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PigMainBigBrain

PigMainBigBrain

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PigMainBigBrain
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  • @Shroompy said:

    Slinger aint being killed

    The biggest hit he got is the TR one, he can still quickscope (ADS takes .4 seconds)

    Can we completely confirm that? Cause I'm telling you right now, any FPS player who's picked up deathslinger is gonna be pissed if ADS goes over 0.4. Anything over that in most FPS games is like trying to quick scope an RPG, or ADS for an LMG pushing damn near .9 and higher. They're gonna be pissed if his gun now feels like setting up a rocket launcher....

  • @DawnMad said:

    This has been talked here a lot of times. Punishing players for playing together isn't a good idea. The best solution would be to buff Solo Queue information and killers in general.

    Well they aren't buffing either of those soooooooo.....

  • @DelsKibara said:

    Oh but that isn't all, mon ami~

    https://us.v-cdn.net/6030815/uploads/GR4QOLR1FHT5/image.png

    We got good ######### commons too! Yeah, it requires them to fail a skillcheck. But this is way better than the ######### they had before.

    Thats cool but...who the hell misses a jigsaw box skillcheck? The damn things are the size of texas and they won't let us use any perks that effect skillchecks on jigsaw boxes so.....no its still technically trash.

    Unless....they actually revert those changes bringing back skillcheck builds.....

    Ehhh pppfff nah, they'd never add variety back into the game who am I kidding...


  • Ever find it kind of sus that the most picked killers in red ranks have the lowest consistent kill rate of all the killers?

    Almost....as if...the data is slightly skewed or off....

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2521547#Comment_2521547

    What you are missing is that bhvr has other things they do outside of dbd. Not all of those employees are working on dbd.

    Which is right, so lets assume all of their grand total of 850 employees that they can use is correct. DBD being their most successful title. Their Android titles don't require a huge team to work on them. IOS and Android games in general don't require big teams, just from a pure data standpoint you're not working with much. Small files, that function on a phone, its like making a game from 2007. Lets say only 1/3 of that 850 total now or 1/3 of that 2018 total 600....thats still 200-300 people working on DBD alone.....which is still close to the amount of people working on FF14 at any given time. Which raises the question still....why are things so slow with 200 ish people when the same amount of people working in a japanese studio for FF14 can push out more content than the 200 at BHVR in the same amount of time?

    What hex totem is BHVR using that slows down their performance?

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2520987#Comment_2520987

    There are many in the community that didn’t roll their eyes but that realized that this was a fair change.

    why would you want something in the game that is literally only making the experience of new players worse but won’t affect more skilled players whatsoever?

    New players only stay new for a few days. It doesn't take very many matches to finally grasp the flow of how the game works. Trust me, these are the only players who can be effectively jump scared, and it doesn't last that long at all before your window to scare the ######### out of them goes bye bye and they fall into the area of lightly seasoned. Things that immediately stop working after this new player window fades...

    Jump scares.

    Skill Check debuffs

    Hex totems.

    Lack of scratch mark awareness.

    Takes about another month for them to completely counter BBQ and Chilli by learning to hide in lockers

    And in about that same month most people will either learn some minor looping or get effective at just dropping pallets regardless of where they are in the loop. I'd give it about 3-6 months before a survivor actually learns to loop while looking behind them.....

  • @MrCalac123 said:

    Bad balancing. That's pretty much it, it took Trapper 3+ years to be able to carry 2 traps by default and have 6 always spawn.

    Meanwhile Nurse LITERALLY ignores every loop. It makes no sense, I sincerely hope with this update and part 2 being teased that more frequent changes to Killers and Survivor/Killer perks will finally be a thing.

    25+ and only 1-2 receiving updates per PTB is just not good at all. It simply is not enough. I like the direction we are headed but it's up in the air entirely if this will happen more, so PLEASE praise the Devs for this update if part 2 is just as good as they say.

    If they want this game to balanced in any kind of meaningful way they're gonna need to expand that "little indy studio" into a full on "BIG STUDIO". Riot Games had to do the same thing. GGG had to do the same thing to meet the demand of their product and do things on time, bigger, and better, AND produce more content that can be bought in turn. But theres a problem....

    They have 600 employees. Of that 600 employees they need to balance 26 total systems of gameplay, that is 25 killers and 1 being survivors. Of which every single one of those 25 has a different playstyle and needs to function in order to operate against survivors, as well as juxtapose their position against other killers.

    WHICH DOESN'T MAKE ANY SENSE AT ALL BECAUSE FF14 AT ANY GIVEN MOMENT HAS AT LEAST HALF AS MANY PEOPLE WORKING ON IT AT ANY GIVEN TIME! With a grand total of 264 people who worked on patch 3.56.

    So someone please explain to me, how a japanese company with 1/3 the total staff can pump out some of the largest content updates known to man, and when we ask for an add on revision we get told it will take MULTIPLE YEARS??!?! What makes game development here so slow compared to one of the largest mmos of all time? Whats the hang up? What part of the chain from concept to completion is slowing this games progress down so much?

  • @th3 said:

    What’s funny is now with sbmm you don’t have to worry about competing at the top because your mmr on your other killers won’t get as high as spirit nurse blight.

    This is false. If your highest killer is mmr capped your weakest killer will still start matches around that range.

  • @IlliterateGenocide said:

    The changes haven't even been released I bealive. Wait a little bit once they come out. Don't jump to conclusions.

    If I made you a plate of food, that was obviously dog poop. And I told you to just wait a little bit and try it out, don't jump to conclusions. Would you need to actually put the dog poop in your mouth and eat it before knowing it would taste like literal #########?

  • @NOEDENJOYER said:

    It's time to drop this miserable role and become a survivor main.

    But why, you ask? Well:

    -SBMM has made every killer match last 5 minutes at most. You're lucky if you get 4 hooks unless you tunnel, camp, or play a good Nurse.

    -Spirit is getting nerfed out of S tier, so only a good Nurse can compete against good survivors now.

    -Boon totems being something that directly buffs survivors.

    -SBMM makes it so potato teammates are a thing of the past.

    -Each and every game is a breeze. Holding W & abusing exhaustion perks makes looping braindead.

