pretty balanced if you ask me lol

    Even though that's greatly untrue. When Balanced Landing got nerfed people didn't threaten to leave. Because the majority of the players knew that Balanced Landing created awful infinite loops, and they still had Dead Hard which was far superior. It was a fair balance move. At the same time, both these perks the survivor doesn't require to do well - it only allows players to ignore a mistake till exhaustion runs out.

    Killers on the other hand - depending on the killer have perks that they require to take in order to even have a fair game against a survivor of equal skill. Ruin being one of them that many killers have to rely on simply to balance the awful gen repair speed.

    You're digging yourself a hole.

  • @Widowmaker8197 said:

    https://forum.deadbydaylight.com/en/discussion/comment/972882#Comment_972882

    Your data is very far fetched.

    But I don't have the energy to argue about it.

    @Katastrophecy said:

    https://forum.deadbydaylight.com/en/discussion/comment/972906#Comment_972906

    Classic. "I want to argue that killers are babies and need to stop complaining, but when killer mains bring up valid counter points, I'm just going to say they don't make any sense and that I'm too lazy to refute anything thereafter." 😏👌

    Thank-you Katastrophecy, I couldn't have said it better myself.

  • @Widowmaker8197 said:

    https://forum.deadbydaylight.com/en/discussion/comment/972882#Comment_972882

    Your data is very far fetched.

    But I don't have the energy to argue about it.

    @Katastrophecy said:

    https://forum.deadbydaylight.com/en/discussion/comment/972906#Comment_972906

    Classic. "I want to argue that killers are babies and need to stop complaining, but when killer mains bring up valid counter points, I'm just going to say they don't make any sense and that I'm too lazy to refute anything thereafter." 😏👌

    I came back to this right after having a match against a team of solo's who spent the whole game performing unsafe hooks, poor looping, and running to dangerous areas. They found ruin quickly, so I killed off the weakest survivor - letting them have it, and then soon after 1 dc's to deny me points since I was outplaying them. I decided not to slug (because the Claud that couldn't loop, and they had a DC). Then gave the last survivor the hatch. In the end game chat the Claud accused me of tunneling. Refused to blame their loss on her team performing unsafe hooks, their poor looping skills, lack of knowledge of the map, or the DC, but because I sacrificed one when I knew they didn't have borrowed time as they all knew the location of my totem - I'm apparently the bad player in red ranks.

    They were all red rank.

    These two scenario's are prime examples of why the game is going in the direction it is. Too many bad players have made it to red ranks, are skewing the statistic's and ultimately destroying the game. Then we have people like Widowmaker8197 in the forums, refusing to add anything to the discussion - attempting to deny truth by only saying "no".

  • @Widowmaker8197 said:

    https://forum.deadbydaylight.com/en/discussion/comment/972763#Comment_972763

    What this post is meant to be: Ruin needed this rework.

    What you people are making it into: lol if you are struggling to stay in rank 1 because 1 bad game can take you out of it, then you don't need to be in red ranks.

    https://forum.deadbydaylight.com/en/discussion/comment/972772#Comment_972772

    If people are holding m1 on gens and escaping easily like that then does that not mean there is something wrong with the skill of the killer?

    There have been many games for me where the killer kills the team with ease. Just because you don't get quick fast and easy games doesn't mean other killer don't.

    The game should be balanced around the higher skilled players, as they are the role models for the lower skilled players. Because of the extremely poor scoring system, too many low skilled players have easily made their way into red ranks as survivors and can easily stay there - and now the dev's are making changes to compensate these unskilled players because their statistics are heavily skewed from this poor system. For example, this thread and OP - who shouldn't be in red ranks.

    The only change Ruin needed was for it to be impossible to cleanse in the early of the game - because it wasn't too powerful, it was making the game balanced with the ridiculously high repair speed for generators. It takes most killers to cross medium to very large sized maps 50+ seconds, and it only takes 2 survivors on one gen 40 seconds to finish a gen (not including greats, items or perks). Survivors that are good at the game, understand this, and also understand that if 4 survivors work on generators (2 per generator) the gates will be powered in 1 minute and 20 seconds **OR LESS**.

