Predated
Predated
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1451385#Comment_1451385
By simply practicing good habits, you can eliminate 90% of flashlight saves. If you simply, face a wall, 90% of Survivors will not be able to hit the save. Additionally, if you pretend to pick up a Survivor, you can usually bait another Survivor into coming closer, then you can get a free hit and make them drop their item, if you have Franklin's.
Lightborn is a niche perk. You would be better off running other things.
I wasnt talking about flashlight saves. I was talking about flashlight blinds in general. There are tons of survivors that flash you while you vault, flash you while you break pallets. Flashing when you open a locker(yes, this happens when you see 4 flashlights in the lobby). Flashing when you're finished hooking etc. Once there is more than 1 flashlight, it can save minutes of blindness.
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@Pulsar said:
While I would run it in a meme build, Lightborn is simply outclassed by other perks, like Franklin's. There is no reason to run Lightborn if you have a decent headset and face a wall when you pick up a Survivor, or, pretend to pick them up and get a free hit on the person who tries to flashlight.
Lightborn is good, but it is extremely niche and you would be better off taking other perks.
How is it outclassed by Franklin's? Franklin's requires you to hit the people with a flashlight before any flashlight shenanniganse are possible, and even then, they can be picked up while you break a pallet. Lightborn has the potential to save many seconds in a chase. Its not the flashlight saves alone.
Let alone the fact that people who practiced flashlight saves know when they should start flashing to get the free save, with lightborn, they would need very specific addons that almost no one runs to pull off the same thing. Let alone that it allows you to see twice as fast as you would without it.
Lightborn is stronger than Franklins against flashlights at any given time. The fact survivors can bring more than simply flashlights is why Franklins outclasses Lightborn.
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@RayrafLPP said:
So I watch a lot of streams, but myself play on ps4.
And I think that 360s are more easy to perform on ps4 but also more viable then on PC.
Heres the point:
most times 360s dont actually dodge a swing, they just cause auto aim (aim dressing) to mess up the swing.
And since consoles are more laggy then PC by deafault it makes 360s much stronger.
I personally dont have a big issure with 360s anymore because i learned that survivors like to abuse them on console, but whenever I play survivor it has like a 1/3 chance to make the killer miss (if i try it first time, killers adapt to it too)
I want your opinion anyway.
Do you think when a 360 makes the killer miss his attack its was:
- Autoaim making the killer miss even if it should have been a hit
or
2.the killers actually missing
360 is a mix of both. It's auto aim that aims for a target and the survivor moving fast enough to dodge it. So it should not have been a hit. The same effect works when a killer aims for a window but the survivor has a vault speed build. The killer ends up hitting the window instead of the survivor, even though they originally aimed for where the survivor would go(and you can actually get a hit, if you aim high enough).
A 360 is countered the same way it can dodge hits: turning. If you turn with the survivor, its a guaranteed hit unless the survivor somehow was able to turn the opposite way(in which case, you should bow down to that player, because that takes ungodly amounts of skill to pull off reliably).
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@Dwinchester said:
Every day I see someone complaining that this killer or that killer perk is overpowered and needs to go. Let me lay down the harsh truth for you as someone that plays both sides.
Survivors have the advantage in this game, not killers.
Objective times are heavily slanted in survivor favor, they're capable of being done in under 4 minutes. The numbers favor you, 4 survivors to a single killer.
Information is also survivor sided. You see in 3rd person, you have a 32m head start on the killer, you know which way the killer is facing at a loop. You also know when you're hexed. Add in swf and you get even more info. Meanwhile killer is crippled by awful fov and deafening chase music.
Perk strength is heavily slanted to survivors. Look at prove thyself vs thanataphobia, one grants 40% faster gen speeds, the other gives 16% slowdown. Don't get me started on object, ds, dh, unbreakable, spine chill, and soul guard.
Map strength is in your favor. Killer has like two maps that are strong, survivors have the rest.
Rng is in your favor. Kobe's, trap escapes, map offerings, hook spawns all trend toward survivors.
Finally, matchmaking is in your favor, there's far more yellow rank killers facing red rank survivors than the reverse.
So basically what I'm saying is that no killer or killer perk is overpowered. If you're losing, you only have yourself to blame. You have every advantage handed to you and can win 95% of your matches if you're a top team. It's ok to be less than a top team, but when you ask for killer nerfs, you're widening the gap at the top.