    -Holding M1 on a generator is therapeutic compared to what killers deal with.

    -More cosmetics to love and appreciate as a survivor.

    -Being able to play with friends and make the game even easier.

    As someone who dedicated 2000+ hours into killer, I'm finally transitioning into the survivor role. I'll probably touch killer every full moon just to remind how favourable this game is towards survivors with half a brain.

    Join me, comrades.

    No....I'd rather quit my pig than lower my standards to play the cheap and overpowered thing in a game....

    Thats like when Xin Xao was overpowered in league of legends to the point where he could 1v5 in a 5v5 moba....Or like the 1 taps you could get from uber range and a body shot with auto shotties in modern warfare. Or back when veigar could stack 6 rabadons death caps and 1 shot everything on the map including baron. Or the release version of Dark Knight in DFO who could 1 roll bosses with minimal gear. Or full reflect templars in Rohan Online that could reflect every status effect in pvp, debuff all skills, silence, stun you, and stack every buff in the game without also being able to be debuffed, and hit you for the highest single and multi target dps in the game, and not die to assassin classes due to refreshing invincibility buffs. Or DarkRunners in Archeage with the highest mobility, CC immunity, and downright highest DPS that was so high it broke the games parsing system so it would show their damage capped at 150,000 in a single hit when players only had 20,000 health.

    Its cheap, its broken, its overpowered, and you should feel bad for playing it.

    Oh...and all of those OP things I listed either took years to fix, (because it allowed devs time to milk the market that was playing it) or in some cases didn't get fixed at all. The only ones that did get fixed come from professional e-sports studios. So I don't expect anything different to come from BHVR.

  • @UnknownKiller said:

    Killer mains what would be your limit to say to the hell with game?

    PS: Im waiting for TW:warhammer 3 release I hope devs doesnt destroy their own game till it get released.

    At one point I was stoked enough about this game and its direction to anticipate the coolest movie franchises joining it. But right now sadly....I don't even wanna see the grudge or the ring characters here, because they'd just be made to be a joke like the rest of the roster has become over time.

    We got more hackers now than ever before. And a shoddy MMR system that we warned them about would be trash.

    https://www.youtube.com/watch?v=NTuiZ4m4-ao

    I don't even like Scotts takes....but you don't have to agree with his takes to see that he and many others were right about it back then and are right about it now. The games not balanced enough to incorporate an MMR even if they did it perfectly. And like clockwork we did in fact end up with nothing but Spirit/Nurse/Blight at the top, while all the other random killers are getting smoked. And since its going to take them "YEARS" to even do a full overhaul of add ons and perks and killer powers there really is no reason to stay other than the fact that there's nothing else in town in the immediate future. Or people have ingested copious amounts of copium and are willing to sit in the house fire constantly telling themselves that one day this game will be actually balanced and fair. While at the same time they'll be constantly releasing more and more survivor skins to keep up with their budget, and try to add more killers and licenses to the game in which they won't balance, because their too scared of making this game anything else but easy breezy for the majority of their sales base, which is survivors.

    This isn't my first time with a slow bleeding game.

  • @Nathan13 said:

    She seemed to be “overperforming” here on the forums. Next we’re gonna see a ton of “nerf nurse” threads.

    That used to be the most popular thing to talk about, forums were full of nerf nurse, and nerf hillbilly threads, and they caved. Not only will they never fix Nurse bugs, but they nerfed hillbilly to boot. Spirit was happenstance. And like clockwork, as soon as they give killers a high skillcap killer who can actually compete they delete it.

    Next high skillcap killer to be deleted will be blight, and then pinhead. Then all the sweat squad survivors will have no challenge and can finally quit the game when nobody has any killers to go against.

  • Bugged or not, I doubt we'll ever get any changes to it since the bug benefits survivors. Just like how it took them years to fix infinite loops...

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513287#Comment_2513287

    The first clip shows the survivor dropping the pallet when Bubba is in his end sweep animation. There's no risk of being chainsawed regardless at that point. I'm not gonna say it works in one way or the other. But it wasn't tested properly to be meaningful.

    The other clips aren't abnormal. The interaction area is intended and it exists for many interactable props on both sides. The Trapper clearly got stunned when the pallet was halfway down.

    Thats not what he or she is saying. They're saying you can interact with pallets from further away than M1 and M2 and that you can use the ridiculous amount of range from the interaction limit to bug out chases. This range interaction limit might also be why we see so many unconfirmed hits during chases near pallets as well...compounding the problem on top of the hit check validation they added recently....basically....bringing back vacuum pallets but to a more extreme degree.


    You know now that I think about it...I've seen this happen a lot and always wondered how my hit didn't go through even though I was past the pallet....end up teleported back behind the damn thing...

  • @latinfla4 said:

    I thank bhvr for giving trapper a 2 trap base kit and making it do 6 traps show up in all the maps.

    How about the rest of you...any changes you are thankful for?😎

    I'm not ingesting anymore copium. I fully expect a flop.

  • @D3spair said:

    https://us.v-cdn.net/6030815/uploads/2G5S5VY7VHS7/image.png

    If an Unpopular and probably the most unpicked Killer currently can 4K with no perks and add ons due to the majority of the Survivors player base are a bunch of potatoes. Any sane and competent developer will be careful of bringing buffs to Killers. There are probably a bunch of 4 Man SWFs out there getting absolutely rekt by a Legion.

    You do remember that rank color is not an indication of skill anymore but just games played now right?

  • @FentV1rus said:

    As someone who plays a ton of Spirit, I think this is the right direction to go with her. Her lack of counterplay came solely from her add-on variance. Activation, Speed, and Duration add-ons give so much variance to her power, it is near impossible to predict her. With this "dust" change, it leaves her add-ons alone and gives the survivor a chance to possibly predict her spawn, or guess what add-ons she may be using. People are greatly over-exaggerating this nerf. Good Spirit's are still going to clap people, and she will still be at the top of the food chain.

