OniWantsYourMacaroni
OniWantsYourMacaroni
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Basement Security Leatherface:
You just stand in one of the corners in the basement with insidious and wait until one of the survivors try to open the basement chest.If they do,you down them with the chainsaw,hook them and guard the chest and the survivor.You will be surprised how often they will try to open that chest.
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@andyollolloll said:
For BHVR to have no negative to being in a SWF is crazy, then add onto that they play with communications which they have to accept as they can't obviously detect comms makes it beyond crazy.
BHVR's attitude to this in the past was to ignore it and not show the killer or other survivors if they had played an SWF, when starting to play this game I didn't have a clue why I thrashed one team then not another when skill level didn't appear to be the problem.
Now I'm a red rank killer (before the recent Wraith nerf/bug) and understand why but nothing incetivies the killers to play SWFs (mainly on comms).
BHVR appears to be improving their game and would like to suggest two options when the killer plays SWFs, for them to either take an improved BP or for the developing killers a slow down (like thana) imposed only on the SWF players.
I like the idea of SWF by talking with your friends and it shouldn't be taken away but it is at the expense of the killers fun / tryhard sweat and tears. Now I enjoy a challenge facing the SWFs but this can have a negative effect on up and coming players.
As others already mentioned.Nerfing SWF isn't the way to balance that.
The main advantage SWF has above solo players actually is information.They are pretty much able to to communicate everything the killer is doing at all times.Because of this amount of information they are able to coordinate their actions to a degree solo players never can.
What the devs now have to do is give survivors a compareable amount of information like SWFs have in order to bring solo players to a similiar position as SWF.
Even adding small things like indicators when a survivor gets chased or heals someone/himself or being able to see the loadout of every survivor would give the solo player much more information to work with and help him choose the best course of action.
The real problem on the other hand however is that they would have to implement something for the killers as well for the amount of information all survivors would get.I certainly can't think of anything that would balance that out for the killers side though
So if the devs can't think of something to buff the killers for more information to all survivor they won't be able to change anything unfortunately.
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@Kebek said:
So after a lot of thinking on "how to fix DS without promoting tunneling but making it more fair/fun to face" I've finnaly though of an idea that imao could possibly satisfy both sides in terms of balancing this very controversial perk. Part of these new changes are some updates for overall obsession mechanic making it a baseline across all games to help close the gap between solo survivors and SWF in terms of information while also helping with new DS changes.
I'll start with the obsession changes since they are part of new DS changes.
- Obsession mechanic is now active each game even when there are no obsession perks on either side.
- It now consists of 2 new markers of entity claws - major obsession (max 1 survivor) and minor obsessions (3-4 survivors). Major obsession appears only when there is at least 1 obsession perk used in the match. Otherwise all 4 survivors are minor obsessions.
- New entity claws (small ones for minor obsession and large one for major obsession) work much like old ones with slight difference that minor obsession claws have a slight delay for giving notification that survivor is beiing chased or left the chase. Major obsession's chase notifications are instant just like they work currently. Also major obsession is the one that is interactable with perks that use obsession mechanic while minor obsessions are there only for the additional information on which survivors are getting chased.
Now for the new DS changes. Effect mostly stays the same but there are additonal conditions, notifications,effects that will help making it more true to it's main use by the community (to punish tunneling even if that isn't design that devs had in mind when designing DS) without much room for abuse or confusion.
-New DS perk description
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 60/75/90 seconds causing obsession claws to turn red for the duration.
While Decisive Strike is active, when grabbed by the Killer you automatically escape the Killer's grasp and stun them for 5 seconds.
Decisive strike becomes inactive if you start any interaction besides vaulting and dropping pallets/windows. Entering inner gate area also causes decisive strike to become inactive.
Stunning the Killer disables decisive strike for the rest for the trial and will result in you becoming the major Obsession. For 30s after stunning the killer you don't leave pools of blood, scratch marks and grunts of pain are reduced by 100%.
With this new design I want to make DS more true to the anti-tunneling design that community mainly uses it for. These changes aim at giving you a chance when you're beiing constantly targeted by the killer giving you a chance to escape without room for abuseing it for immunity running straight into killer's face since you know that no killer wants to get stunned for 5s and lose all momentum they built up.
You get longer duration + no skillcheck condition stun (since good players always hit it so removing it helps with people with low FPS or just general new players/people who are bad with skillchecks) with added stealth aspects to have very easy time to hide after striking the killer. Trade off is that you aren't allowed to participate in any interactions or you lose your remaining DS time since if you have time to do gens/heal or save teammates/do totems you aren't getting tunneled.
Also the aspect of DS that killer or survivors don't even know if anyone has it needed adjustments. Designing perk to be massive threat and only notification of such possibly game changeing effect beiing only general existance of obsession perk in the match is imao very dumb design decision. If anyone starts a game without having DS they risk getting tunneled without any safety net since that is how baseline perkless DBD works. So survivors using DS with these changes give out notification (reddening or their entity claws for it's active duration) so that survivors who don't use DS don't possibly get DS for free only because it exists and it's so impactfull that killer has to respect it on all 4 surviros even if only 1 out of 4 or even not a single one survivor has it. Perks with as powerfull effect that changes gameplay of both sides as much shouldn't be as random as DS or any other simmiliar perk right now is.