Objective timers have the potential to be done in 3 minutes, if killer does nothing to prevent it and survivors have prepared for a genrush.
"You see in 3rd person, you have a 32m head start on the killer" You see in 3rd person because its the best way we can create the feeling of being the prey, killers look in 1st person, because predators all have a first person look. The 3rd person view isnt neccesarily better, you can see more, but you focus on less. The 1st person view has a lot more focus, but sees less. Let alone that as killer, you know where all the gens are at all times. Survivors dont. Which might not seem like a big deal. But it is. You can decide from the moment the game starts, which generators you give up and which ones you dont. You can easily give up 3 gens on the opposite side of the map, if you have 4 generators huddled together. That is information you get before survivors even know where their teammates are.
"you know which way the killer is facing at a loop." Yeah, considering killer is the only character that can actually do harm where survivors rely on their surroundings. That's neccesary. Let alone that killers can moonwalk and remove that information at any given time, if they are good enough.
"You also know when you're hexed." So? Thats the point of hex totems: forcing survivors to clean totems instead of working on generators, of face the consequences of the hex. Considering the power hex totems have, that's more than fair. Sure, it can lead to a very early cleanse, essentially removing a perk, but that is RNG. It can be found the first second of the match, or never be found at all.
"Add in swf and you get even more info." This is the only legitimate point you got, but, it has a defect: thats assuming the swf work perfectly together. Teamwork is what makes SWF strong. But lets take a very short example: Teamwork of 4 people can finish a house within a few days. Solo building a house can take up to weeks if not months. Its why co-op times on generators have been nerfed, but not solo times. But the average SWF, even with additional information on if someone is in chase or not, only gets you so far if your teammate is bad at giving you information. I've had a friend of mine say "I found a burning totem, its behind me where I was hooked", only for it to be on the opposite side of the map, because he was too focussed on the chase. Losing us a lot of time than if I were playing solo and just continued to work on my gen. SWF can shoot itself in the foot real fast. Killers often ignore this because 1% of SWF is so efficient that it lasts in their memory, yet 99% of SWF tends to be like 4 randoms playing very altruistically. And too much altruism is the biggest weakness on survivors. I rather face 100 rounds against the average SWF than 1 round against 4 random solo survivors.
"Meanwhile killer is crippled by awful fov and deafening chase music." Its far from awful FOV, its just regular 1st person. And you do realize that music settings can be changed? If you cant hear someone speedvaulting because of the music, then your settings are not proper.
"Perk strength is heavily slanted to survivors. Look at prove thyself vs thanataphobia, one grants 40% faster gen speeds, the other gives 16% slowdown. Don't get me started on object, ds, dh, unbreakable, spine chill, and soul guard." You're looking at it wrong. Stackable positive and stackable negative works differently. Let alone, that for prove thyself to apply the full efficiency, it requires at least 2 other survivors being nearby the survivor running the perk, while Thanatophobia works regardless of their location. As for the other perks. Object of Obsession is the only legitimate complaint you could have. Soul guard is perfectly fine. Spine chill is perfectly fine, Unbreakable and DS are only slightly powerful when applied together, but even then are still fine. Deadhard is more than fine, and extremely easy to bait.
"Map strength is in your favor. Killer has like two maps that are strong, survivors have the rest." Someone else already mentioned it, but "survivor sided" maps where the killrate was 55%(even though a 50% killrate is BALANCED), were nerfed, yet a 70-ish% killrate map has been left untouched(practically 3k standard). Do killers really think a 3k average is balanced? Because its not. A 3k is essentially a 4k with RNG. Yet there is no map that has lower than 50% killrate. So technically speaking, there are no survivor sided maps. They are all killersided.
"Rng is in your favor. Kobe's, trap escapes, map offerings, hook spawns all trend toward survivors." Really? You think a Kobe is in survivor favor? It's literally 4%. You literally need to use a perk slot or 4 offerings and a perk slot to start having reliable Kobe's, and even then, the odds are stacked against you. Trap escapes can last 5 seconds to eternity, map offerings are rarely worth talking about at all especially considering Ebony Mori is more common than any other thing in the game. Hook spawns are ALWAYS within 20 meters on any spot of the map without hook alterations, including other hooks. You can walk 50 meters as a killer, meaning that there are at least 5 hooks within your carry distance at any given time(counting the basement as 1 hook too). Let alone that killer offerings in general have a heavier weight than survivor offerings. Meaning, that most of your complaints here, are actually killer favor RNG. Seriously, how is any of this survivor RNG?
