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PaintedDeath

PaintedDeath

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PaintedDeath
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  • I love playing as Sadako.

    Generally I love playing as stealth killers, I will usually even use builds that turn non-stealth killers stealth. Sadako though, her playstyle is ######### oppressive if done right, allow them to think they've evaded you or you dropped chase, only to appear behind them. That's priceless.

  • @TeabaggingGhostface said:

    https://us.v-cdn.net/6030815/uploads/SECW3ICPLHEL/ghostie.gif

    What my last comment is referencing

    Goddamn it, I'm guessing gifs don't send normally

    Hey man, I appreciate the effort.

  • I posted my suggestions for Sadako

    @PaintedDeath said:

    From what I understand, Onryo's TV placement is set and not random so I assume they decided that strong TV placement was not a good idea, but some of these TV placements are just plain bad. On Midwich, the room on the bottom floor in the corner, with the fallen ceiling that allows access to the top floor (the library I guess?) Will spawn a TV if the Gen is in the next room. That's really bad, if someone teleports to the TV absolutely nothing happens, no condemn, the speed boost is wasted and the survivor has absolutely no threat from that TVs placement.

    My suggestion is two fold. First, make all TVs face and cover the generator in some fashion, so that survivors working on gens are exposed to condemnation at least. Secondly, change what happens during a projection. Instead of just projecting and possibly applying Condemnation, have the projection cause the same thing that Hags traps do, where the survivors camera is forced to turn and focus on the TV to watch the projection. While within LoS and watching the projection, give the survivors the Hindered status effect and remove Onryo's speed boost to compensate. Have the hindred status effect linger for like 1 - 1.5 seconds after the effect ends, either they leave LoS or Projection ends. You can change the add-on that effects the speed boost after projection to just cause the hindered status effect to last like .5 - 1 second longer.

    These changes first basically do the same thing with the speed boost/Hindered change, but also are more detrimental to players because of the forced camera movement, as well as making projection just cooler because of the forced viewing. With better TV placement that exposes survivors on gens, survivors will need to decide to either risk getting Condemnation and getting chased off the Gen, or to shut the TV off and risk accruing more Condemnation and having to deliver the tape they are carrying. Survivor counters to this will need to be one player constantly just running around shutting off TVs to counter projection, but risking Condemnation.

    The jury is still out on if TV placement that is better for chasing is preferable to TV placement that covers the gens, but even if that is the case, the TVs become generally useless once it's corresponding Gen is completed.


  • I'm gonna make you read this one also.

  • I agree

    @PaintedDeath said:

    I believe that DBD is in the best place it's ever been, and it's because they've made these core changes to the game to facilitate this state of play.

    So a trial has 3 different phases, the first phase is the beginning when the 4 survivors are alive. I think to many people understand this game to be a 4v1, but it is not. It is 4 1v1s. During this time the survivors goals are to escape the trial, and the way to do this is to complete 5 gens, open the gates and escape. The killers job is to stop this, and kill the survivors.

    Here's the deal, it is in the survivors best interest to work together and complete the goal of opening the gates and escape because your chances of escaping that way are drastically better than any other way. You want to be in the trial for the shortest time possible, because the killer is essentially trying to wear you all down. However, avoiding that "wearing away" is preferable to taking it in 100% of cases, so if you gotta abandon the gens to avoid the killer, then do that. Just don't get caught, finish the gens, and get out.

    Once a survivor is downed, the goal and strategy remains the same but becomes significantly harder, so hopefully you managed some progress while the 4th was still in the match.

    However, once it's down to 2 1v1s, the second phase starts. At this point in time, the survivors goals remain the same, escape the trial. However, your method of achieving this changes. If there is a single Gen left, and its nearly complete, finishing it or another to open the gates remains a viable strategy. However, avoiding the killer and letting him find the other survivor and kill them becomes a legitimate strategy. Once it's down to the final 1v1, the third phase begins.

    The final showdown. Who finds the hatch? I highly recommend trying to position yourself in an position to cover as much ground as possible to discover the hatch before the killer. However, another possibility also exists. If you are near a switch, you can stay near and once the killer finds and closes the hatch, you can attempt to immediately begin opening the gate. If the survivor can pull this off, they manage to survive, the killer has 3 kills and all is well. A trial well played.