    Thats a cool story but. We already had this change that she's getting where survivors can tell where she's going a bunch of patches ago, and it broke her kit to the point where they had to take off the directional sound, and you could see her move foliage. She was so easy to loop during this time and camp pallets against her it was actually crazy. Its not a question of being good with her, its a problem of constantly giving survivors more and more and more AND MORE information all the damn time. Its just like pyramid head with his introduction of the first ranged character who lets you know when you can press left or right to dodge.....the son of a ######### is literally an FF14 boss mechanic....

  • @WishIcouldmain said:

    Do I dislike current Spirit yes for me too much of her was lucky guesses. Her add-ons were too strong. Standstill mind game killed my soul. So I was so excited when they announced changes after strangling Hillbilly for a year plus. So add-on changes good, indication she’s phasing eliminating the standstill mind game amazing, dirt kicks up when she’s phasing hold up. The first two changes are safe changes. This third one needs to be tested extensively too make sure she’s not DEAD!!! Because no killer should be ruined.

    Being able to detect her stealth is PTB levels of trash. She'll be in the gutter soon enough and survivors will have to only face Nurse and Blight. Then after they finally nerf those 2 this game will go the way of Evolve and shut down. RIP Goliath....

  • Still kinda pissed ghostface can move faster while crouching than pig....

  • @Peanits said:

    To set expectations realistically, I just want to note that this is not a full add-on pass. As amazing as it would be to do a pass on so many Killer's add-ons all at once, that would end up being years of work squeezed into a single update.

    More accurately, it's a pass on some of the underpowered, overpowered, or unused add-ons for a bunch of different Killers (rather than a bunch of add-ons for a single Killer like we usually do).

    "years of work squeezed into a single update"

    "YEARS"

    Untitled Image


  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514192#Comment_2514192

    Wow that comment blew my mind, you nailed it perfectly. It's exactly how is DbD when you are good enough.

    I just disagree with the 4%, i think it's more around the top 15% of the playerbase.

    Ehh tomato tomatoe. I would have said closer to 8% considering how many people have even reached rank 1....EVER.....which if steam charts are anything to go on, only leaves about 8%. I say 4% cause I don't think many of those older capped MMR players are playing on a regular basis anymore. Either scenario is still a tiny fraction of the total playerbase.....which is sad, because they rarely ever address issues at the top. They like to balance the game and make changes to ######### thats not broken, and rarely buff things that are ineffective. That being said they still have till monday to show the rest of what they've been working on. Which after reviewing what they've got so far....I'm not impressed.

    Trapper starting with more traps doesn't do anything about his TTK or time per match or reliance on slow down perks. He's still trash. Spirit is in a worse place than before which will likely see her games replaced by even more blights....which was already stupidly high because a lot of those spirit players also play Blight in their back pocket. Boring as ######### I know...but anything else you play just highlights how incompetent the balance is.

    Considering the fact that this SBMM thing isn't going away anytime soon, they need to step up their game as far as balance goes and looking over old dusty ass killers, and old dusty ass survivor mechanics. And just straight up shoot down every single over the top survivor perk in the game. Full nuke. And for the love of god do something about gens so we can stop running the same damn bullshit slow down perks every game....

  • @Aneurysm said:

    The kicking up dust thing as they mentioned will be probably able to be avoided with good pathing (certain terrain and out of LOS of the survivor) I know the idea of using more than 3 brain cells while playing spirit feels strange right now but we'll adjust

    Nah, it'll kill her jungle gym capability. Which tbh was her only strong point to be fair. Survivors falling for the ghost at the pallet trick were mostly stupid pallet campers to begin with. If they fell for it before, they still lack braincells and will likely still fall for it even with the notifications. Experienced survivors and top tier MMR survivors just lead you to the next loop instead of camp pallets <---more distance=longer chases. All this change does is insure survivors can out play you at T-walls and gym setups 100% of the time instead of 30% of the time. Since you will always be able to either continue the loop or double back based on what you see bubbling out of the ground. Depending on how stupid the devs decide to get with the visual effect it could downright make your stealth worse than wraith.

  • @latinfla4 said:

    At what sbmm level?🙂

    A little rank called "black" that nobody really knows about....er well...about only roughly 4% of the entire player base has even seen or played in. Its when your mmr hits cap, and pretty much the only people you face are also capped. Basically the best of the best facing the best of the best.....and up here....its not even the same game. Everyone is using the best and most broken ######### in the game possible. These are also the ranks where the game is 100% survivor sided and you see the same people in matches constantly and queue times exceed to the moon. Red rank hell used to be a meme but its real this time. Its actual hell on earth in the purest form. I haven't seen a boosted survivor in so long I actually miss them making common human mistakes.

    Black ranks consist of the following perks and killers every game. Ruin, Undying, Tinkerer, BBQ, Dead Hard, Decisive Strike, Adrenaline, Borrowed Time, Nurse, Spirit, and Blight. <---- This is Dead by Daylight in those ranks. It is the only thing you will see, it is the only thing you can effectively play without getting steamrolled, and these are the only killers and survivor perks that matter. Everything else is either not balanced to be strong enough to contend with the things I just listed or not valuable enough to carry and basically not worth your time. Periodt. Notice how I did not as a Pig Main include pig in anything listed above.....that is how crazy it is.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511261#Comment_2511261

    Well, there have been plenty of players that have proven that killers dont really need too many buffs to reach Pig's average game time. As for making things basekit, there is actually a good reason why some are not. As some killers having essentially 3 addons could very easily overpower them. The only addon on Pig I would consider basekit, it Amanda's letter's aura reading(you're much slower than wraith anyway). Ruleset No 2 can be extremely powerful on some maps, especially considering Tampered Timer still exists. Having Ruleset No 2 basekit, would essentially making the most disgusting addons(Tampered Timer+Crate of Gears) even more disgusting, while only giving players reason to work on gens as long as their traps arent active(and dont tell me that this is some "convoluted reason".

    As for addons, well, the way the devs design a power is basically creating a massive board of "what if" scenario's. Then look for things that could combine very well with the basekit power and see what things should remain part of the basekit power and what things should be seperated because they would be too strong if combined with 2 other things. There are a lot of killer addons that might not feel powerful enough, but once you make them basekit and look at what combinations get stronger and how much those combinations affect the gameplay, you'll see the reason why it's turned into an addon instead. There are cases where making an addon basekit is one of the best ways to improve the killer. Take Trapper and Myers for example. Give Trapper the Trapper Bag basekit, and would he truly have a broken combination? No, not really. For Myers, give him Jewellery basekit, and would he truly have a broken combination? Well, technically yes, due to Tombstone Piece, but Tombstone piece is already broken and needs to change even in Myers' current state.