"Finally, matchmaking is in your favor, there's far more yellow rank killers facing red rank survivors than the reverse." It used to be flipped. More red rank killers than there were Red, Purple and Green survivors combined. Meaning you had Yellow survivors facing Red killers. That is a match made in hell. At least Yellow rank killers tend to be able to handle themselves, it would be an extremely hard match(even though the lowest I've seen was a green rank 9 killer, so I am claiming your yellow rank killer claim is BS). Let alone that I as a red rank survivor have been put up against a red rank killer and have my teammates be brown ranks before. Matchmaking is in no-ones favor at the moment.
"So basically what I'm saying is that no killer or killer perk is overpowered." Spirit is extremely overpowered. No way to counter her other than guessing. I mean, thats like walking into corona affected hospital wings without any facial protection and hoping you dodge all the corona droplets.
Let alone that Pop is extremely punishing.
Basically, what I am saying, is that survivors are not overpowered. They have greater potential than the killer because of teamwork, but they cant make any mistakes if they do so. If you are facing a team and you cant even get 2 kills, that's 100% on you not being skilled enough to defeat the team you were facing against. Doesnt have anything to do with perks, doesnt have anything to do with SWF. Even the sweatiest SWF can be beaten by any killer in the game.
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Eh, its time to accept both sides are incredibly entitled.
Killers mains think DS is too powerful, yet NOED is perfectly fine. Even though both perks work exactly the same: Either you deal with it before the final gen pops, or suffer from it. Seriously, 4 DS might be a 20 second stun total, but 5 totems is 70 seconds. Not including the times of chase after the stun or the time before finding a totem in the first place. Let alone that uncleansable totems exist and basically guarantee a NOED. Sure, RNG might screw NOED over, but statistically speaking, it's more likely to be hidden, than its not. Just as, statistically speaking, you're more likely to not trigger DS at all the entire game, or lose it very early on. And I agree that NOED is fine, doesnt need changing, just like DS doesnt need changing.
Survivors mains think being chased off a hook after having hooked 2 other people first is tunneling, yet if they have to play a round of killer, all they will do is tunnel and camp.
Killer mains claim survivors are too strong, even though all evidence suggests that the game is more balanced than it ever has been in the past(with some discrepancy, like Spirit, soundbugs and the power of the exit gate).
Survivor mains claiming that hitboxes are the real issue(there are 2 that need slight alteration), even though in 99% of the cases its latency, and thinking they are the only one to suffer. Even though killers also suffer from latency issues, albeit a tiny bit less often because killers seem to have a lot of priority in the game when there is lag.
So both sides are incredibly entitled. But its the games where there is a legit discussion afterwards about some questionable things in the game, where people actually understand that it looked very different from the other perspective, where the game actually gets fun.
I fully believe that BeHaviour should add the option to download the match post-game where you can watch everyone as a spectator. That way, reporting with video footage also would be much, MUCH easier for people, as it tends to be hard for most people to quickly record gameplay if they notice cheaty behaviour(like survivors working together with the killer). Let alone that it allows for people to watch the point of view of the opposition, to see why certain choices were made.
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@FootMan2893 said:
Billy is supposedly completely fine but they're gonna nerf him to add that extra bit of "counterplay". So when is DS, the perfectly balanced survivor perk that totally not everyone in red ranks use because it's a crutch second chance perk, gonna get it's own little taste of extra "counterplay"?
A community manager was the one who suggested this and I think it's fantastic. DS can mostly remain exactly how it is right now, but if the survivor gets healed, starts healing another player, touches a gen, enters a locker, or unhooks another survivor it automatically cancels DS. The healing portion should cancel it if they touch a survivor just like if they touch a gen, and the self healing portion should cancel it if their healing progress exceeds 30%. That second part is important because survivors would just 99 their bars so they can still keep DS up till the last second but still leaves them some room incase a teammate accidentally taps M1 on them and basically feeds them to the killer.