    This is also the entire reason that the top tier killers are all killers that are difficult to detect, and can move across the map very quickly - however against survivors that are good at the game still have an easy time against these killers, because of the over abundance of safe pallets.

    Yes there are some killers with kits that make safe looping difficult, but most if not given the time to prepare (it only takes 1 minute and 20 seconds to power the gates) they don't have the time to deny these loops. Then the ones that don't have to prepare are very difficult to play and have easy counters. Not to mention they also recently nerfed the two biggest of these Killers Nurse, and Spirit.

  • @SteelDragon said:

    Breaking News!

    Slugging rate increased by 1000%

    Tunneling is now 90% garunteed

    Camping will be in 90% of games

    also red moris will be in every other if not every game

    if the ruin nerfs go through, THIS is what survivors will have to deal with. if the ruin changes are about making it less frustrating to play against, you will get a reverse effect due to the increase of these strategies.

    for those who like the ruin nerf, enjoy these changes to your average games. HOPE IT WAS WORTH IT

    I don't think it will apply for Tunneling, because Tunneling is a fast way to lose when so many Survivors abuse safe looping with safe pallets. However everything else - absolutely.

    Though that's not what I want to add in. I want to see what this change does for a Killer like Legion, after the recent nerfs. They had no well gen speed penalty perks that utilize well with their kit. However a perk that simply forces gens to regress normally while they quickly patrol gens, and the map can make the Killer much stronger with their recent buffs to other aspects.

    The nerf to the required perk Sloppy Butcher on Legion destroyed them, but a new regression perk like this ruin could easily be the buff they needed to get back into the game.

  • @Widowmaker8197 said:

    This is coming from a survivor struggling to stay in rank 1. Stop it. The new ruin changes are needed. Almost every game I play the killer gets 2 or more kills. But no, the killer mains are gonna complain because the devs are starting to realize the game shouldn't be balanced around the killer getting 4 kills every single game. It should be balanced around 2 kills/escaping half your games.

    Gen rushing doesn't exist. The survivors are supposed to want to get the gens done as fast as possible it's our OBJECTIVE ffs. The gens already regress pretty fast if they've been kicked but with the new ruin they're going to regress automatically as if they have been kicked. It's like all generators are automatically kicked with the new ruin. Oh, and I haven't even mentioned what it's going to be like if the killer kicks the gens and ruin is up? It probably will regress as fast as one survivor's base repair speed.

    TL;DR: We haven't experienced the new ruin in game yet so we shouldn't be complaining right now. Also, gen rushing doesn't exist. Survivors are supposed to want to get the gens done as fast as possible.

    If you're struggling to stay at Rank 1, then you shouldn't be in red ranks. First time playing survivor I got there in 2 day's - after being a killer main for 2 months prior. Where I actually had to research, practice and get better at Killer to even make it to Red Ranks. As Survivor I just copied what I've seen most of the survivors play in Red Ranks, and then safe looped to victory.

    Survivor is a lot less stressful, and needs less skill to play, just learn how to loop (which is easy), and abuse safe pallets - forcing the killer to break them. Then you get 4 perks that literally ignores 4 of your mistakes off cool down. If the killer stops chasing you, jump immediately on a gen. If all 4 survivors work on gens - 2 surv per gen for 1 minute and 20 seconds combined the gates are powered.

    If your doing anything less than that in red ranks as Survivor, then you shouldn't be there and are only there because it's so easy to get points and rank as survivor.

  • @supersonic853 said:

    I mean ruin was kinda one of the reasons you could play alittle lax. Now its kill as fast as possible. Edit: i know its not bannable im just saying its pretty much the best way to play now.

    No because if you tunnel against competent survivors, they will just safe loop you the entire match and everyone will escape when the rest start taking hits for the one you're chasing, or survivor you switch off too.

    So camp instead, it will guarantee you at least 1 or 2 sac's before they finish the game in a minute and 40 seconds.

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/117633/if-ruin-changes-go-live-me-and-a-bunch-of-other-killers-are-probably-gonna-quit

    Become a survivor main,ez 4 minute games :D Worst thing,they said people were using it cause of the "emblem" and totally not cause of the badly designed gen speed

    Easy for you to say, but unfortunately for those of us that don't have others to play with. I am already looking at new games to play.

