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Pizzaman

Pizzaman

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Pizzaman
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  • Foremost, it should be consistent across killers and survivors adept achievements.

    Currently survivors just need to do a successfull escape, where as killers need to closly look at their emblem points.

    So either it should be a 4K for Killers, or it should be adjusted for survivors so that they also need to get 2 pips for an adept achievement. Again, it should be consistent across killers and survivors. No role should have an "easier" way to do the adept achievements (and currently it's easier for survivors).

  • @theArashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/844876#Comment_844876

    So all these times when after getting unhooked survivor proceeds to unhook other survivors, work on totems, work on gens, jump in lockers is definetely very situational.

    You get absolute immunity for 60 seconds regardless of killer actually being around or not.

    You don't get immunity. You can still get slugged, and DS will expire while being in the dying state. Please don't spread misinformation.

  • @Mert_MK said:

    When this map was still new, i didn't really have many issues with it. But i have a feeling that's because the killers i went against didn't really know how to deal with it.

    Now however, i'm very tempted to dc on it whenever i get it. As a survivor you can't mindgame at any pallet on this map. All that's required is to bloodlust as Killer and it's super easy to pull off on this map because of how unsafe every pallet is. Killers like Freddy with Snares or Clown make this even easier you might as well not even try. I know Balanced Landing somewhat helps on this map but not everyone runs it.

    I'm not asking for super safe unmindgameable loops, but this is too much. Springwood for example is nicely balanced imo for both sides.

    This map is also a nightmare when playing solo, might waste a lot of time looking for a certain Hex totem or a generator/your teammates unless you have an aura reading perk.

    Gameplaywise, this map is trash. I made sure to let them know in the survey even though it's unlikely they'll adjust this map because it's the most recent one.

    It's an indoor map, nothing else was expected.

    Also, think of all the LOOP MONEY!

    L O O P M O N E Y. We're rich.

  • You could take a look at the survival rates, maybe that sheds some light on the topic and might get you closer to an answer. But I like that you're bringing in RNG as an alternative answer.

    Regarding your friend: just do a 1vs1 with her in KYF.

    Also, when you both are in a trial and most of the pallets are gone on a map, get in a chase and bring the killer to her and watch the drama unfold. Now she can show you that she's playing the power role.

  • @vossler25 said:

    https://forum.deadbydaylight.com/en/discussion/comment/827279#Comment_827279

    I'm just gonna say this once, if the killer manages to win quicker than 3 minutes, those survivors were simple trash, red rank I'm yet to see this happen, yes I'm SFW but we have an chosen runner, and 3 gen rushers, this person that runs can keep it up for 12 minutes average, if killer gets bored we are aware and we get ready to handle it, I can keep a chase for 6 minutes and of my group I'm the worse, spirit we can keep going infinitely, nurse, we can keep going infinitely, the rest is average 6 minutes for me 12 for my runner, worse chase is from hill Billy I average 3 minutes my runner 7 minutes, that's all the time any of us need and it's win

    This forum never ceases to amaze me. 12 minute jukes on average. Where 6 minutes is the average of the worst juker.

    Jeez. Pure Comedy Gold. Please "keep it up".

    Btw. if you 3 gen rushers "gen rush", why does your "runner" have to juke the killer for 12 minutes on average, if gens can be done in 3 minutes? Just asking for a friend.

  • @KuromiStarwind said:

    Yes, there are lots of large maps which hinder a large amount of the killers, there are a lot of large AND clutter filled maps that ruin the experience for EVERY killer (Yamoka's/Ormond), and there are maps like Haddonfield/Preschool/Lery's/The Game/Stranger Things map that ruin it for...everyone.

    They should also look at smaller maps like The Game. I mean why does something like 2 safe pallets upstairs into dropdown into 2 safe pallets equate to a well designed map? The literal safest pallets in the game, no pun intended. In fact, why do some maps have central buildings that provide such large loops without counterplay? Why don't you just make an entity blocker appear on 1 vault, or 2, instead of 3 for some places?

    Are you really complaining about the pallets above and around the basement @ the game?

    If you get downed right above the toilet room you might end up in the basement, so there's a high risk involved.