    It's because of this I believe DBD almost takes on a battle royal aspect to it, where only a single survivor escapes and I believe this to be the optimum version of the game, and I believe that if everyone played the game with this mindset, you'd have better trials, as well as nerfing SWF. It needs to be every survivor for themselves, allow the survivors who wanna throw themselves into harms way die on the hook. I'll be finishing those gens, because I intend to escape.

    Concerning the matching making and MMR, I believe the system also works elegantly despite its simplicity of relying only on kills. The way it works, is essentially the killer is the "difficulty" of the match, and your ability to get kills raises your lethality rating, whereas for survivors who escape allot have a higher survivability rating than those who do not. Generally though, the vast majority of survivors are going to be sitting in a giant pool of "mid-tier" while a few are at the very top, and a few are at the very bottom. Killers who manage 2-3 kills every match are placed into que with "mid-tier" survivors who are all just "generally" good. Sometimes they survive, sometimes they don't and that's fine. You shouldn't expect to win every game and conversely you shouldn't expect to die in every game, hypothetically you should expect to have a 25% to escape against a similarly lethal killer.

    Those survivors who have high escape rates, IE they are in SWF squads and bully the killer, they are placed in the "high-tier" of survivability and will therefore be paired up with the son-of-a-######### killers who aggressively go for 4ks. Let those jerks play with each other, the "mid-tiers" will have just a fine ol' time facing each other and having fun games.

    This situation actually encourages solo que because if playing solo is enjoyable enough with a solid 25% chance of winning, people who seek out SWF squads on discord will actually STOP looking for squads and solo que, increasing the solo que pool. Make the solo que experience better, and you will see the SWF percentages go down.

    TLDR: Play survivor with the intention of escaping, and you will enjoy the game more.

    This post was made in relation to the upcoming update, which I am eagerly awaiting.

  • Cry all you want bro, I'll be making escapes.

  • Uh, it's pretty infamous that the SBMM is based upon kills/escapes so escaping the trial by hatch 100% will increase your MMR. I'm sorry to tell you my dude, but you have failed to change along with the game, you still think this is some sort of "harass the killer until everyone escapes" game and it is not. The Killer's job is to kill you all, nothing more and nothing less. Expecting the killer to just get ######### on the entire game and chase you and your party out while y'all clicky clicky and t-bag him days are gone. This game is winner take all, and IMO a proper game ends with a single survivor hopping through that hatch.

  • I enjoyed it and am eagerly awaiting its arrival.

  • I got like 700+ hours in the game and have owned it since release, so I'm not exactly a newbie myself, but I don't have any complaints about low MMR team mates. A Survivor ALWAYS has a chance to escape, you just gotta play your cards right. If your teammates are ######### and falling like flies, you gotta change your game plan. The hatch is gonna spawn at the end of the game, you just gotta focus on not getting found, and finding that hatch. IMO, that odds should be against the survivor, you should be struggling and finding your path to escape. If your only hope is the hatch, then you better be preparing to either find that son of a ######### asap, or out run the killer while looking for it.

    He'll, I even support bringing a key to the black lock if you're having that hard of a time, to get that damn lock open if it's been closed.

  • Well we also got a brand new Bubba, with only 1 perk equipped who DC'd almost immediately because he couldn't catch anyone, so I'm willing to bet that dude wasn't having a very good time either.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3036783#Comment_3036783

    It's not an error for survivors to help their teammates. Slugging ends up with the same problem as camping. In fact, slugging usually comes from a killer camping a slug.

    It's an error when it ends with all 4 of you dead on hook.

  • I only solo que and do just fine, though the last two days after the PTB have been rather rough. I played about 7 killer games without getting a single kill, just getting straight ######### on by the survivors, and also getting the beat down by killers. Then, like magic everything turned around and the games became much more enjoyable and fun to play. My guess is the MMR leveled itself out. Hopefully after the update thing will be better because I had a much more enjoyable experience over there.