The way he put it was pretty much DS is fine if they don't want to get tunneled but by performing an action like mentioned above then they themselves are making the choice to put themselves back in the game and should lose their protection.
Billy wasnt completely fine. He was getting to a point where he either was going to need a change which might make him excessively underpowered or extremely overpowered. The current changes allow the devs to be more generous in addons and perks.
It's very simple: Base kits without addons and perks shouldnt be enough to beat a similar skill survivor team with 16 perks, 4 items, 8 addons and 4 offerings. Ths ofcourse includes that 4 survivors with 0 perks, 0 addons and 0 items should not be able to beat a similarly skilled killer with 4 perks and 2 addons. Which, they cant. 4 survivors rely on at least 9 perks shared amongst them to beat a killer.
Besides, DS is balanced. There is only 1 or 2 situations where it wouldnt be balanced, which is the EGC allowing for a free escape. But lets be honest here. If someone has never been hooked before the exit gates opened and they have DS. That's on you.
As for the changes suggested, let me apply all the problems:
- being healed or injured has no real effect on the game, other than being able to tank a hit. Considering insta downs exist in the game, there is literally no difference between injured and healthy other than grunts of pain. So no, healing or being healed are not related to why DS exists the way that it does.
- Touching a generator has many reasons, other than progressing the game. I could agree with finishing a generator, but considering gen regression is a thing, and considering Pop goes the weasel exists. Touching a generator is not related to why DS exists in the way it does.
- Entering a locker, is a legit strat. Lockers are weak. DS is literally the only good reason to jump into a locker while in chase. So this is just meant to be a counter to DS, even though its one of the extremely few reasons DS can work nowadays. Because slugging exists. If you want the locker DS tech gone, you need to remove slugging aswell.
So, considering DS's purpose is NOT anti-tunnel, it's anti-"removing you from the game". And it does it's job at that. You have enough counterplay. Here, let me give you some options:
- Eat the DS early game, DS early game is rarely usable, and if they miss, they waste their DS(this is a big thing, survivors cannot save their DS like they used to be able to).
- Slug them, whether they are hooked or downed, in both cases, they cannot work on gens and require someone else helping them up. If they have Unbreakable. GREAT! Then you know who you can slug for free later in game.
- Simply, do not chase the person that's freshly unhooked. Its generally a dick move and only less than 1% of players truly deserves being tunneled. The only good reasons to go after a freshly unhooked survivor is 1, triggering DS or BT(forcing them to mend), 2, they have been a generic #########(in which case, they likely run DS anyway), 3, literally no one else can be found within 5 seconds of spotting the unhooked person.
Plenty of counterplay. More counterplay than other survivor perks that are IMO at least 5x stronger than DS.
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@Funguu said:
Just make it work the way BT does, gotta be in that terror radius while getting unhooked
That breaks the game tho. Besides, DS and BT have different uses in the game. I mean, if DS is gonna get gutted based on Terror Radius, Wiggling(especially after a hook) needs a massive buff.
So unless you wanna change the meta from DS Unbreakable to Unbreakable Flip-Flop with everyone running Breakout. Making Mad Grit+Agitation the only viable counterplay. Which essentially reverts the meta all the way back to version 1.0, when Agitation and Iron Grasp was the only counter to Saboteur.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1400525#Comment_1400525
Well technically, every killer in the game is like "oOo LoUd NoIsE" and then goes to investigate.
Well, most are, yes, especially the less skilled ones IMO. But they make the decision to go to investigate a noise. Imagine someone using a Locker on one side of the map and someone else using a locker on the opposite side of the map. You'd essentially lock the killer in a frenzy all game.
I understand why people want their non-dbd killer added into DBD's roster. And Scott Cawthon loves his rosters. So conceptually, they fit together like bread and butter. Its just that I dont exactly see Springtrap translated into DBD. Springtrap having an m1 attack already feels out of character and isnt something Scott would easily agree to. Yet the existance of m1 is the base for all killers. If we're talking FNaF animatronics, I'd say just give Legion the original cast skins(which, would be terrifying if im honest. A Foxy sliding over a pallet while chasing you) and give William Afton his Bunny costume. Springtrap simply doesnt fit.