Hopefully this will get noticed by someone on dev team inspiring new ideas for DS changes since it still has a way to go to become well designed perk.
I don't really like this new DS idea at all.
Those mini Obsession indication whether a survivor is in a chase or not is a great idea and should be implemented in some way along with different icons to bring solo players up to SWF level in terms of information.
What i don't like about it is loseing the perk by starting an interaction or stunning the killer.Your idea in general makes this perk way more complicated than it hast to be.
Change DS that it's duration expires after another survivor gets hooked.That's the only change i would think could be reasonable but for the most part DS is honestly fine as it is.
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@TheNormalizer said:
https://forum.deadbydaylight.com/en/discussion/comment/1265984#Comment_1265984
well then let it not have a boost at all then
Why?
That boost can be seriously great especially when you pair it with resilience for really fast vaulting.
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@casonius said:
Hear me out on this.
Before y'all start, I'm rank 3 on survivors so I understand the game.
I really really, like playing against pig. She's scary, she feels fair, her mechanic slows down the game really nicely and actually gets your heart pumping. Overall, I just just really like her. The problem is that her boxes' design is just far too simple. Its like the trapper issue of either being insanely lucky or just getting a death sentence with no counter play sometimes. I've legitimately had games where I sprint across the map and die anyway because it just happened to be the last box, or the pig just happened to be near the last box so I couldn't do it. That's what inspired me to write this post. My last 2 games against pig I sprinted the entire time but she was defending a gen next to the last box so there was legitimately nothing I could do.
Similarly, I've had plenty of games where the pig just gets steamrolled because people just keep getting the masks of instantly.
The mechanic should be more consistent and more counterable. Pigs should be able to trust that their boxes will slow people down significantly, but survivors should never just be screwed.
My thought right now is simply to spawn 5-6 boxes every game and survivors have to activate 3 boxes to escape the trap. This way you never just get unlucky with the placement and auto-lose, but the pig also can't simply get unlucky and get insta-escapes every time. This would probably reduce tunneling by pigs since they know you'll be occupied.
Interesting,i always hated the idea of powers with a RNG factor like Trapper and Pig have.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1266840#Comment_1266840
My point was to say that just because something takes work doesn't mean it's a problem.
If that's what you gotta do then do it. Personally I don't find it difficult to just keep track. Again you don't even need a clock, just have some awareness of who was hooked recently and what you've been doing since they got saved. If you are unsure just slug them, you shouldn't ever have to wait more than 15 seconds, time which can be spent doing other critical things, and not enough time for survivors to help that person especially if you stay close.
Like in theory, you can have 4 DS's active at once. But this would basically require survivors to let you down them and hook them all at the same time. Pretty much like a farming game. A single chase against a decent healthy survivor is going to be at best 20 seconds if you outplay them consistently. More likely you are looking at 40 seconds to catch them. In practice, it is very unlikely to have more than 1 DS active at a time. Two is the highest I think would even be reasonable for any normal game and that's an extreme circumstance where you would essentially have 2 survivors hooked at the same time.
It really happens very very rarely.It's those intense games though where every second counts and you have to concentreate really hard that it happens (very rarely but it does happen).
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1266737#Comment_1266737
It's silly that survivors have to play really hard around camping/tunneling killers but I'm not going to sit here and complain something be done about that.
Also as I point out in my previous comment it's not that hard.
Furthermore I find it a lot harder to play around less meta perks like Iron Will and Spine Chill. Iron Will makes tracking really difficult, and Spine Chill you'd have to moonwalk everywhere to avoid it, that's if you can even tell they have it which takes time to figure out. I spend way more effort countering either of those perks than I do DS.
It doesn't help to name a different controversial topic.
My problem is that i would have to put up a timer next to my screen just to avoid getting DS'ed.
Like i said i almost never have a problem with DS and i know it's kind of needed but it's those kind of situations that just shouldn't happen in my opinion.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1266719#Comment_1266719
lol you do know people have actual TIMERS for people who were just recently unhooked right?
As a killer, I keep timers on EVERYONE and I know who was just unhooked, who was slugged, who needs to be slugged.
Are you serious?
https://www.youtube.com/watch?v=94oH_F3p4OQ
This is me, yesterday. IF you want to watch it, go ahead but go ahead and skip.
I slugged, I kept timers, because there's an obsession and I didn't get hit with DS.
DS changes the dynamic in the game and you have to be more aware when there's an obsession. Every killer that doesn't complain about DS know what to do, it's why we defend it. The survivor is basically running 3 perks the entire match.
YOU allow them to use their 4th.
Really the only thing that bugs me about DS are those situations i explained before.
I don't care about them jumping in a locker or doing a gen after getting unhooked or whatever.