    Jumping through the drop down without BL while in a chase can also be a risk if you're already injured, you might not make it to the next pallet anyway. If you jump down and the Toilet Gen was already finished, it's just 1 safe pallet, not 2 (as the door is open, 1 of the 2 pallets becomes pretty unsafe). Once that 1 pallet is gone, the basement area literally becomes the most dangerous place.

  • @lunaticlifter said:

    games at rank 1 are defintely not fun... this morning i tried to main demogorgon wich i acutally think it's an underrated killer and really fun if mastered, i feel like dominating in chases against greedy survivors, only if they camp and drop pallet early and run straight line he feels underwhelming..even if the chases are fast the game usually end up with 0 k unless i play dirty, but only because gens go way too fast...the answer are not the perks.. ah they nerfed instaheal? sure just give the purple one, the most common a free borrow time, it's fun and interactive, it's not like you are going down you know :) tired of using spirit, billy,freddy or hoping that survivors sucks while getting a good map to have a fun and fair game..nurse now get ######### so hard in some maps, it's not like before it wasn't easy to break LoS.. i would like to be ok with this nerf, but why not give her a movement speed increase?... oh bhvr...

    You're talking about Addons for Medkits, not Medkits.

    Addons for Medkits were nerfed, not buffed. Styptic Agent now has a time cap for it's effect. Anti-Hemorrhagic Syringe has a delay until it kicks in. Also, as a result of using the Addon, the medkit is depleted (even if you're not getting any benefit out of it's usage). Not sure what you're complaining about, imho you're just salty.


    Also, you're chasing a surv with a medkit, and suddenly he/she doesn't have the medkit anymore. Can you guess what happened?

  • @MysticAdvisor said:

    https://forum.deadbydaylight.com/en/discussion/comment/799039#Comment_799039

    This isn’t helping or constructive.

    This is why dbd has a great divide because of the killer vs survivor mind set.

    To be fair, most of the former discussions revolving around the gameplay balance of spirit were not constructive either. Now we've got concrete proof from one of the devs that she's indeed not as balanced as a lot of people in this forum claim, otherwise she wouldn't be a "statistical outlier".

  • @Mr_K said:

    I care about the Event as much as the Devs care about my feedback.

    Probably the most underrated comment in 2019

  • @JiggleWiggle said:

    Why was devotion added to the game? It literally displays your overall gamer time. I know that could cause more problems with matchmaking right now since not every devotin level has the same amount of players compared to ranks.

    Time spent in the game doesn't equal skill. There are people that have more than 500 hours of DBD gameplay time and still don't look behind them in a case, or know how to loop. Also, devotion is a sum of Surv. and Killer Gameplay. There could be people that almost exclusively played Killer and want to play a survivor game. How would you deal with that?

    You need to measure the competence of a player, but not just by looking at their gameplay time.

  • If both parties are at the hatch, whoever presses the action key first should have priority.


    Amazingly simple concept, I know.

    Sorry that I couldn't come up with something more complicated.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/761237#Comment_761237

    Could combine with empathy to know when they're going near someone and call that out to said person.

    Ok that makes more sense. BUT, I wouldn't want to dedicate 2 Perk slots to that. I think it should be enough to know that someone else is getting chased (which can be accomplished by just using voice coms).


  • @UltraBanana said:

    A deliverance might be worth it, since they can be the designated last man on hook endgame when you run into the facecampers. An object user is probably also worth it, since they can abuse it and give away the killers location to everyone.

    Dead hard as the end-all exhaustion perk is a silly assessment. With a map offering to guarantee a good area, a balanced landing will extended a chase much more than a dead hard ever will.

    Items wise I am way more scared of socket swivel commodious toolboxes than a self instaheal. Styptics are not nearly as annoying as the syringe, and it's significantly more disruptive to have someone full heal a person I just downed instead of just insta-ing themselves. I would have at least 1 and the key, but consider toolboxes as well.

    Regarding the object user. I'm curious. How does that actually work?

    How do you call out the killers location so that everybody else understands where the killer is? Take "The Game" or "Lery's" as an example. What location names do you use, and how do you (as an object user) know where the killer is, if you don't have anything except the aura, but no accurate distance and visibility of the structures around the killer?

  • @Lefty24 said:

    It looks like he got stuck in a glitch can couldn't move, only turn. See his small teleport when the game finally let him out?