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@MelodramaticWraith said:
https://forum.deadbydaylight.com/en/discussion/comment/1400550#Comment_1400550
Yea, I would prefer to see a "whacky mechanic" in the game instead of this. It would add something fresh in this game.
An idea for an event? Here you go.
- Add an item, which when found by a killer or surv on a map buffs their one random perk x2 for a match. So, when you have Noed your speed increases 6% instead of 3%. If this would screw up balance too much they could just turn off ranking system during the event. MM is already busted so it wouldn't be a big deal.
- Different idea? The crowns could be improved. Make a few of them, so I can get a better version of previous on every next Time I escape The trial with it. So, The crown for The First escape could be gray, next Time I escape The crown gets brighter and has some new details. There so much think they could do.
This event ended for me after one match after I got The crown. I don't play other characters, so I don't need The crown on them.
"Add an item, which when found by a killer or surv on a map buffs their one random perk x2 for a match. So, when you have Noed your speed increases 6% instead of 3%. If this would screw up balance too much they could just turn off ranking system during the event. MM is already busted so it wouldn't be a big deal."
This breaks everything in the game. If any survivor who runs an exhaustion perk, it would either mean twice the length of the effect or half the recovery. Both are game breaking. If any survivor runs DS, that either means double usage, or a 10 second stun. Or lets say Pop, getting 50% generator reduction per hook, or Ruin having an regression thats faster than a survivor can progress a generator. Some perks are just barely balanced as they are, having any multiplier on them breaks not only the balance, but the matchtimes aswell. It just makes games last way too long or way too short. 5 minutes in queue? Here is a game that will be ended in 2 minutes, because devour hope only needs 3 stacks for the instakill to happen. Or here is a game that ends in 1 minute, because resillience and prove thyself allow duo's to fix gens faster than if they were to do gens solo. So yes, it would be a big deal, no one would be happy with that. Just because it seems like a fun idea in theory, doesnt mean it will translate well in practice.
"Different idea? The crowns could be improved. Make a few of them, so I can get a better version of previous on every next Time I escape The trial with it. So, The crown for The First escape could be gray, next Time I escape The crown gets brighter and has some new details. There so much think they could do."
They could, but do you already realize how grindy it is to get all the crowns on all characters? The escape rate isnt even 50% at this point. You'd have to make crowns extremely easy to get. Heck, there are tons of complaints already because its too easy for killers to get one. I spend about 2 hours getting them on all killers, with matchmaking being the only reason for the games to last longer. But I had to spend nearly a full day grinding alone to get them on all survivors, because tunneling, facecamping, mori's and simply bad teammates are a thing. They could have done more, but back in the day when the requirements were higher(the donkey jacket on David and the wolf mask for Huntress for example, used to cost about 30 games of generator and hook coins to unlock both of them), some people complained because the events were too short because they could only play 2-3 games a day during the events and the event only lasted for 7 days, making the cosmetics too rare. Yet now there is a relatively easy cosmetic to get for almost all characters, and STILL everyone is complaining because they arent rare enough. You cannot satisfy the entire community, ever. If it wasnt for Covid and everyone would be back at work, there would be people complaining they couldnt get all the crowns due to work. And personally, I agree that the crown should have taken up a different slot, so you can wear them on your favourite head models, rather than the base faces of some characters(which, in quite a lot of cases, are the ugliest cosmetics). That is the one place in my opinion where they failed with this event.
"This event ended for me after one match after I got The crown. I don't play other characters, so I don't need The crown on them."
Well, thats on you, not on them.
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@Sylorknag said:
As I killer main I really don't mind BT.
It's abusable when it's run in a SWF, but I think it's fine on its own, unlike DS and DH, which are completely broken.
DS is fine as it is. DH is fine as it is. Both can easily be baited by killers. If you suspect a DS, then you can either decide to eat it early game so they cant use it lategame, or leave them on the floor for a minute. If you suspect a DH, just keep running closer to them, DH only really works if you're attacking before they trigger it, and, worst thing about DH for survivors is that at the end of DH, they actually slow down. It's basically reverse Bubba, you want to get as close as you can to bait the DH, then get a free down.
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@Yamaoka said:
Is there any other community that's as thirsty as this one?
Well, the my little pony community will always be the thirstiest.