I definetely know what to do.I just slug or ignore them if they got unhooked recently and i know it's a more or less necessary perk because of the way certain people play.Situations i meant doesn't happen very often either,but when they do happen it just fells unfair.
And from the video i can tell that the survivor you played against were mostly very inexperienced and were really bad at the chases.In that case it's super easy to avoid DS and remember which survivor got unhooked recently.
I'm talking about the type of games that are really stressful and make it way harder to remember when a survivor got unhooked recently after i hooked another one
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1266673#Comment_1266673
It's 60 seconds though. The problem is you weren't paying attention to the game, it's not DS that is the problem here. Yea it kind of sucks but that just means you are applying a lot of pressure, which is in itself a good thing. Not to mention there are 2 other survivors you can go for. It's entirely in your control here. If you find yourself catching someone that was recently hooked, just slug them and wait maybe 15 seconds. Kick a gen, break a pallet, maybe check the guy on the hook to see if someone is coming for the rescue. By the time you do that and come back, DS should be up almost every time.
I know it's only 60 seconds but you would be surprised how long those 60 seconds can be sometimes.
My problem is that it's pretty silly to play THAT hard around DS like you would have to set up a timer every time a survivor gets unhooked.Other Meta Perks like BT or Dead Heard are much easier to play around.
A killer should be punished for tunneling/camping but certainly not for applying much pressure.
And often times i find that survivor (survivor B) again in those scenarios because i see two auras from BBQ for example
And there are situations where you don't have to do anything else when you downed that survivor so you just have to stand there and hoping that 60 seconds ran out.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1266673#Comment_1266673
Count to 60 in your head.
Can't do that while i'm focused on chasing the other survivor (survivor A)
And it would be ridicolous to expect killers to set up a timer for every survivor they hooked,right?
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@PumpkinKing said:
Hello, I know this has come up a lot. But I have seen so many ebony mori’s as a survivor lately it is driving me up a wall.
I know some people like to equate keys to mori’s and to an extent yes. A killer can Mori someone once they have been hooked. In some cases that's as soon as the first minute of a match. Just think about that for a second.
For a key you need the hatch to spawn, which is impossible to do in the beginning of the match. If all 4 are alive you need all gens to be done, 3 alive you need 4 gens etc. A survivor can't just escape in the first few minutes as a killer can just Mori half the team.
As a killer I don't mind keys. That specific survivor has to last the match for the key to be used and I do alright as killer. Sure it can be frustrating when 3 survivors get out when I could have gotten them but I barely see keys.
As a survivor lately it has been almost every 3 matches has a Mori and 1 in 5 it feels like is an ebony Mori. I hate Mori's as a killer. I will bring one very rarely when I get sh*t on by survivors because rage lol but I despise using them.
Anyways there's my two cents as someone who plays both sides. Thank you.
Also a 50/50 here.
While they work way less than moris do,keys still need some change as well
Regarding Moris,i absolutely hate those offerings.I wait like more or less 10 minutes to find a game as a survivor and i would really want to quit when i see that killer offering that doesn't flip.
Almost all killers that use moris are the type of player that tunnels you right of the hook to mori you and end up with barely any points.
Those type of players are mostly really bad too and one can see how moris heavily carry their game.Super frustrating
I easily have like 800 or 900 Moris on my killers but i almost never use them (Only on death hook) because the games are super boring with them and you get almost no points as well
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1266615#Comment_1266615
I'll respect his opinion more than others but I still vehemently disagree. There are situations where you will need to do a gen but can still get tunneled. If the killer leaves the hook to bait a rescue and comes right back, and the difference between finishing the gen before the killer gets there is you getting on it with the rescuer or not, that's a big problem. Not sure what he expects survivors to do. Do nothing for 60 seconds? Purposely get into a chase to get value out of DS? It just doesn't make sense.
Again all the killer would have to do is slug this person. If they get on a gen, then they might not necessarily be in a good position to get into a locker. You don't HAVE to grab them off the gen, you can just slug.
I played several games last night as a few killers. 2k the first game with a safety pip as GF (mainly because I kinda threw the game to get my daily), and the rest were 4k's. One 3k as Clown but the person that escaped was a friend and I wasn't gonna kill them anyway (even though they insta-healed in my face LOL). Had many instances of DS, did not get DS'd once. Even when I "tunneled" someone and purposely picked them up expecting it, just got lucky and they weren't the ones that had it.
Point is that if you don't tunnel people you don't get DS'd. It was a complete non-issue to me. Even in the GF game they all had DS, I didn't tunnel anyone and never got hit with it, and had I not basically went out of my way to lean on someone I could have gotten at least a 3k, probably a 4k.
The only problem i see with DS is when i hook survivor A,
survivor B got unhooked and healed up,
after hooking survivor A i find and down survivor B and get D-striked.
It doesn't happen every game but it really feels awful and unfair when it does happen.