    You could have run through him when he hit the other survivor.

    You could have run through him when he downed the other survivor.

    You could have disarmed the trap.

    You could have taken a hit and run through him.

    You could have taken a hit and used deadhard to go through him.

    You could have gotten downed and let your teammate locker slam him, like she suggested.

    I just listed 6 possible escapes, surely there's more. So where is the hostage situation?

    Being a dumb survivor is a survival handicap, not an excuse for accusing the killer of holding the game hostage.

    1) You don't lose collision when somebody else gets hit

    2) You don't lose collision when somebody else gets hit

    3) And get grabbed of the trap like a champ

    4) Trapper didn't move and also didn't make any attempt to hit him on the stairs

    5) Trapper didn't move and also didn't make any attempt to hit him on the stairs

    6) Trapper didn't move and also didn't make any attempt to hit him on the stairs.


    Only 1 out of your 6 "escape plans" was even remotely possible, and as that trapper was right next to him he would have been grabbed anyway. So please don't call him dumb, if none of your plans would have worked anyway. Thanks!

  • The "Nobody complained before"-Meme.

    Just because you didn't notice complaints before, doesn't mean there were none.

  • Please, no more indoor maps. They usually turn out to be not that good

  • Nobody is entitled to a pip. The emblem system is in place for a reason. Keep track of your blood points in those categories, they are not directly linked to the embled points, but you can still use them as an indicator.

  • @themirrortwin said:

    Weren't the devs going to do something about DCing when the dedicated servers came online? Does anyone know about that?

    I just went against a SWF. After I hooked the first person as Spirit, she DCed. The other players in her group quickly followed until there was a 4-man DC. I got "entity displeased" with a down rank. It was really frustrating because their toxicity won out. In the comments, they did the normal trolling. I simply reported them all. However, wasn't fixing the DC problem something that the devs were going to do something about at some time? Thoughts. How furstrating!

    Honestly, I think the devs should institute a 5 minutes timer if you DC purposefully where you can't match. At least make a price for doing it.

    Excuse me, but I might have missed that "toxicity" part. Could you please elaborate? What did they do during the trial to give you the feeling that they were toxic? Or is DCing = toxic for you?


    I'm asking, because in the title, you've mentioned DCing AND toxicity as two keywords.


    Thanks in advance!

  • @Todgeweiht said:

    Not gameplay-wise, but community wise

    Spirit used to be one of the most beloved killers in the game, why does so many people all of a sudden start asking to get her nerfed to the ground?

    The only "problem" i find she has is that filthy prayer beads add-on which is extremely annoying to go against, but otherwise she seems like a pretty balance high skill killer.

    Well, it's called wrong perception.

    She never was "one of the most beloved killers in the game" to begin with. Her gameplay design is flawed and I would never dare to say that it's a well designed killer (something that is continously stated in this very forum by weebs and people who can't master nurse, and hence you might have perceived that as reality).

    (Though, I have to admit, at least in the graphical design area they did a pretty good job.)


    And as DBD players are a strange breed, they can endure a lot of crap. But throw enough crap at people and they finally get fed up. We've reached the boiling point. That's what's happening. Not sure why you're surprised about it.


  • @JawsIsTheNextKiller said:

    I knew what I was letting myself in for when 4 survivors entered the lobby at the same time, armed with toolboxes and flashlights: Two Davids and a Jake could predict every quick hit and every lunge. They would look at me the entire time, seemingly always knowing were the walls of the brand new Hawkins map were. I couldn't counter their jukes by waiting, feinting, walking backwards or strafing. No matter what I did they were unhittable. I could feel my stress levels raising with every miss.

    Somehow the 4th "potato" survivor was rank 3 and the three master jukers were all rank 14-16. I checked one of their profiles and was presented with a link to their YouTube juking videos.

    Any advise on hitting survivors that have juking montage videos on YouTube would be very much appreciated. Otherwise I am going to turn to the dark side: hang up my claws and become a survivor main.

    It seems that there's a bug (most likely introduced with the latest "hotfix") that screws with hitboxes (hurtboxes), and you can't hit anything (makes so that you can even walk through pallets). So, you might have experienced just that.