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@MelodramaticWraith said:
One, same crown for every character's default head and reskined items. What a thrilling event. Oh, I forgot about the offering, which you don't know how to fix for a fricking week.
But I understand, gotta work on those archives and new skins, so people can buy their battle passes.
Events havent been much different otherwise. I missed out on the 3rd year anniversary, but essentially they've been like that:
- an additional objective in the game
- some reskinned items
- event-only cosmetics
- specific offerings
That's been pretty much all the previous events. I mean, what else would you expect? Wacky mechanics being introduced? Personally, I wouldnt mind having BNP and Ebony Mori work like they used to do in 1.0 during the event. Would make for some quick games, that will derank pretty much the entire community back to green ranks, making it even more insufferable for killers and surivivors in green ranks. So thats a reason to not do that. Then what else in terms of possibilities is there to explore for an event? I wouldnt mind killers recieving an Event addon that makes their power shoot up confetti either. Like Myers getting sprayed with confetti when he upgrades his tiers. Could be fun, but then again, wouldnt exactly be "thrilling" now, would it?
So really, complain all you want about the event, but I doubt you'd be able to create an event that doesnt really impact game play too much while also being "thrilling" by your standards. Come on, spit out your ideas.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1400445#Comment_1400445
You seem to be mixing apples and oranges here. There is a difference between normal body blocking, which, as you say, 'can' be beneficial. There's another when they're body blocking because they have BT active. Two different actions. A 'free' hit will only give the BT survivor a free sprint burst, wastes three seconds of the killers time, and allows the savior, who they were body blocking, time to get to a strong position that they wouldn't of had.
I didn't flesh out the idea behind removing body blocking removal. Just that it would be the easiest way to counter the playstyle behind BT. Maybe only healthy survivors can body block, where as injured survivors get booted out of the way? I dunno, just something I threw out. It would make more sense lore wise, since we're talking about 3 meter tall killers who break pallets like cardboard, being stopped by a tiny waif of a Feng. Still an idea to mull around, but that's for another thread.
No, both are body blocking. You're trying to give one another definition, but its literally just bodyblocking.
As for lore-sided. You do realize that the entity also empowers survivors to be durable so they can suffer more? Let alone that those survivors get penetrated by rusty meat hooks through their lungs and with some backrubs can breathe normally again. So yes, it would fit the lore that they can block a 3 meter tall killer. The entity is a mysterious being who enjoys seeing humans suffer and only picks the worst of the worst humans(yes, humans) to be it's killers. But the entity thrives on human suffering, so how to increase the suffering even more? By also letting the monstrous, but human, killers suffer just enough that they can still achieve their given objective.
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@bingbongboi90 said:
The thing is with a fnaf chapter, what would be springtrap power? In the games the animatronics are attracted to koud sounds. This was one mechanic that the player also used to keep springtrap away (that hello sound in fnaf 3).
So maybe when survivors makes a loud sounds springtrap goes into a frenzy and runs towards the place where the sound came from. But all over the map there Will be certain boxes that can make a hello sound that also triggers springtrap ability (so Basically survivors are going to use these boxes to bait springtrap to go to the wrong side of the map).
Another quostion for a fnaf chapter would be who the survivor is? Maybe the nightguard from FNAF3?
Exactly, this has also kinda been my question when people mention Pennywise. I mean, I can think of some powers, but they are always quite underwhelming to put in the DBD meta.
I could understand Candyman's power, I could understand adding The Nun in with her power, I could understand even Chucky not even having a power because he is so tiny(I mean, ultimate stealth killer, right there, I actually would quite like having a tiny, powerless killer like Chucky added to the game. I really think he could fit in and be really fun to play as).
But Springtrap's power being turned into DBD, just feels disabling. The whole reason that Springtrap failed to kill the main player was because of the way he worked was being used against him. Imagine a killer that can run 200-400% movespeed towards any noise that is being generated, with the downside that he wont be able to run away from that sound untill he sees a survivor. That could really ######### a game over for someone as even though you're given immense power, you're not the one in control of that power. So the only way to truly give him some power, I would rather have him in his human/mascot form before he (accidentally) turned himself into an animatronic.