Everything else about DS is completely fine to me.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1266309#Comment_1266309
I didn't get that impression, since he talked a lot earlier in the post about balancing equally for players of all skill levels, but @DelsKibara feel free to clarify. Regardless though, I must admit I'm a little confused as to how that pertains to my comment, since neither my nor OP's discussion of meta perks even mentioned player skill levels. The meta has nothing to do with how many people are using something or what their skill level is, it's about what the community as a whole generally considers the strongest builds or characters. All I was saying is that there will still be a meta regardless of which perks receive nerfs or buffs, or who is most affected by those changes, so rebalancing the game with the goal of removing the meta altogether is a lost cause.
And perk usage statistics are important if someone is suggesting that perks be balanced on that basis (as OP seemed to be). It doesn't matter that those stats span across all ranks and regions - in fact, it's better that they do, since such changes would affect all players, not just those at high ranks, so all of their experiences are relevant to the balance decisions being made.
Oh sorry,it seems like i misred that part.
The real problem with perk useage statistics is the fact that not all (probably a big part of the community) have access to every perk.This would lead to an inaccurate statistic.
By using the data of only red rank players you are more likely to get the players that have access to all those perks,right?
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@Fibijean said:
Back for more psychological analyses - this time, I'm interested in how players perceive particular characters, based on things they've heard, past experiences, etc.
They could be survivors or killers. Do you expect certain killers to camp or meme? Do you dread being put on a team with someone playing a specific survivor? Do you judge someone's likely skill level based on who they're playing or what cosmetics they're wearing? Do you tunnel people or let them live based on their character or cosmetics? And why?
Let me know all about your in-game prejudices, rational or otherwise!
(Usual disclaimer applies - I am a design student, using the DBD forums as a case study for my Honours research project. I won't include any personally identifying information, such as usernames, but insights gained from this post may be used as part of my studies.)
-Players with the Prestige Outfit should be the more skilled players,the same like players with the basic clothing/no cosmetics are the beginner type of player("noobs")
-Claudettes with dark cosmetics are usually blendettes
-Survivors with very bright cosmetics are often times the toxic players/want the killers attention
Leatherfaces and Hags are often the campy type of killers
-Ghostfaces are also often meme'ing around at the exit gates from what i'vs seen
-Sometimes i can judge based on their nationality.For example in my experience arabic and spanish people are the most likely group of players to be toxic and i also had many spanish and french players complaining about the way i played as killer.
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@OniWantsUrLocation said:
I would like to have some perk changes, but if people fall in love with changed perks they might change those perks again -> hangmans trick
btw.: I like ur name
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@ActulCasul said:
The problem isn't that there are good perks that make the meta, it's that there are abysmally trash perks that you should never pick for any goal oriented reason.
That's pretty much the same thing i said.
If they buff more of the under used perks,we could have a more interesting META with lots off different builds.
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@Fibijean said:
Tiles I can't really comment on, I honestly don't pay enough attention to that sort of thing to be able to make informed judgements about the balance.
The ranks, as you identified yourself, are about to be changed, so talking about how unbalanced they are is pretty moot at this stage.
As for the perks, firstly I think it's a mistake to assume that (a) members of the dev team mentioning what perks or killers they like to use on the forums is anything more than an expression of a personal preference, not necessarily an attempt to encourage players to use those perks, and (b) that their goal is to have everyone switching up builds all the time in the first place.
There will always be a meta in a game like DBD - pretending that's not a certainty, or trying to eradicate it somehow, is a waste of time, and I'm pretty sure the devs know that. That doesn't mean they won't buff weaker perks - I believe they have a list already of weak/underused perks that they plan to do something about in the future - but at the same time, not all perks are going to be top-tier in terms of power or usage. Some perks, like Wake Up or Any Means Necessary, are designed for very niche applicability and that's not only okay, but as it should be.
It's also worth bearing in mind that the meta is different in different regions, so balancing perks according to what the meta is is, generally, a bad idea because those changes are global, whereas player attitudes are often local. For example, you mentioned Lithe in your post as an example of a perk that you don't see that often, but statistically Lithe is actually used more overall than DS, Borrowed Time or Adrenaline.
Regarding the meta bit.
I'm pretty sure OP was talking about balancing perks at high level play,what i think wouldn't be too bad but buffing really weak perks should be the first and most important step to shake up the meta.
The perk usage statistic was pointless anyway because it involved the statistics of players from every rank.Showing the statisitic of Red ranks would have been more helpful,but even then we would have to wait for the new rank system so we can,hopefully,really judge how a common loadout of a high level player looks like.
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@ill_Boston_lli said:
Im honestly sick and tired of seeing the complaints about DS. I'm a 6k hour killer main with 16.5k kills yes i know this matter little. Ds does NOT affect my games in the least. sure... there are situations when i get dsd in the gate and they escape BUT.... It VERY rarely gets to endgame. i'm not trying to say i'm the greatest killer in the world but the only time it gets to endgame is when im facing that 0.5% 4 stack on comms with metas. it really isn't the perk that's a problem its your strat and swf breaks the game if the survivors are really good at the game. SLug em it's still map pressure not as good as a hook, but still pressure. just play the game guys you win you win you lose you lose. it is that simple
GGS
The only issue i have with DS is when i hook someone,find the other survivor i hooked before,all healed up, down him/her again and i get D-stricked.