    Also, if just one bad game makes your "stress levels raising with every miss" and in the end gets you to switch to survivors, then just do it.

  • Change your mind, why?

  • @OP: don't trigger the "there will never be another legacy" dudes. They are just waiting for threads like this.

  • @Awakey said:

    Don't farm. Run DS. Stick it out and move on.

    There's three easy options for you.

    Exactly. Just don't use BT. Problem solved.

  • @Kamikaze_Rose said:

    https://forum.deadbydaylight.com/en/discussion/comment/691384#Comment_691384

    They already added a killer like this in Gold Express, a DBD-like game that's still in beta. The mechanic pretty much works as you describe--survivors (extractors) are rarely fooled by Geisha, which makes her power kind of useless.

    It's all about deception. If you played Spy in TeamFortress 2 you already know how to deceive other players and move/behave in a way that's not giving away your true intention.

  • @[Deleted User] said:

    Well duh.

    Lobby dodging should never be punished PEROID. There can be MANY reasons to leave a lobby. Nothing has been committed to yet, so there shouldn’t be any problem with someone deciding to leave/close a lobby.


    There can always be MANY reasons to leave the game, doesn't specifically apply only to lobbies.

    If people join a Killer Lobby and press "Ready" they are as committed as they can be. Meaning, they want to wait to get into the game. They have already invested time to find that lobby, and now they literally are committed and invest their time to wait for the trial to start.

    It takes time to find a lobby. Dogging a lobby means everybody needs to repeat that process (so waiting again). It's not less of a waste of time than anything else, that forces you to look for just another lobby.

  • Came here cause the title said "Sold Idea".

    Read the idea.

    Good bye.

  • @Markness said:

    https://forum.deadbydaylight.com/en/discussion/comment/694541#Comment_694541

    Time to take off the training wheels. You're already playing the easier side.

    I always thought bamboozle was the "training wheel". But mkay.

  • @grayon444 said:

    I don't get why so many people use pallet Freddy when they have snare Freddy by default.Pallet freddy works on rank 10-20.

    Would you please be so kind and explain why you think that's the case? Some people in this forum claim that pallets are weak, and SWF counters it, and that people are already "used to it". But if you don't have a way to tell if a pallet if fake or not, why would they be bad?

  • @Mr_K said:

    Would it be fair to pit PC players against Console players?

    Would it be fair if PS4 Players play against XBOX Players or Switch Players?

    I think so!


    PC is a different story, I agree.

  • Needing a specific perk to counter a Killers Power is not a good thing to strive for, and you should know that. It's bad design, UNLESS you know upfront which killer you're going to face (which is not the case).


    Also, the Meta exists for both sides. Look at the Perks that are used in high ranks by Killers. There's not so much variation as well. Occasionally there's somebody trying a new build (kudos to everyone who does that!), but an awful lot of times you see standard builds containing: BBQ, Ruin (both I consider them to be the gold standard). Let's not forget fun combinations like Enduring + Spirit Fury (those Pallets! REEEE), Sloppy Butcher or NOED.

    Killers slap on those perk builds without much thought, and they can, because it simply doesn't require much thought (and honestly that's completly fine!).


    To sum it up:

    1) The way spirit affected and still affects the game is not good at all, and to me it means that there should definitely not be "more of this".

    2) Meta Perks are fine, they exist on both sides. Yes, they don't require much thought, on both sides.

  • @Peanits said:

    We've actually done a lot of these before: https://forum.deadbydaylight.com/en/discussion/61114/

    We tend not to do statistics very often. Even with undeniable statistics, you can only assume so much. There could be any number of variables in each match that affect the outcome, so best case scenario. If you try to account for those variables (e.g. excluding disconnects), you're going to end up skewing the stats.

    Btw. these statistics still contain the error of having an 80% survival rate at rank 1. This information has been there since May 2th and it's been referenced in this very forum by people actually believing it and using it to make a point.

  • Do whatever you want to do. But don't try to justify it by saying that they had brand new parts and purple tool boxes, because at the time (ingame) you couldn't have known that. All you knew was that they had toolboxes.

  • Tru3 vs. Gens - Part 1000.

    Jeez, is this even about gens, or is this just some kind of a poor mans guerrilla marketing campaign to advertise Tru3s (bad) gaming videos in this forum?