  • I agree with DS being de-activated when the killer hooks another survivor, or has been in chase with another survivor for x amount of time. The point of the perk was the deny tunneling, but in higher level play it's just a means for survivors to get away from making a mistake, and in higher levels when survivors rarely make mistakes - it becomes impossible for a killer to even black pip when every survivor has 4+ game mechanics that allow them to ignore their mistakes.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/945784#Comment_945784

    Im not disagreeing with you. But, i posted a thread on how to make people realize its a team game and not a solo experience, and half the thread told me it's not even designed to be a team game but 4 people working towards a common goal. Even peanits said it wasn't a team game.

    I personally don't agree but how do you argue with a dev about their own game?

    Again i absolutely agree with you. Voice chat should be made standard. Survival points should be based off teamwork. But it's not. Its a solo game. So survivors should be able to 1v1 a killer anytime and anywhere.

    Cool then remove survive with friends. Like I don't want to go into that mindset that SWF should be removed, but if even the dev's themselves don't want to have killer be playable - then it's what's its going to need, because even as we discuss in this thread - Killers are quitting the game each and every game going against these people. Myself am going to take a break from the game until my friends join me and then i'm just going to play survivor till the game is fixed. I'm not the only one, because as a rank 1 survivor I seen - for myself. 4 Killers I faced yesterday, say they were quitting the game because the unbalance is ridiculous and i'm not even playing SWF.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/115431/add-voice-chat-already

    As much as I agree with this it should probably never happen. While i think bringing solos and groups with comms to a closer power level is most definitely needed. We can't just put comms in the game and buff killers to that level. Its remarkably clear that a huge base of the game would refuse to use the feature. What would end up happening is those people would get absolutely destroyed by stronger killers and probably quit. I don't know the solution. But forcing players to talk to each other will only cause more problems. Hell, even survivors hate each other sometimes

    That has nothing to do with it. It's a Team game, people who quit because they don't want to play a team game - doesn't matter. Right now we have a problem that survivors are starting to be able to solo killers in a game where it should take 4 survivors to take on 1 killer. Then with the added the SWF straight up decimates any killer, and treats them poorly during game and post game because they get an entitled mindset through their handicap that BVHR allows them to have.

    So even the playing field, and watch as this game suddenly starts to actually get more balanced.

  • I didn't want to wake up, and lost because of it. Therefore this character is imbalanced.

  • @Popsos360 said:

    But me and my friend didnt want to farm is that bannable

    But you did. If you didn't want to farm, then finish the gens, and walk out. I don't know what you're complaining about. Your story doesn't add up. She was playing legit and losing. So she started farming. You didn't want to farm - so started farming. Then she turned on you, and now you think she should be banned for farming in the first place? What about you. You also decided to farm. It's childish to just "She decided to farm first!" expecting any lesser of a sentence. You both did the dirty, you both are in the clear - now move on with your life.

    If you run into a farming killer again, just finish the gens and escape - ending the game.

  • The problem wasn't even Balanced Landing. The problem was that gens only take 4 minutes to complete all 5, and there is 4-5 pallets at each gen. Reduce the pallets, make being injured reduce repair speed, or change all the maps to make more pallets dangerous to stay at after you drop them.

    Also NOED is over credited. The only time I ever see it work as a red rank myself, and seeing other red ranks streaming, is when the survivors deliberately play poorly and don't just escape when they should be. When any good killer would just take a perk that is more consistent through out the entire match, over the one perk that is only good at the end of the match.

  • I couldn't agree more. I've been following the game since the Nightmare on Elm Street release, and only started playing during the Stranger Things release. I am a Rank 1 Killer, and Rank 1 Survivor, but I consider myself as a Killer main.

    When I first started playing the game was really fun. I started playing Killer, and started with the Stranger Things bundle, and the Nightmare on Elm Street DLC (Always been my favorite horror movie). Sure I lost a lot, but I still had fun, because the people I was facing was learning too. I felt like I was catching people off guard, and competing in mind games.