That's why D-Strike is dumb.If DS would be disabled as soon as the next person gets hooked or after those 60 seconds,then it would be a fair perk.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1265905#Comment_1265905
But faster Pallet Breaking would help with Map Pressure. Less time spend in Chase = less time for other Survivors on a Gen because they either get chased off the Gen or have to go for Hook Rescues.
That's right but if the numbers are too high it's gonna be like pre 1.7.0 .A must have perk for killers.
Brutal Strength right is an ok Perk but i think it needs something to make a bigger impact in a game.
I'm pretty sure nobody ever had a moment where they thought "Damn brutal strength just saved my game"
And that's the problem of like 90% of the perks in this game.They don't really have the potential to really impact the game.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1265862#Comment_1265862
No need to have more Slowdown Perks. Killers are already using Slowdown Perks above everything else (while Tracking Perks and Chase Perks would also help with Map Pressure, because finding Survivors and downing them quicker also generates Pressure).
Brutal Strength got nerfed in Patch 1.7.0 which is quite a long time ago. I am not sure if it would still have the same impact as back in the day, because now there are more Perks to use for Killers.
I am open for a simple Number Buff, but I also think that Brutal Strength is currently a decent Perk.
There are some killers that have already good chase and or tracking abilities (e.g Deathslinger,Clown,Doctor) but lack the map pressure/slowdown.
So i think more viable slowdown perks would be great.The only consistent slowdown perks that killers have is Pop goes the Weasel and maybe sloppy butcher.
And a perk that makes kicking gens really worth it would be great.I also think it would fit the theme of Brutal Strength
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The problem with old brutal strength was that it was a mandatory perk on pretty much every killer because it helped you breaking pallets THAT much quicker so buffing the numbers to high could cause the same problem.
In my opinion 25% for Tier 3 could be alright but i would rather have an effect that kicked generators are regressing at a faster speed similiar to Ruin.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1256801#Comment_1256801
I don't that that's so controversial. It seems pretty reasonable to me, honestly. Granted, it would have to be high enough such that someone who is playing normally with a good connection without a server nearby doesn't have any issue playing, but I don't see anything wrong with a high limit (say, 250ms). It is an online game, after all. While I do empathize with people who are having connection issues, it is on you to get that fixed, not everyone else's responsibility to deal with it for you. Those are real people you're playing with, not bots.
Although that's just one way to deal with it. There are other ways to handle it, such as by taking away hit authority and instead handling it on the server. That way if you have a terrible connection, you're the one that feels it, not the other people with good connections.
Then is it something you are considering or maybe already kind of trying to implement into the game or any measures to stop players with really High ping?
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@tea said:
Sorry, but why does it matter? It's literally a matter of 9 seconds since you're locked in to play at 00:06 anyways. Seems pointless to complain about.
It's not about complaining.
Before dedicated servers you were able to ready up until the 6th second,but now only till tje 16th second.
I just want to know why it got changed.
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@DelsKibara said:
I think at 15 seconds, the game is locking you in whether you are ready or not.
So it's a pre-ready to the actual "ready"
It's such an odd decision though because you can still change your loadout/characters or leave the lobby from the 15th second till the 6th second.
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@thesuicidefox said:
Just checked the patch notes and I see no mention of the bugs affecting Billy (disjointed camera/lunge) and Wraith (slow uncloak).
Wanted to check to make sure this wasn't omitted from patch notes, and if not when will these issues be fixed?
They will patch these bugs,but those are harder to fix so they take longer.
Todays Hotfix was only the "easy" bugs pretty much.
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@cheetocultleader said:
https://forum.deadbydaylight.com/en/discussion/comment/1255345#Comment_1255345
I wasn't referring to them as second chance, only Blood Warden which I bracketed, but there is also NOED. Anyway, I simply meant they are hella strong perks the killer can use to gain an advantage. Survivors should also be able to have strong perks to work with, or the game gets a lot less interesting for one or both sides.
Mentioning Insidious Bubba as a strong thing for killers is still a odd choice though.
I agree that second chance perks are more or less needed to make games more interesting,but i think they shouldn't be that easy to use if they are able to change the outcome of a match on their own.
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I love that Addon Idea.
I would maybe lower the rarity though because deep wound isn't really a very strong status effect.
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@cheetocultleader said:
Yeeeeah I'm not interested in a reiteration of Hide or Die, lol. It looks fun, but I like my DBD as DBD. I also don't see what the problem is with "second chance" perks when you have things like BBQ & Chilli, Insidious Bubba, Blood Warden (literally a second chance perk for killers), Blood Lust, & so on. None of these things bother me (besides that face camping Bubba), but they are hella strong themselves. Each side needs something to work with.