    So for Pig, would Ruleset No 2 be too powerful? Even if Tampered Timer would get a nerf? I'd actually be willing to say yes due to map design as Crate of Gears and Bag of Gears slow down searching enough on some maps to still risk getting your head popped without you being able to do anything about it. Especially if Pig hooks you away from the boxes you still need to check. Which is why I'd argue Amanda's letter instead. Worst case scenario, you can combine it with Video Tape and Combat Straps, which isnt really too powerful at all.

    As for the excuse they can easily make(and I agree, it's a dumb one): The core code of the game is heavily outdated and gives performance issues with each new chapter. The higher ups do not want to spend time and resources to rework that, as it means less income(and DBD is their only income). The higher ups rather have the devs work on bandaid fixes as it costs less money, even though the game can earn them a lot more money if they reworked the game/create DBD 2 instead. The devs arent the blame on this one. How would you create cilindrical tower if all you recieve is sand? You can spend hours and hours making it as cilindrical as possible, but as soon as a new bag of sand is added, the entire piece falls apart again. Or whenever sand isnt in the right place and you have to place it back, it might drop sand on the other side of the tower that was more important to the structure than the sand you placed back(aka, the pallet blinking fix creating the Freddy dream pallet stun glitch). That is the situation the devs have to work with. That's why the people who create clones are far easier off by fixing things in the game, because their clone has a better core.

    Tampered timer and crate of gears is broken by default without ruleset no 2. We've already proven that it will kill people who don't get their box on the 3rd try. But the thing is, I don't think the devs weigh importance in utility at base kit properly. Which is why you end up with Difficult to obtain stuff that should be base kit like rulset no 2.....but then get some bullshit combination like tampered timer and crate....like #########? The point of the skill is to stall people not kill them every single time so why is your most deadly combo a set of purple add ons? Same thing we can say about tombstone myers....like....why does it exist? The thing is if the team was actually focused on balance they'd be focused on base kit not post add on. Add ons would be just that....add ons, MINOR quality of life and advantages, not GAAAAAAME SWEEPING FUNDAMENTAL CHANGES.....like #########? Its like playing league of legends and Rabadons Deathcap stacking....THERES NO REASON....to have mages so weak, but then have a magic item that can be stacked to the moon and boost performance so much it becomes broken. If you make adjustments for base kit to be strong, you can afford A more player skill involved and less game breaking functionality from player decisions, and B less power creep via add on and perk combinations. But they do the opposite, they treat base kit as basically being helpless, and boost the ######### out of add ons and perks so that any time they "add sand" of course ######### is going to break.....you never even started building this sand castle with water to compact the sand what did you expect?

    If you don't have a core and the only thing you're given is sand, the insane thing to do would be to keep looping, the mindful brain thing to do would be to look at what you have and fix the core drop some water in that sand and do things properly. Again, all of this stuff is only going to compound problems, and eventually due to the limitations of simply being humans, you'll end up with so many problems that it fractures your ability to maintain a game at all.

    Also amandas letter as basekit? Hell nah, she doesn't need more information, she needs to reduce the amount of information survivors have so that her stall actually works consistently. And Less traps just hinders her main function. But I could see devs doing something like that because it makes 0 sense cause they work backwards....reminds me of Korean devs tbh. Their idea of balance is along the same lines. Leave the core game stagnant, add BS to the cash shop to compensate, when its discovered that a core problem exists, don't fix it.....just buff something randomly while nerfing it at the same time starting you back to ground 0 except more convoluted.

  • @Kate_Main_01 said:

    Before I get started on this post I feel that there needs to be a few points made in order for this to be effective and not immediately dismissed as a bait thread. This is a question regarding toxicity. Let me first give my definition of toxicity! Toxicity is not face camping, slugging, or any perk. The devs have already made it clear that those are valid tactics and while certain tactics might be cheap or considered unfun that is not what I want to discuss in this thread.

    Secondly, I cannot stress enough that this is not a bait thread and it's not meant to start any arguments. Anyone who is even remotely familiar with me or my posts/replies should know that I am a pretty positive person and I hope my hundreds of posts on here can serve as proof of my intent with this thread.

    If you've made it this far let's get into it! Killers, lately I've noticed the same massive uptick in toxicity in my games that I'm seeing posted about endlessly on this forum. It's not one or two bad games per night that I'm blowing out of proportion. It's 10/13, 8/8, 14/18, 10/16, truly disproportionate changes in behavior. I'm talking about someone kicking hatch, downing me at the exit gate and carrying me to said hatch to drop me there and throw hatchets in me the entire time for so long that I have two crows over my head as I'm stuck in a game for entire minutes because someone is throwing a tantrum. It's truly toxic behavior that affects gameplay (in most cases by drawing the game out).

    So... Why?

    If you are a Killer who is so frustrated with this game/your life or circumstances/whatever that you are determined to try and ruin this game for other people I genuinely want to understand why. I have seen countless threads lately with people making 'jokes' like "Welcome to being a true Killer" and "I'll just be toxic then" and a significant number of people liking those posts or defending those posts and I just do not get it. Toxicity is part of any online game, I'm a long-time gamer and I know this. But it's so disproportionate in this community and it just baffles me that people who should be able to bond over a love for this game are so determined to kill the fan base.

    If you're frustrated by the game balance, if your last match was bad, if you got flashlight blinded or teabagged or didn't get a 4k and you decide the then take it out on your next game or another player what does that accomplish? You're not punishing the devs or the person who showed bad manners so that can't be the answer. The only outcome I could see is that new players are chased away and veterans step away to take a break or leave for good. I've been around long enough to remember during slopes in player activity how these forums were filled with Killers and Survivors alike complaining about long wait times and I fear we're headed there again if this keeps up. I personally know four people who have left the game and so again I'm just asking what does actively and aggressively being toxic accomplish?