    Then I reached higher ranks, and started optimizing my builds, learned other killers. Even started to try Survivor. I put a lot of time, effort, and work to play to rank 1 as killer. Feeling pretty good of myself getting there, but the problem I was seeing in higher ranks, is the game is boring.

    You're not catching people off guard anymore, survivors run to the nearest infinite loops, or other loops. You can't mind game them because you require them to use pallets as fast as possible, because if you don't drop the pallets fast enough you lose by their existence. A good example is that if you start working on a generator with 1-2 other survivors at the start of the match, and don't get off it till the killer arrives. You finish a gen before the killer can even make it to that side of the map. If you chase 1 other person, that's 3 other people on gens and a good survivor can finish a gen in 2 minutes or less. A game can end in 4 minutes with perks and survivor items/add ons, on the repair speeds alone.

    It feels almost like if you play like a person, and try to play mind games with survivors. You lose because gens go up too fast. If you stop chasing 1 person, that person immediately goes onto a gen. You chase someone else who immediately peels into the nearest loop. If you try to mind game they just force you to loop. If you follow them, you get a pallet and they use an exhaustion perk to get to the next loop (which rank 1's would agree with me Balanced Landing, and Dead Hard are not actually the best exhaustion perks, Lithe is. It's more consistent across all levels, and more readily available than Dead Hard). The game in high ranks feels like if you play as a person, you lose, but if you play as a robot. You may win - if the survivors mess up a lot, and they unskilled ones who only got there on these exploits alone are the only ones who do.

    Anyways, so here I am a Rank 1 Killer, and the game isn't fun anymore because it's more of a looping simulator now than it is an asymmetrical game. Here is my experience as a survivor.

    I am a rank 1 survivor, and again i'm not a survivor main. I got rank 1 survivor from my first time trying in only two days. That's right. It took me 2 days as survivor to get rank 1 in the first month of me playing this game. How I did that. Well after all of my experience as a killer, I simply remembered the loops I saw high level survivors run to. I remember the most common perks I've seen as killer that made the game so easy for them. Copied that, and even though I was royal trash at the role. I was able to walk Rank 1 Killers who put the same time and effort into the game as I did through the same loops, and received no punishment for it the same as the survivors I faced. I knew from my experience as a killer main, how to counter Nurse, Spirit, Freddy, and other killers that many survivors on Reddit, forums, and in game cry are "broken" with ease, simply because I forced them into looping instead of mind games. (Nurse you can loop if you move the loop towards her when she prepares jumps, and away from her when she is recharging. Spirit you use sound notifications to confuse her, and hide your scratch marks. Freddy you stay awake, which is easier by having people who were recently hooked wake you up instead of running across the map to a clock, or failing a gen skill check. Etc. Etc. Etc).

    Anyways it was too easy, far far far too easy to become a rank 1 survivor compared to a killer that took actual time, and research into knowing what's strong and what's not.

    If I were a dev for this game, and asked what I would do to better balance it. I would say reduce the pallets in the level to make them more of a limited resource that players had to put in the effort to conserve. Make them think (If I drop this pallet, or loop him around this pallet will it punish us in the long run), or reduce the speed that survivors can repair gens, or make the survivors repair more gens, or reduce the survivors down to 3 instead of 4. However I think the later options are terrible, when there are killers that could take advantage of an even lower gen speed (Freddy), more gens (Freddy), and reducing survivors makes it hard to play with a group of friends. However reducing the pallets, could be a big game changer that makes survivor require a lot more skill to play. Another issue would be balance the game expecting the killer to get 3-4 kills a game, or change the ranking system that a killer considered to have won if he get's 2 kills in that game, because right now. If you are not getting 4 man sacrifices in rank 1-2, you black pip when balancing is expecting killers to only make 2 kills.

    In conclusion the game right now is a looping simulator and no longer an asymmetrical game, and I would like to see it become an asymmetrical game again. Balanced Landing isn't the problem, sure it made some infinite loops, but infinite loops wasn't the problem. The problem is that Survivors can so easily loop killers in the time other survivors complete 5 gens without engaging in any kind of mind game (which it only takes 4 minutes to complete 5 gens).

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