  • @TheArbiter said:

    So when I play pig and get Red Forest, if I want to cleanse the totem on the other side of the map, I have to slowly walk over there and let gens fly, or try to defend my gens and let infinite heals continue?

    Yes.

    That's the point, to force the killer to have to leave and deal with it, or continue to face the constant deluge of full health survivors. That's the point.

    Also, I do not believe that CoH is that much more powerful than self care considering its limitations. 1)There has to be a totem. 2) The totem needs to be blessed 3) The totem needs to have not been snuffed 4) You need to get to the totems area of effect. If, in this theoretical situation in which a swf has ONLY brought 1 instance of CoH, the totem isn't up, then aren't receiving any benefit from it. Completely useless if the totems are controlled.

  • @sonata93 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3045442#Comment_3045442

    I have to disagree with CoH being 'pay to win'. It's a very, very strong perk for survivors yes, but no amount of unlimited heals can replace skill. Sorry for the anecdote, but if I had a dollar for every time I see survivors run to the other side of the map to self-care with CoH, only to get hit seconds later and repeat the process. Honestly, I think CoH can be a detriment to a team sometimes as survivors spend so much time blessing/healing that they're not doing generators. Survivors in lower to mid-MMR aren't comfortable with being injured, so instead of doing gens and progressing the game... they heal. Don't get me wrong, I know CoH can be annoying particularly with SWF's, but generally speaking, I don't think it's as OP as people say.

    The only thing I will say is that there should be a cool down for the totem blessing and/or Shattered Hope should be basekit.

    Exactly. If they could make losing a totem a better detriment to the survivors it would be better.

  • It'll be fine. With the gates open, survivors are almost assured an escape, with DS they were basically guaranteed one.

  • CoH is strong yes, but it isn't that bad. If the totem is left in a dead area of the map and left undealt with, so be it. It is the Killer's map and if he doesn't want it there he should remove it.

    I'll admit the the cool down on it should probably start once it's snuffed or whatever. Placing the totem should be a strategic choice, and the loss of the totem should be considered a blow which it currently isn't, but I believe the reasoning for its existence is solid.

  • @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/332914/why-coh-and-boons-are-good-for-the-game-cont

    You should change the title from "good for the game" to good for survivors. Nothing you described is a positive for the killer lmao.

    Why would it be a positive for Killer?

  • @Sally_S_gay_son said:

    lmao what is this

    not even comp players would apply this as every single comp match I watched everyone tried their best to body block for their teamates if the situation allowed for it

    being chased and trying to help your TEAMates (as this is a team game you know) while they are chased either via flashlights, pallet saves, sabo plays and etc are the only fun part of the survivor gameplay

    I am sure that most people who plays survivor will rather have a fun match and die than hold m1 hide from the killer and escape while everyone else was chased lol

    Sometimes I will play my p3 claudette with urban self care iron will for the lolz but the survivor playstyle you described only happens at low ranks

    I literally don't care what comp players think. The comp players are the ones destroying the game, and crying about every little change the devil want to make. I would also reframe from deciding what every survivor would rather do.

    All tactics are viable. If bodyblocking secures a save, and that save secures YOUR escape, then you should go for it. I am NOT saying you should sit in the corner just repairing gens, I'm saying your gameplay should reflect your intention of surviving. If one survivor getting tunneled ruins your experience, that is a YOU problem. I wasn't planning on that person escaping, I was planning on ME escaping. If the killer is slugging and camping all of the survivors, I WILL not be going over there and throwing myself at the killer for the save, that would not be conducive to my escaping. Let that killer get his 3k, he obviously really wants it, I however will be attempting to secure my exit, if just to deny him his 4k.

  • @Ruma said:

    This take is so unhealthy for the game

    No, it is THE healthiest take for the game. A killer who is doing their damnedest should be rewarded for doing a good job, just as the survivor who is doing their damnedest to survive should be the one who survives. No one team should be expected to take it all home. When it comes down to the wire and it's live or die, that's when the game is at its finest, when your heart is pounding and everything is on the line, the slightest change in events can mean the difference between winning and losing, THATS when the game shines. If that isn't happening, then the game is over and everyone should just leave and start a new match. The killer IS the power role. The Killer SHOULD be scary and you should want to avoid them. Being discovered SHOULD be a inconvenience. Conversely, if looping the killer is buying everyone time, and everyone was focusing on their goal, which is escape NOT harass the killer, once that survivor finally does go down, that leaves a ton of breathing room for the survivors to circle the wagons. If the gate is open and awaiting the unhooked survivor, guess who escapes? The looper, and everyone who contributed to opening the gates.