    What do you mean why? Look at the state of some of these peoples games. Toxic mechanics build toxic behavior. As a veteran of some of the most toxic mmo's mechanically known to man, I speak from my own experience. Games that are made inherently to ######### over the player of them in any way builds toxicity. Whether it be world of warcraft, Archeage, Rohan Online, League of Legends season 3, or Call of Duty Warzone with their terrible gun balance.....yeah....

    Bad mechanics create bad communities. I've seen it time and time again, over and over again in repetition. And the amount of publishers and developers who fall into this trap is actually astounding and they don't even realize it.

    There is a reason for everything. Players are reactive, the reaction you get is usually a direct result of other underlying issues. If you don't address those issues, it grates on people, and over time, you go from only having a hand full of idiots acting out because their day was stressful or they felt like memeing into 1000s of players acting out because of the games underlying problems.

    In the example of Archeage, I've actually gone out of my way to be a terrible person and gone against my own personal moral standards just because the game encouraged that type of behavior. Its Sick.

    What most people do is point directly to the symptoms and not the virus itself. In gaming this is the worst mistake you could make.

  • Didn't they nerf and remove the movement you could do during Dead Hard or am I stoned?

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2508160#Comment_2508160

    Here's a secret: I rarely use either of the perks. I just run whatever I feel like running. If I am not certain what to run, I either run, Ruin, Pop or NOED as the 4th perk. If I feel like I am going to face an optimal SWF, I am slapping on NOED, because I refuse running Ruin, Tinkerer and Undying due to it's boringness. Otherwise, I only use Ruin, Pop or NOED if it's preplanned in the build.

    There is something called hook pressure, and not enough people are using it. The benefit of downing a survivor on the opposite side of the map, is that to save that survivor, 1 of the other survivors has to run there too. If you come across that survivor on your way back to the gens and push him towards the gen, another survivor has to run to the opposite side again. It's a very powerful form of pressure that is quite rarely used. Almost as powerful as mass slugging in fact.

    My biggest question would be, why feel like you're forced to run Ruin or Pop when you have Pig? Pig has built-in slowdown. Heck, I'd suggest you run Trail of Torment, Third Seal, Scourge Hooks and Thanatophobia. Thana and Scourge, especially on Pig, have quite the synergy. You could add in Rusty Attachment if they heal up with a hat on to keep em injured for longer, but I rather suggest Crate and Bag of gears to keep em busy for as long as possible with their party hats without being a dick about it. I used to run it with Sloppy instead of Scourge Hooks, and the only downside was that I had to M1 survivors.(also, Dying Light, Scourge and Thana have nasty synergy together, arguably more disgusting than Ruin, Tinkerer and Undying on some killers)

    You'd be surprised how many perks you can use together on certain killers if you decide to ditch the meta build. Pop didnt exist for a long time and Ruin was worse(yes, it was worse, it was only good against bad survivors, the better the survivors, the less effect Ruin had, Old Thana had more effect against good survivors than Old Ruin) yet killers still managed to get an average of 2.7 kills in high tiers.

    My pig isn't the problem. She doesn't have to run any of that stuff at all. But sure enough, getting comfortable with that amount of stall shows. In games where you're running around as nemesis, or trapper, or plague (even though her power can cut the average 24 health states needed in half) or Demogorgon, or most of the rest of the M1 only killer roster that can't insta across the map, your time per game goes down SIGNIFICANTLY! I've said for years now, that every killer in this game needs to perform to the level of pigs average game time, with the exception of the zoomy cast. Who for obvious reasons, don't need more

    The thing is, with the existence of gen slow down perks in general, its an open letter stating "Yes...we know this is a feature of the game that you would probably want slowed down" Its the same logic they use behind some of these so called pink add ons like pinheads pink, or ruleset no 2. Stuff that ideally should be base kit, but for whatever reason its not base kit, and theres always some convoluted reason tossed up in the air about why it shouldn't be base kit.....when by default the fact that those things even exists prooves that the devs acknowledge that those things would make the killer better, they just choose NOT to have them there to hamstring players. Just like when we asked for a universal fix to totems and what we got was some perks instead. Matter fact that almost seems like their sole agenda when balancing the game.

    Instead of taking the time to actually sit down and go over the fundamentals of the game even if it means full on reworks, they skip that, and just throw a bandaid fix on it via a perk. And now we have situations where those same perks are seen as mandatory on Killer AAAND SURVIVOR....

    Like its not just killer with the slow down perks, Survivors are running just as many meta/mandatory nonsense as the killers are. DS, mandatory, BT, mandatory. All because the devs refuse to address 2 simple concepts within the games overall view that lead to the behaviors that cause you to even need BT or DS to begin with, which are camping and tunneling. Its inherently flawed. So much so that even little kids who make roblox games and clones of some of their favorite games have systems in place to prevent these things because they are aware that that will happen.

    So if little 14 year olds can address camping, tunneling, and whatever else can be found in an asymmetric game, what excuse do studios full of grown adults have?

  • @Underdawg said:

    TLDR; There is no point in being so sweaty, caring about having high MMR, or trying to "win" every trial.

    A lot of people don't like the new SBMM system. As best as I can tell, people are caught in some endless cycle of sweat. Survivors gen rush because they think the Killer will tunnel them out of the game as soon as possible. Survivors bring the strongest perks to combat this. Killers tunnel and play mercilessly because they feel like the game will immediately slip through their fingers if they don't. They bring the strongest slowdown/insurance perks to help them. People are using their strongest builds. Both sides cry that the other side is too sweaty. Both sides are right.

    Here's the rub: This isn't a problem of Behavior's creation. We did this. We convinced ourselves that “efficiency” was the goal of the game. How many times have the Killer mains on this forum said that tunneling is the most efficient way to “win” a match? How many times have Survivor mains complained about their teammates “not doing gens”? What did we expect? Behavior didn't explicitly state a “win” condition, so we went about creating one. 4K or 3K and hatch as Killer. Escape at all costs as survivor. “Don't bring that perk, it isn't efficient!” we told ourselves.