Since when is BBQ and Insidious Bubba the second chance version for killers???
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@SpaceCoconut said:
You died instantly on a hook, but respawned a short time after and the goal was a little different?
That sounds a bit like Last Year The Nightmare.
You definitely have to explain further what your idea is because it's pretty hard to imagine how this system is supposed to work
In my opinion the system should stay like it is and change second chance perks in a way that you have to work for it.
Deliverance is a perfect example of a second chance perk.You risk losing a perk slot if you fail to safely unhook someone before your first hook but gain the advantage to unhook yourself and potentially change the outcome of the match.
That's how second chance perks are supposed to work.High Risk High Reward.
You shouldn't be able to use them just for free (NOED,Unbreakable etc.).
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@CharlieCreston said:
https://forum.deadbydaylight.com/en/discussion/comment/1251722#Comment_1251722
It's not necessarily about dodging, but juking instead. Honestly, as someone whose played Deathslinger a ton lately, I find that people running in a zig-zag fashion are actually significantly harder to hit, despite what you might think. Just don't run in a straight line anywhere and you'll probably have a good chance of being missed by a shot.
The problem with running in a zig-zag fashion is that it ends up in the survivor losing a lot of distance and the deathslinger doesn't have to do anything for it and can catch up to the survivor quite quickly.
Huntress has to hold up her hatchet to achieve that and slowly moves towards the survivor.
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@Kernelzilla said:
• Platform: PC
• Description of the issue:
When u use prove thyself and work in the same generator with another survivor the 15% repair speed is not applied.
• Steps to reproduce (if possible): Use Prove thyself and work in a generator with other survivor.
• How often does this occur: All the time u use the perk.
It's the same issue on PS4 too.
I think it's still 10% instead 15%.
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@ShErMaDeRmA said:
Need I say more about these miniature semis?
Her Hitboxes aren't the problem but dedicated servers are.
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@obamagaming99 said:
there hasn't been a single interesting event just more excuses to sink your money into cosmetics. this game gets severely draining and boring after 3 or 4 matches on either side. For survivor you hold m1 all game and for killer. you just get looped for the entire game. Every time you try a build as killer you just get bullied by toxic swf. I just think there is nothing motivating me to play this game longer than 10 minutes. Maybe another game mode or something bizarre like that. If you do come up with something like that and it flops I'll still thank you for at least trying something new.
There won't be something new like a different game mode or event for quite a looooong time because the devs are already extremely busy with the main game.
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1247965#Comment_1247965
https://us.v-cdn.net/6030815/uploads/670/XJJ37T840ACK.png
https://us.v-cdn.net/6030815/uploads/556/B19K6QECXBFO.png
https://us.v-cdn.net/6030815/uploads/865/3D7S454EIUXE.png
Meanwhile, I will be running around with builds like these and by the time you cleanse those 5 totems someone has already been mori'd. Not that you even need NOED on builds like these but it's more proving how dumb the perk is when you stack it with other overpowered things.
I mean you could say the same with 4 Survivors with DS,Unbreakable,BT,Dead Hard,Sprint Burst or Adrenaline with Flash Lights and Med Kits and a strong Map Offering,right?
That doesn't prove anything
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I've ran into the same issue unfortunately
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Yes,i have the same problem.You don't get any deviousness points at all from hitting your hatchets.
Super sad because Huntress is one of my favourite killers right now to play as :(
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1237089#Comment_1237089
You can't rescue from a face camp, nor does the campee's skill matter in the process.
That depends on the situation though.
A facecamp after all gens have been done can be countered with the right perks and a little team effort.
Facecamping an early hook is an entire situation though that's true.
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@Batman781 said:
**DISCLAIMER: This post assumes the reader knows the difference between a complaint and constructive criticism.**
**ALSO: This pertains to the games mechanics. It has nothing to do with bugs, glitches, and/or lack of the games overall intended performance.**
Dead By Daylight is a 4v1 asymmetric game which makes for having perfect balance near impossible. With that said, the developers at Behaviour have come about as close as they can while constantly tweaking and making adjustments as the game evolves. Both roles have a job to do, while the killer is reliant only on themselves the survivors job is much more team oriented making it to where just one weak link can cause the team to fold. Survivors can be eliminated from a trial one by one slowly lightening the pressure from the killer whereas the killer is an unstoppable force who doesn’t go away. The survivors only defense is to run using raw skill and map knowledge to waste the killers time in order for their team to get objectives done. The killer however also uses skill and map knowledge combined with mind tricks to catch and disable the survivors. Killers also all have a unique ability to give them and added edge. It is imperative that while a killer is focused on a target the rest of the team is focused on objectives. Also, after the killer disables a survivor(hooks or slugs) he puts pressure on the rest of the team. Most survivors lose because people aren’t doing their job and most killers lose because the entire team does their job so well. Now that we’ve covered some basics, lets look at a few things people frequently complain about.