  • Yep. Piping is still too easy

  • That does not take strong addons into consideration that enhance certain killers to a degree where they wouldn't need this kind of "training wheel" mechanism anyway.

  • @SpEz

    Interesting, you forgot to mention that he even admitted that "not many teams are this quick", "it's a rarity".


    https://youtu.be/wF7lTKuRwV8?t=154

  • The new chase music is pretty unexciting. Barely noticed it.

  • Imagine having a Killer in the game that needs to have a missing vault animation for "mindgames".

    You can't make this stuff up.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/665511#Comment_665511

    Fine? Well, your statement doesn't stick to the facts, which state in percentages that the win rate for survivors on blood lodge is really high

    @Leonardo1ita

    Could you please provide a link to the source that has the information about the "win rate (in percentage) for survivors on blood lodge"?

    Thanks!

  • @TG_Cid_Orlandu said:

    I'm getting ready for the launch of the next chapter and I reached the cap. I'm waiting for the new bloodweb and all. I had (yes, had) 2 complete rituals and I accidentally hit the "redeem all" button and just like that lost one hundred thousand points because I was capped.

    Please consider changing the bloodpoints cap. With one million you can hardly get a character from level one to fourty. What's the point of the cap anyway?

    I guess this could be fixed with a QoL update that checks if redeeming a daily (or multiple dailies) would exceed the 1 Million BP limit, and if so, prevent you from redeeming it/them.

  • @Fibijean said:

    https://us.v-cdn.net/6030815/uploads/841/MDYEMBNPHELW.png

    Honestly the only thing this video proves is that streamers are not the infallible gods that an alarming number of players seem to treat them as.

    So Tru3

  • According to ProtonDB (https://www.protondb.com/app/381210) EAC makes it impossible to play DBD on Linux at the moment.

  • Thanks for letting us know your (very well informed) opinion about the game balance.


    Btw. in case you come across any other videos that prove how OP survivors are, please do not hesitate to post another thread and make sure it's as good as this one.


    Thanks again and good bye. Have a nice day!

  • My prediction:


    PTB: 27.08.2019

    LIVE: 17.09.2019


    Why? Right before the PTB there's always a stream. Stream was announced to happen this Thursday. Also, there's usually between 2-3 weeks time between the first PTB and the LIVE version. I guess they'll take more time to blance things, as this DLC is based on a license, so I assume 3 weeks. Last couple of LIVE releases happened on a tuesday.


  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/637062#Comment_637062

    Err. . . she literally teleports through walls. Why would a pallet stun her?

    Given assumption: the nurses blink destination needs to be space that is not already occupied by an object.

    Now let's use this example: if that blink destination were an unused pallet, and you pull the pallet while she's midflight (moving towards her destination, the pallet), it should materialise and stun her, because suddenly, the pulled pallet is indeed an object that (now) occupies the space at her blink destination.

  • @Boosted_Dwight said:

    • Make an announcement for every known exploit
    • Make it known that you will be banned for using said exploits
    • Ban those who use them constantly

    THIS!

  • @HazeHound said:

    @Pizzaman Key rates has been slightly increased some time ago and increased a lot when running plunderer's instinct (more than perk alone used to do). This is fact.

    I don't really like that having a key is 99% assured escape. Even if killer closes the hatch he cannot stop survivor from opening back the hatch. Even with franklins survivor has more than enough time to pick up the item and yeet through the hatch which is very unhealthy mechanic. That's why i never bring the keys in (unless im drunk playing with friends) and collected like 100 of them by now. Same goes for instahatchets, i have plenty of them, only used some where rumor about their nerf spread out.

    I think we need hatch grabs to be possible again, even with slightly shorter window than before so both sides risk a lot.

    Stunning killer and then jumping in using the key - spicy play

    Braindead running towards the hatch because killer can literally do nothing if survivor knows where it is - bad anti-immersive design.

    I don't rememember having seen any official statement or statistics lately on the key spawn rate. I might have missed it. You do have a link to it by any chance?

  • Can't confirm that. Had several Hatchgames against a Freddy, and looked into several chests, never found a key.

  • People that play stealthy just leave the chase(s) to the rest of the team (and yes, sure, then it's easy).

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