    With the old rank system, we had shiny badges “I'm a red rank, what rank are you bro?”. As far as I can tell, there are people who want to be told how MMR is measured simply because they need a shiny badge as validation. Tangible evidence on how good they are at this game; in some ways a symbol of superiority. But that doesn't exist anymore. (Coincidentally, I see a trend in using “hours played” as replacement for this – despite the fact that time spent doing something is not an accurate measurement of actual skill in doing said thing. While there is a correlation between how long you do something and how skilled you are at it, it's not 1:1. Some people pick things up faster. Some people plateau quicker)

    So seeing as the new grade system is mainly a measure of how much time you've been playing in a month, and our MMR is hidden from us, what exactly is the motivation to sweat? What is the motivation to attain high MMR?

    “I like to win. I play games to win.”

    Fair enough. But if the only way you get enjoyment out of this game is winning every match (or having a high win rate), then I genuinely feel sorry for you. I don't mean that in a condescending manner at all! I feel sorry for you because it seems that the Dev don't want anyone to have a high “win” rate. They want you to average somewhere around 2k or a 50% escape rate. I imagine that must be frustrating to be told that you're only going to have your definition of fun 50% of the time – but understand that this misery is of mainly of your own creation.

    Any time I'm playing killer and a SWF squad gen rushes and leaves in 5 minutes, I shrug it off and think to myself “Enjoy the games against Spirit/Nurses/Blights”. Anytime a killer tunnels me out of the game, and destroys the rest of my teammates before we've even done 2 gens, I shrug it off and think to myself “Enjoy the SWF sweat squads”.

    You want to “win” every match? That's fine. Eventually you'll be put against people who feel the same way – and play in the same “efficient” manner. You can't eat your cake and have it too. If you play sweaty, or have played sweaty enough in the past to earn high MMR then this is the new reality for you. If you want to play chill, then play chill. Stop caring so much about “winning”. When you “lose” a match, you don't actually “lose” anything. There is no actual tangible reward to having high MMR!

    There are a lot of things about this game that Behavior should be (and hopefully are) working on fixing. Our individual attitudes and competitive nature are not on that list.

    "This isn't a problem of BHVR's creation"


    FULL STOP....They don't need us to give them excuses, they are a business, if they have excuses let them say it themselves.

    Second, anything designed is designed with purpose. If they design a system that leads to a result, then they are accountable for that system. You should NEVER EVER EVER EVER EVER EVER EVER need to blame the customers of a game or mmo for things in that game being broken. The playerbase of every game is reactive, developers give you the chess pieces, and then what you do with them from there is purely based on what limitations you were given. Don't be like Scott Jund and others constantly blaming their own communities for why a game is bad. Because no other game thats successful blames its community for its faults. Its a cop out, its passing the buck and its wrong.

    It is a game, that will be played how people want to play it. If people aren't playing it the way the devs intended or have a vision for then its not the players fault, its the devs for not setting out with the rules properly and setting up proper limitations...

    If you're playing super mario, and the devs decide to just leave out any limitations to Double Jump....so that instead of going through the level normally, you can just double jump an infinite amount of times and fly past the level....whos fault is it that the game can be completed so easily? The people using double jump to quickly clear levels, or the devs for allowing infinite double jumps?

  • Last gen PS4 and last gen Xbox are not weak systems by any means, most PC players still don't have systems that strong.....so I don't understand what gives in this situation....

  • @ShakeyGames said:

    https://forum.deadbydaylight.com/en/discussion/281435/nemesis-is-a-cheat-code

    Every killer has a main ability and a secondary one. For example, Pinhead has his chains and the box, PyramidHead has his trail and cages of atonement, Doctor has shock therapy and static blast. It's just how killers are designed, nothing really unfair about that.

    "Every killer has a main ability and a secondary one"

    Sad Trapper Noises...

  • @Konnor24 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2508675#Comment_2508675

    Does that work for you? Whenever i do that they just break it using the environment and i gain little to no ground. Or they break, run to pallet and early pallet slam.

    It always feels when i use it in loops, they just get broken and they make it to a pallet so its a waste of time.

    The trick is leading. Thats where all the skill comes in. You got a couple different shots with him. If you aim to hit a survivors back, you're giving them a lead, hits like this only work when you know they have no direct obstacle to lean into. The trick is wherever you hook them from is your hooks anchor. So in situations like that you aim your shot in front of their path and do a quick 180 flick to hit them from their face. They then end up running towards the chains giving you the maximum distance to catch up and land an M1. The 180s are insanely difficult to pull off, but if you can get used to landing shots from multiple angles, you can shut down those loops, and especially the ones where camping a pallet is involved.

  • @Konnor24 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2508202#Comment_2508202

    How does Pinhead counter them? I've not seen any streams/videos of Pinhead players countering, nor can i myself.

    You cut the loop short as you would with clown, except pinhead can shoot his power through walls.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2505972#Comment_2505972

    https://forum.deadbydaylight.com/en/discussion/comment/2506839#Comment_2506839

    Crazy, crazy. I know. It's like we gave unbiased opinions of the situation. It's like it's common knowledge at the highest levels this game sucks. It's like you don't need to be facing oracle for this game to be miserable. 

    It's never been about wanting easy wins. It's never been about wanting to stomp on baby survivors. This entire time SBMM was tested not once have I said I wanted that. Not once have I said I had an issue facing people at my skill level.

    Literally all my posts have been about map balance being way off. In terms of size, strong structures, safe pallets, etc. It's been about gen speeds. There's a LOT of structures that are way to strong. Way too many safe pallets/pallets in general.

    That's the problem I have. People at my skill level know how to abuse these structures. People know where totems are. People know where gens are and stay glued to them.

    It makes killer miserable in every way possible. And I'm still not wrong. The weekend when the better survivors were on just highlighted it. Games where I had maybe 4 hooks. And I got a compensatory 2nd kill because altruism at the EGC. But hey..2 dead and 2 out is "balance"

    Want to hear a lot a map layout I got over the weekend ? I got a coldwind map with a jungle gym/long wall, in to cow tree, in to LT wall, in to hay stack loop with pallet, in to shack, in to jungle gym with long wall..That was one entire side of the map that's mostly unplayable for most killers. What exactly do you do with that many disgusting structures linked together exactly ?