  • @Nazzzak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043849#Comment_3043849

    On PTB? Because the new changes haven't gone live yet

    No I am playing on PTB. I died last night to a MEAN ol' huntress that was one shooting and slugging. Was dirty.

  • @Kingjaffad said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043868#Comment_3043868

    Do you mind elaborating on the ways to counterplay her then? No joke would honestly be a big help.

    The Nurse is the only killer who cannot catch you by chasing, she has to use her power. The secret to beating Nurse is to remove her power from her. She needs to be able to see you to blink to you reliably, so what you gotta do is remove her line of sight. Once you've done this, she needs to start guessing where you are. If you find yourself in a chase against Nurse, find an area with lots of LoS blockers, preferably somewhere indoors. Then, just ######### keep turning back on yourself and keep joking and jiving. Also, if the opportunity presents itself, GTFO of there, once again her only way to catch you is to blink to you, and so if you can create enough space between yourself and her she will need to drop chase.


    But above all of that, just don't get caught. I know it's harder than it sounds, but if she never finds you, she can't hit you.

  • I solo que and won every match last night, even escaped vs a Trapper who was solely concerned with camping his hooks. Solo que is just fine

  • I got a gate escape the other night by waiting for the killer to find hatch. Legit strategy.

  • Naw, I barely run exhaustion perks, and I can avoid killers while injured without Iron Will. Being able to get 75% closer without getting detected is just fine. Maybe get better at the game.

  • Hey, this forum isn't for anything but complaining.

  • I am 100% okay with the way hatches and keys work now.

    I absolutely LOVE the last survivor point in the game, when I'm desperately trying to find the hatch regardless of what I'm playing. The key can actually have some fairly good uses with add-ons, so it isn't completely useless without one and should you happen to find one that can open the hatch, and happen to find a closed hatch, boy oh boy have you earned that escape.

  • Just make it a perk, you can recover other dying survivors while dying. Done.

  • I manage to hide from killers while injured without Iron Will just fine. Betting I'd be able to do an even better job with 75% reduced noise.

  • @rooCraah said:

    Upvoted for the post-patch build idea

    for real. Can't wait to try this.

  • I have a build I love already, otherwise I'd like to try it on Sadako someday.

  • I had a game I was playing as Pinhead last night where I was absolutely DECIMATING the survivors to the point where I was like, whoa I really need to pull back on the gas a bit.

    Decided, screw it. New players? I'll give them some practice and so I just chased them around and let them run away from me. They were not able to escape me at all, it was disheartening to realize how incapable of dealing with me they were. They all escaped though.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030705#Comment_3030705

    Here's an easy example.

    https://www.reddit.com/r/deadbydaylight/comments/vld9io/please_stop_trying_to_make_me_tunnel_you_off_hook/

    Person gets unhooked. Do they run away? No. They just stand there. Why? They want to use their endurance to get a free risk-free flashlight save. I "encourage" them to leave. Do they leave? No. They will continue to stand there NOT running away for as long as they are risk-free. Once their timer starts running out, THEN they would retreat. If their risk-free timer lasted 80 seconds, you can bet they would sit there for the entire 80 seconds if the killer did not go after them and hit them -> again...they are WANTING you to go for them...they are NOT bothering to use endurance as an escape mechanic. This isn't anti-tunneling. This is trying to attract the killer to go over them. Anti-tunneling would require something for both parties....a discouragement for the killer to chase, and a discouragement for the survivor to stay nearby.

    I mean, Off The Record they could even make it so the unhook alert doesn't even go off for killer, so he isn't aware the unhook even took place if he is busy. I gotta say. Bad design decision.