Camping. Everyone hates a camper. If a killer is camping there should not be 2-3 survivors hiding around the hook waiting for a chance to rescue, there should be 2-3 people on gens getting 1-2 to pop before the first hook state is up so the killer knows his time there is being wasted and leaves the hook to hunt. If a killer sees someone in the vicinity of the hook they have no incentive to leave as they know gens aren’t getting done and they have a possible chance at preventing the rescue and/or hooking someone else. The survivor should try to lead the killer away and if they don’t commit to the chase the survivor should immediately get on a gen. How about face camping? In my experience(5000 hrs played) if someone is getting face camped its because they did something the killer didn’t like. Maybe you ran the killer for 3-5 gens, maybe your friend did and when they finally got downed you Luke Skywalker-ed the killer with a flashlight, maybe you’re a Blendette or another character that killer has a personal bias against. Who knows? But I do know that most teams run borrowed timed. A SKILLED team can get a rescue in almost ANY circumstance. The mechanics behind team rescues work in favor of the survivors, hands down. I realize camping ruins the fun for those who don’t know how to deal with it seeing as it happens so often, but really players just need to learn the techniques to combat it.
Lets look at totem spawns. Some people want them better hidden, some people want them easier to find. The truth is, on any given map(for most maps) out of the 5 totems that spawn, 2-3 will be well hidden and 2-3 out in plain sight giving an equal chance for survivors to find the hex quickly or for the killer to prolong it's life. This is in addition to totem locations being relatively standard from realm to realm(in jungle gyms, on hills, upstairs in buildings, in or outside the killer shack). Some say totems should retain progress if the cleansing is stopped. That’s nonsense. Totems don’t take that long to cleanse and they rarely last an entire match. If they were to retain progress every time a killer chased a survivor off them, there would be almost no chance to try to defend them. I realize Hex perks like NOED, Devour Hope, and Ruin are extremely powerful but that’s the logic behind high risk, high reward. If you’re a survivor who struggles with totems, work on your map knowledge. If you’re a killer who can't get value out of Hex perks, work on your map pressure or use other perks that give you more value.
Flashlights! Oh, what a headache these are for killers in the right(or wrong) hands. For a killer to be blinded and drop a survivors 4-5 times in a game is infuriating. I get it, but do u know how difficult flashlights are to learn to use properly? I would honestly say that of all the people I have seen attempt a flashlight save, less than 20 percent succeeded. Not only that, but id say a solid 25-30 percent weren't even close and paid the price after the killer puts the survivor they picked up on the hook. Now, a good killer will look around or face a wall if they know another survivor has one. So yes, they are strong but both sides have their pros and cons with them.
Killers are over-powered? They certainly are not. Have you ever seen an elite SWF absolutely terrorize a killer like they were The Strangers? When a team has clear communication, encyclopedic map knowledge, parkour looping skills, and executes teamwork with military precision they are near unbeatable for any killer. The fact is, SWF is over-powered. The reason so many matches result in a 4-kill is because survivors don’t work as a team, focus on objectives, and make poor decisions. I have had many a night where I queued as a solo survivor and escaped 20+ games in a row, without communication. I have also had nights where my entire team died with the same consistency. If survivors spend time crouching and hiding, using urban evasion to get around, getting off gens when they hear the slightest heartbeat, leaving gens to get a rescue, not commiting at crunch time, running to the corner to heal, self-caring every time they get hit, stopping to do totems or search chests when the killer has extreme pressure on them, playing scared or extremely cautious, and not maintaining gen pressure then they are doomed to lose, even against sub-par killers. All of those examples happen in a majority of matches and they all come down to the players lack of fundamentals and poor decision making. Keeping in mind that every match is different and RNG can also play a role in the outcome of any given match, there really is no greater common denominator for why survivors lose than the teams conduct.
With all of these things taken into account it brings me back to balancing. The game is designed for both sides to thrive equally. Nobody would play this game if 4 survivors died every game, or if all 4 escaped. There has to be a happy medium for both killers and survivors to enjoy. If you think it has been an easy road for the developers to get this game where it is today as well as continue to improve it and keep it balanced, think again. I'll reiterate my feelings that they(the devs) have done a well as they could have thus far. If you find yourself always having things to complain about, maybe you should look at your own skills as a player and see where you need improve. Its very rare that I hear top tier killers OR survivors complain about so many of the communities common issues. If you are truly top tier in both roles and still have room for complaints, maybe you should think about switching to a different game.
I agree 100%
It's an asymmetric game so it's bound to happen that people start to adapt this "us vs them" mindset leading to an extreme amount of whining on both sides.
Like this image is survivor mains vs killer mains in a nutshell.
You see situation like this:
-"NOED is OP and unfair!1!1!"
-"JuSt Do ThE bOnEs,lol"
Or this:
-"DS is OP and unfair!1!1!"
-"DoN't TuNnEl,BrO"
All the time.Mix that with a lack of self reflection and you see the majority of the DbD community.
It's always easier to blame someone else rather than yourself but that's nothing new in the gaming community.
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@Cheers said:
All I want is it to be changed from "You get rewarded at the end of the game for failing." to "You get a boost at the end of the game for playing well."