    "What exactly do you do with that many disgusting structures linked together exactly?"

    Play spirit and nurse....pretty much those 2 are the only ones who can consistently hard counter them. With pinhead and Blight being a close second. I mean its not a solution because you have to pretty much ignore 80% of the rest of the killer roster but.....yeah....

  • @Bwsted said:

    Judging by my killer kill rates are high asf post sbmm. So, I wouldn't expect any balancing to go in the direction you expect.

    Stop facing potato's and get in on these real red matches at the new ranks. Its actually crazy up here.

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504811#Comment_2504811

    I doubt that making gens take longer will get players to impulsively play differently. It would just be deathgarden all over again, where they buffed hunters incredibly saying, ' now that scavengers are easier to find and down, why not just recycle them instead of instantly getting them out the game as fast as possible'.

    Did the changes influence player behavior in their favor? No. If anything, they would insta-kill 1 or 2 scavs and farm the remaining because at that point, there was no way they could win anyway. So they forced a second life mechanic instead.

    I'm not against changing gens or introducing other mandatory objectives, but ways that both sides shorten the game have to be addressed. Good faith balancing rarely if ever works.

    There are ways to do that without going into death garden stupid levels of gameplay. But in its current form 12 hooks and 24 (32 for nemesis) health states, including that end game buffer is a 5 minute match and sometimes shorter. Survivors have to purposefully throw the match in order for you to get all of those hooks, and all of those health states. And if they don't throw you have to proxy camp and tunnel to knock off time on gens and reduce the amount of people available by 1. And even then by the time you've tunneled that 1 person out of the game 3 gens have gone by, survivors don't even need a 4th man by that point, 1 guy can continue to lead chases while those last 2 gens get swept up.

    Either way it goes, this game is inherently not balanced nor is it ready for some SBMM level of competitive play. If its busted out of the gate then there is no point in an SBMM. Its like watching Evolve 2 matches. It turned into a joke because the 4 hunters were buffed to the moon while the monster saw no real changes since the game started. But since those players only make up a small amount of the player base I guess theres no point to making sure that side of the game functions properly right?

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/280994/so-do-we-have-enough-data-to-start-balancing-gens-now

    Believe it or not, gens are actually quite balanced. So much so even, that Ruin and Pop would need to be gutted if generator time gets upped by even 5 seconds.

    80 seconds on a solo gen takes forever to fix, the solution is not to increase that time, because no one would play survivor if they have to spend 5 minutes just looking at a progress bar to fix 3 gens.

    2 people doing gens together is even slower than 2 people doing gens solo at the same time(even with Prove Thyself).

    3 people doing gens together is so inefficient, that the time saved between 3 people doing 5 gens together and 2 people doing 5 gens together is only a 10 second difference.

    4 people doing gens together is even worse than 3 people.

    So gens arent the issue here. Nor is it killer ability.

    You know what is, tho? Map design. If it takes more than 20 seconds to go from one spot to any other spot on the map as a killer, you have a problem. Because all a survivor has to do is try and lead the killer to that spot and BAM, 3 survivors fix that gen before the killer can even return.

    Maps are the things that need balancing here(including spread of objectives, RCPD is actually quite okay to handle if the gens dont spawn on the far-ends of the map, it's an absolute abomination if both gens spawn on the furthest ends of the map). Maps need a killer seed(aka, RNG ranges, lower max distance for "bad" killers, higher min distance for "good" killers, more tiles being Jungle Gyms when facing a Spirit, more tiles being T&L's when facing a Trapper, for example). A Nurse can obliterate survivors on RCPD regardless of gen spawn(if she knows the map layout), a Myers can only handle himself if the gens spawn closer together.

    The problem when discussing gens is the fact that Ruin and Pop need to exist in the first place. If gen times weren't as ludicrous we could actually turn those perks into something else. I'm personally tired of running them just to be effective. The problem is, the margin of being effective vs the margin of not using them is so god damn wide it makes them god damn mandatory.....

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506675#Comment_2506675

    Tru3 gets streamsniped by crazies all the time, even as people deliberately getting into his lobby, and it's technically possible to get a 20-22 second gen. He's not an example of typical play, and I stand by what I said kiddo.

    What are you on about? Nobody is talking about 20 second 3 man on gen. Thats not how you rush. You rush by spreading out 3 survivors with brand new part, and 1 dedicated chaser. Thats 3 gens done by the time the killer stops the 4th survivor with a flashlight who baits the killer to the closest T-wall. By the time you hook that person your 4th gen is likely about to be 50%. <---And this is an extreme scenario, but it still happens roughly 20% of the time at the tippity top of MMR. The other 40% are survivors in premades spreading out and spawning spread out. Get your first chase in and its 20/20 minimum, <---thats half a gen with no perks. And its also assuming the survivor is brain dead and can't lead a chase further than 20 seconds only pressing W. The average thing that happens is by the time you hook the first person 2-3 gens are done. I don't give a damn if you're the strongest nurse in the game, I hang out with that guy constantly and his games still get a 3 pop even if he goes 20/20. So miss me with that excuse. The only people that should be making excuses for this are the devs.

  • @UnknownKiller said:

    The overheat mechanic doesnt affect him at all even without add ons.The only complain I could see its on certain add ons but for me the best ones are steering anyway.

    Because he got nerfed into the garbage can. Theres better options for mobility killers now, and having to deal with his nerfs doesn't warrant the time spent to play him.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2505618#Comment_2505618

    Killer main, easily over 2,000 hours. Genrush isn't even real since the changes from the old days, tunneling and camping plateau your personal skill to the point you're as braindead as the NOED/Dead Hard-dependent, and some third thing which baby killers tout as a necessary strat despite being inherent evidence of something lacking from the player's arsenal.

    "Genrush isn't even real"


    https://www.youtube.com/watch?v=MRx8rOH_Tuo

    This is still more or less the same game as it was 11 months ago with Dead Hard being mega buffed and Vacuum pallets back into the game. There hasn't been any changes to gen speed, and I can still co-op with friends and kill all gens in under 4 minutes.

  • But if they get rid of perk tiers how will they pad their playtime with convoluted grind?