    I have faith though, they said the reason they did the massive overhaul was to allow them to adjust stuff quicker, so hopefully this doesn't amount to what they thought it would and can make some quick changes.

  • I like Sadako just fine and don't feel she needs anything.

  • Sheeeit, I want Perry Mason.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027853#Comment_3027853

    For me when I play lot of killer and then I go to play survivor just makes me feel that my skill does not matter as survivor cause as killer there is so many ways to control the match somewhat but as survivor you are very limited and it only matters what your teammates do if they hide in corner or go down fast it's L. Survivor is usually maybe more relaxing if you don't care about escaping much but as killer there is more pressure to do well and get hooks and kills and at times it's just frustating even if you win.

    You're not wrong but you can still pull golds out of matches even with zero kills. As long as I felt good about it, tried my damnedest and gave them a hard enough time, that's enough for me.

  • Not with survivors, but each killer has a unique power.

    Ice made suggestions on how to make each character actually have flavor, such as require each survivor to bring along at least 2 of their perks, maybe even make "capstone perks" which they get at 50 and only they can equip but are very strong.

    No one liked it. Whatever. Guess the survivors will just be glorified skins.

  • @Blueberry said:

    Their version of SBMM is terrible for the game.

    Whether you played well or not ends up irrelevant since all that matters is escaping or dying. It rewards survivors for just letting teammates die instead of attempting a rescue and rewards killers for just tunneling/camping someone out instead of going for hooks and fun chases.

    I ran the killer for 5 gens but finally went down after all that? I'm a bad player apparently.

    The old system was way better since even if I died, the system would recognize that I still played will and move up in rank. So if my team was bad I would still slowly be getting better and better teammates.

    With the SBMM even if I played well not only am I not slowly getting better teammates but I actually slowly getting worse ones since it think you played bad from dying.

    Terrible design.

    Then even if the SBMM system was somehow miraculously fixed to be perfect the game doesn't support it since the game is balanced for extremely low skill level solo queue. In other words, the game currently needs bad matchmaking to throw worse survivors into your matches because it's not balanced for good vs good players.

    Doesn't mean you played bad, means you didn't get a pip. Why should you? You died. The game isn't about looping the killer for 5 gens, it's about surviving.

  • Built to last, Desperate Measures, Better Together, Wake Up

  • @Skioles said:

    So you are telling me that I play as good as someone with 41h of total playtime?

    I think the big problem with current mmr is that it treats each game as 4 seperate 1v1's with the killer. Imagine a situation - you are opening a gate and your whole team goes down. Should you risk dying trying to save your teammates? It's not that I intentionally die every game. I try to play more as a team. If I die, but I save someone else I am fine with that. This is what I mean by "risky plays". In general not leaving people behind. You can do a lot in a match and die and it's still considered a loss. This is my main issue with sbmm. I think emblem system was better for me and my playstyle. I am pretty sure you could rank up even if you died, or at least get a black pip. Don't get me wrong, emblem system was not great either. You could derank from doing only objective or by running a killer whole game. But that could be improved.

    There is too much stuff to take into account for a proper mmr system. That's why there should not be mmr system in the first place. Current implementation is oversimplified and does not work properly. Especially on low mmr. It's probably okay at higher mmr.

    I would argue that the game IS 4 1v1's vs the killer. IMO, your end goal should be to survive, the other survivors be damned. If choosing between helping my team mate and dying, and me surviving, I'm choosing me. I will get the MMR tick, they will not, and I will be matched with other players who did get the tick. Theoretically, at the top of the charts will be the most grizzled survivors, and they didn't get there by throwing the killer kills, or putting others before themselves.


    I think the MMR system is actually quite elegant.

    I like to think of it more along the lines of a battle royale. Only 1 player wins. Which will you be, the winner or the loser?

  • I enjoy when the killer is absolutely merciless. I played against a dredge player who had it down pat. He stole so much information from us and was just pressuring so well it was oppressive. I congratulated him on his successful build.

  • @Kuinzu said:

    Does anyone else feel like sitting on a gen for around 90s isn't that fun nor engaging? I genuinely don't understand why we still queue survivor over and over again, enjoying the role, despite a significant part of it being to do gens. Has anyone ever thought of alternative objectives to sitting on gens for long amounts of time every game?