Give it a nerf that rewards you for playing well. Maybe for each hook you get the exposed status effect for 15/20 seconds?
I agree with that.
In my opinion second chance perks shouldn't be so easy to use anyway.Only a few of those perks actually require some work from the player in order to use them (e.g deliverance,adrenaline) or involve some kind of risk (e.g for the people).
Second chance perks are strong perks,that are able to turn the tide of the match given the right situation if used correctly.That's why they need to involve a risk or need to be earned in order to be balanced.
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@Aven_Fallen said:
To be fair, if Killers would not have dodged so many Lobbies, Survivors would not have started with doing that Crap...
Sure,but you don't get kicked out of the lobby like before dedicated servers.
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Thinking you will hit the survivor right in front of you but aim dressing makes you miss somehow.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1235553#Comment_1235553
I do agree that it's possible WGLF could be gained through other means other than just Protection and Safe Unhooks.
Maybe doing a generator? Because there's only 5 in the whole map.
Sure,that would be possible too.
I just thought of healing someone as another way of gaining WGLF tokens because it would still be in the altruistic category.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1235536#Comment_1235536
With the next patch, it will be easier to get tokens. Protection hits will be easier to obtain.
That may be true but,you will have to go out of your way to get a stack like that and waste valuable time.
Also killers get their tokens with BBQ just by doing their objective,they don't have to go out of their way to get tokens
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@notsonew said:
we all know this perk is pretty much the survivor variation of bbq but without any benifits like bbq give during the match, so why not give this perk a tiny boost?
my idea is pretty simple, for each token you have, your altruistic action speed is increased by 5% up to a maximum of 20%
you get more points each game, and you heal your teammates slightly faster the more you help them.
Make it easier to get tokens as well.Maybe healing a survivor a full health state could reward a token too.
My idea originally was to reveal the aura of every survivor and the killer whenever someone gets hooked for 4 seconds to make WGLF work similiar to BBQ,but your idea would be great too.
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@ClickyClicky said:
Claudette - Blends in too well with most textures
Hillbilly - Too much speed AND power. He needs a cooldown or something to stop him crossing the map and then immediately back again, and he should be slowed down when revving his chainsaw so he cant casually walk behind a survivor with it charged
@gamemaster1 said:
I would think maybe either doctor or hillbilly. Doctor because his special power can be a little broken at some points but he is more of the balanced side but Hillbilly I think is the most broken. First off Hillbilly's chainsaw just that can half of the time be like super op and it can one shot people. And for survivors, I don't know, I guess Claudette because infinite healing.
Why would you of all killers say that hillbilly is OP?
Sure his chainsaw is a strong tool for map pressure and ending chases faster.
But it gets easily shut down if the survivor is near a pallet/window.If he can causually walk behind a survivor while charging his saw then the survivor is clearly outpositioned.He only needs a nerf to his Insta Saw Addons.That's it.
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Why hasn't anybody mentioned Clown yet?
For me it's Clown,Freddy,Legion,Plague,Pig,Leatherface.So pretty much most killers because there is nothing really fun/interesting and skillfull thing you can do with those killers.
A fun killer needs a power that is satisfying,if used correctly.
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No.The problem would be that it would become a mandatory perk like old brutal strength,head on and ds would be absolutely useless and would make tunneling way too easy.
They should just change DS so that it only works on the person that just got unhooked.
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@White_Owl said:
I love the Doctor, but after many games against him I came to the conclusion that Static Blast is too strong of an information ability to not have a clear tell for when it's ready, to allow some counterplay from the survivors.
Before the rework survivors could manage their madness levels and know when to enter a locker or when they were about to reveal their locations. Now it's all guesswork, which would be fine if survivors didn't have barely 2 seconds to find a locker or position themselves better, actions which require definetly more. It's all about having some counterplay.
I guess the devs won't do that anyway.
Sure you could implement that feature,but i think it would take away a bit of the skill of the survivors if they would do it.
Being aware of when the doctor used his static blast the last time and therefore knowing if he can use it again or not and then position yourself accordingly should be the mindset.
Powers like Onis for example need a audio cue considering how strong of an ability it is.Static Blast however is merely a tracking tool that should only be used if you know that there is a survivor nearby or else you will waste your power and be punished with a very long cooldown.
If you,as a survivor,know that the static blast will hit and reveal you then you should already look out for nearby pallets and windows.
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Please realize that there is a different reason for those unfair hits.
Hitboxes in this game are totally fine as they are.The real problem are lag and dedicated servers.
If the killer has a bad connection to the servers then you will notice him getting these unfair hits.
What needs to be done is the devs further improving their servers and add a feature to see the killers ping.
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Noed is fine as it is.You are always risking to waste that 4th perks slot when using Noed as killer because the survivor found all the totems,you finished the game before the last gen was repaired or you were chasing an injured survivor when the last gen got repaired.
Just add a sound effect when dull totems get broken for both sides and that's it.