  • @WexlerWendigo said:

    They’ve had years to make her more balanced and fun, and have done next to nothing. I’m tired of loading into a match, only to go against someone who has 10 hours in the game, because they’re playing a killer that takes zero skill. It’s just easy mode, which should not be in a competitive game.

    Let us have fun please, instead of forcing us to go against this garbage!

    This isn't a competitive game.

    Its balance isn't taken seriously enough to be a competitive game. No...Mountain Dew will not sponsor this dumpster fire for e-sports.

  • SBMM is dogs balls. It doesn't separate killers by skill level. It just goes by whatever the highest rating you had on a killer was. Once you pick up a new killer you're right back into the same matches you just got out of with your strongest killer.

  • @[Deleted User] said:

    This is bad, but who really wants to play at that res?

    People who want an advantage, even if it skirts the rules. Same with people who use those filters to remove darkness from the game so you can see survivors no matter what.

  • @tippy2k2 said:

    Kindred. It's hit the point where if I'm leveling up a survivor, I just won't play them if they don't have Kindred

    I'm almost exclusively a solo queue survivor (tricked my brother into hating himself and buying the game too so I've played a handful of SWF games with baby survivor brother) and I feel paralyzed with indecision without it.

    Is someone else going for the save? Is the killer camping? What gens are being worked on? Does this dress make my ass loot fat?

    All burning questions that only Kindred can answer!!!

    I agree, Kindred is also another underplayed solo survivor perk.

  • @latinfla4 said:

    To win necessarily?

    On killer I feel I need at least one gen regression perk regardless of the build.

    As survivor I feel I need to use an exhaustion perk regardless of the build

    Basically gen perks. If you don't run gen perks, you're asking to lose because theres not enough time in the game to go through 24 health states and 12 hooks.

  • If you come within 2 feet of me I'm gonna kill your friends and make you watch, and then give you the hatch so you can spread the word.

  • @noctis129 said:

    Something seems off. If u played dbd for almost 4 years, you've experienced it all.

    Whats up w the rage quit out of the blue?

    Look at the state of the game as a whole right now. With the release of pinhead a huge beloved franchise you would think that the audience would be sailing to the moon right now in happiness. But that isn't the case. Underneath the shiney surface of this game are cumulative problems that build up frustration and anger in an audience that was at one point full send on love. The Devs don't listen, and can't make changes fast enough to fix and adjust to the things they mess up from not being in tune with the game and its community. The only saving grace this game has is most people react to whats broken in the form of a slow boil. They think....eh...its bad but I'll adjust....next patch..."Its bad but I'll adjust again" next patch...."Alright its bad this time again but....I swear I'll adjust".....next patch "Alright ######### this, these devs are taking the piss.."

    The consequences of these folly's always end the same. But the reaction always takes a different amount of time depending on the game. Path of Exile for instance is going through this right now with the release of one of their recent leagues. Difference is, that community reacts extremely quickly. So if things veer off course, you're ######### immediately. Ended up losing Grinding Gear Games a hefty amount of money this quarter. Thankfully, GGG is just as reactive as the community and plans on shifting course to unfuck themselves. BHVR though on the other hand, changes this game just as slowly as the community reacts to the changes. So expect to see more of these slow boiling quit posts until they realize ######### is going on and decide to slowly course correct.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2500941#Comment_2500941

    Not anymore with SBMM.

    At high rank it's full survivor sided.

    Ehhh no. Solo Queue survivors at the highest ranks are probably the most balanced matches you can go against at the moment. And probably the only matches where killers who aren't Blight, Nurse, Spirit and Oni can actually stand a chance.

  • @alaenyia said:

    I have played this game for 3 and a half four years. It was fire when I started and ridiculously fun. There were all kinds of matches and you won some and you lost some. But in that time it has been a steady decline into an unfun, frustrating nightmare.

    As a solo survivor main, I have gone from winning half the time to maybe 10%. It has become so ridiculously killer sided to "combat SWF" I guess, that it is nothing but a huge waste of time to even log in, wait 15 min for a match, spend 5 min in the match getting hard tunneled right back out, to start again. Every match is just camp/tunnel/slug rinse repeat. There is no pride in strategy, there is no variation in perks or technique, there is no fun. It is fast, lazy, cheap plays to end the match as soon as possible, most likely depipping the surv team. Not one thought is ever given to whether the people in the match came to play, killers could not care less.

    Now the survivors. These people come in 2 classes. New players who are repeatedly downed, don't know where anything is, sandbag everyone because they don't know any better and never offhook because they are afraid and can't read the room. This type us frustrating but everyone starts somewhere.

    But type number 2 are the hardcore, I'm gonna harass the killer with my flashlight and teabags, not doing gens or totems because they don't want to miss an opportunity to flashlight, farm offhooks and annoy literally everyone in the match. They don't work on any objectives, just run around baiting, moonwalking, probably are streaming, have 5k hours. If they are caught and killed they can not wait to tell the survivor who did all the gens that they are "hiding trash that did nothing all match". Then they can't compliment the killer that tunneled them out of the game hard enough, while attacking their fellow team mates. These people are exhausting.

    then BHVR themselves have done nothing but nerf every survivor item, perk, offering etc. They have brought out enough aura perks, built-ins for killers and add-ons that killers can really just see you the entire match. They have introduced killers whose entire power is based on playing sweaty, and who then depend on camping and tunneling to even be competitive (looking at the Twins). I understand that 4way SWF are problematic and just run the match and leave and all around suck. I like trapper and a decent 4 man SWF is pretty much going to win. But BHVR should just change how many people can queue together. Because making the game unplayable for the 70% of players who are not playing killer or SWF are just over being annihilated every single match.

    So everything about this once amazing, fun, exciting game has become a rotting cancer. I play nearly daily and for the last 6mos to a year have has very few days I did not log out due to frustration and anger. Especially because I can remember when this game was fun, for all the players, not just 4 man SWF.

    I feel bad for solo survivors a lot....but the fact that SWF exists.....is so powerful it makes any conversation of nerfing killers sound crazy. At the same time they won't buff solo survivors, or make these queues separate. So I can't give relaxed games, and you can't have fun games. In an SWF world, everyone suffers.

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