    I think it might make tool boxes better? Maybe searching a box for tools might be worth it?

  • Love me some Trapper, funnest killer in the game imo.

    If you do terrible and everyone shits on you, whatever. Trapper sucks

    But when you actually manage to have a good game, get some kills and God forbid, manage to trap some players. Oooooh weee does the sound of the trap going off followed by a scream feel wonderful. I mean, you walked into it dude. Don't be mad at me.

  • Yea I play soloq mostly and I try to avoid meta perks like the plague, so those changes aren't effecting me.


    I think that the selfcare/CoH debate falls upon the give and take of the two. For CoH you need 1) An unbroken totem and 2) to be in its aura whereas with selfcare you can just do it anywhere. CoH can be completely shut down by the killer snuffing the totem. Can't shut down someone's self care

  • @[Deleted User] said:

    The devs have confirmed that the new DH will have an animation too, so you most likely can't vault/throw pallets while you have the endurance. But i guess we'll have to wait for the PTB to see how exactly it'll work.

    Where did they confirm there would be an animation?

  • Yea I'm pretty sure it gives you the endurance on the hit, and if you are hit you get the typical speedboost from getting hit. So that could theoretically let you hit that vault if he hits you, buuuut if he just waits for you to vault he can grab you.

  • Actually, it might be cool to even have an expanded, silent terror radius like what Huntress has, but rather than an audio one, make it a visual one. The walls start bleeding, or vermin start appearing whenever the killer is getting close. That would be so dope.

  • I'm I'm solo player 98% of the time and I have no problems with NOED at all.

  • @Xbob42 said:

    This is absolutely one of the most major issues with the game. It basically makes balancing an unbelievable nightmare.

    That said, you can't put the toothpaste back in the tube. The game would feel lesser and broken if they were to change it now.

    I think if we ever get a DBD2, they should focus on core skills for survivors. Assuming they'd have 4 perk slots again, you could continue to have the generic starter perks that everyone can use, but also survivors come with like 5-6 perks instead of 3. So even if you only play a single survivor, you've still got a lot of flexibility.

    Then make a single one of those perk slots able to hold a teachable perk and you've got something a bit similar to what we have now, but way more controllable.

    Of course, this game also has the problem of perks not really being perks. They range from might-as-well-have-an-empty-slot to super-powered-nonsense. Perks should always be small little advantages, not big swingy powers that play a massive role in the outcome of the game. Maybe they give you an edge in a critical moment, and you win, and that's fine, but having the killer having to change their entire playstyle because you might be running a meta perk is just silly.

    The counter argument to that is that it encourages more variety, but in reality that's rarely true. Most of the time you've got folks with meta perks or potatoes with whatever they happen to have. People actually coming up with novel new perk combinations is very rare, and not something typically encountered in the average match.

    Thinking back on what I typed above, I actually wouldn't mind perks being teachable to everyone as they are now if the perks didn't have such a massive power difference. I think that's actually the core issue.

    I think that the idea of balancing around soft, negligible differences is a thing of the past. Game like Overwatch have showed that its possible to balance around everyone being overpowered, and if you look at the updates they are making to Apex, they are buffing characters and making them incredibly strong, rather than depowering other characters. That's the route they should take with this game is what I'm getting at. People who want to bring up David being stuck with No Mither aren't thinking correctly, No Mither doesn't have to be what it is now, if they make it a core tenant of David's skill set, such as I said before, David would take 3 hits rather than one, so if you choose No Mither it would bring him back down to 2 hits. Being able to take 3 hits David would be countered by Billy's and Cannibal's but would be a straight hassle for other killers. Also, you could just not take No Mither, you still have the generic perks you can take, I'm not advocating for getting rid of Haste or Kindred, those would be the perks you use to tailor the character to your playstyle.

  • I don't know, I feel like I've been playing a lot more fair games tonight, made me not completely hate this game.

  • If you are aware of the tropes of horror movies, the characters are not skins. They are specific archtypes which fill specific roles. Reducing them to skins, robs us of that.

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