I'd also rather see Slenderman join the killer gang before I see Springtrap even being a viable killer.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/167265/gen-speeds-man
Imo I don't think gen speed is the problem! the possible problems could be
- Lack of viability in B and C tier killer's
- Map sizes
- Lack of objectives for survivor's
I think all of these need to be looked at but they hold huge consequences and can severely unbalance the game! Addressing these problems could result in
- Killer's being too strong
- S and A tier killer's becoming too powerful
- Screwing over solo survivor's
I firmly believe that BHVR should have stuck with their idea of bringing solo survivor's up to strength with swf and than balance and adjust from there
Personally I am all for nudging down the strengths of S tier killers and even some C tier killers to allow much more beneficial killer buffs that would now be game breaking.
People always hate on me claiming that Bubba's chainsaw should lose the instadown, but somehow always ignore the fact of me stating that in return his movementspeed, charge speed and mobility need a base increase. I mean, what are you going to do against a Bubba that moves faster than the damage boost you gained. Or a Bubba that can hit you twice while you're vaulting. It essentially would keep the instadown if the killer is skilled with Bubba and allows for Bloodlust to be removed from the game. Let alone that his addons could be like Begrimed Chain and actually give him a way to slowdown the game overall. Ofcourse he should have a pink addon that allows him to instadown, but at the cost of some his base speeds(essentially being old-bubba).
And that way you wouldnt essentially have Billy being the Bubba 2.0. You'd simply have 2 killers that have very different applications for their abilities. And lets be fair, Bubba needs a way to slow down the game a tiny bit, Billy doesnt. Heck, Billy doesnt even need addons or perks in his current kit to work on red ranks. Right now the main reason Bubba works, is because he is underused and a lot of people play very sluggish when facing against a Bubba. Yet Bubba's effects and addons do not fit his ability IMO.
Once those killers are addressed, and 2 very strong loops are looked into aswell, Bloodlust can be taken out of the game. Because right now, I'd say the S-A tier killers are only stronger because of unneccesary bloodlust while lower tier killers cannot function without relying on bloodlust.
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@Flarefire_Xx said:
I think they should be removed and why are they secret, it’s not like the killer can’t tell what one it is 1 minute into the game. But the offering for survivor in this game are doodoo, I miss the bouquet offerings
I understand why the Bouquet needed to go, I just wish we had a replacement for it. There isnt exactly an ultra-rare offering for survivors, not even one where generators spawn with increased distance between them. It would essentially be the survivor version of the oak tree offering. Or having an ultra rare offering that allows 1 more pallet spawn in the game. Or an offering that opens up 1 random window on the map. Might be a terrible one, might be the one in killer shack.
Obviously with killers having opposing offerings to that. In which case they could allow a very easy 3-gen to spawn in, or remove 3 windows from the map if no counter offering is spawned in, or remove 3 pallets, etc. The additional options could be extremely beneficial to both sides.
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You dont realize how satisfying it can be to have an ugly mug in your options. People who play and main Quentin are my favourites simply because they pick him for him having an ugly mug.
And to be fair, Freddy has an uglier face.
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@BingBongBoi_69 said:
I don't want to hate on the devs but they really need to sort out their priorities. The game is in an awful state right now, for example, Ghastly Gateus don't work properly, matchmaking is awful, VPNing killers, Hillbilly and Oni are bugged, lots of sound bugs and the new map is pretty bad for both sides. I know they can't fix everything wrong with the game at once but they really need to do more than small patches here and there. It would be really beneficial to the game if instead of getting a new chapter and new cosmetics they instead fixed everything they could in that 2/3 months. Or they could make it so there was a new chapter every 4 months instead of 3 which would mean they could focus more on bug fixes. But, sadly, I doubt anything will change.
"new map is pretty bad for both sides"
Thats not exactly how it works. A map can only be bad for one side. If it's "bad" for both sides, then its actually a good balanced map. If a killer has just as hard a time to find and chase survivors as survivors have trouble finding gens, then it cancels each other out.
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@JephKaplan said:
Just went against a braindead doctor who got looped for 3 gens then just face camped a Kate with his shock not even letting any of us save her with borrowed which is meant to be anti camp. How is this even possible and why is it in the game? Why can a killer just deny the ability to save a teammate, leatherface can down multiple ppl yes but with borrowed 1 can get away, against doctor theres literally nothing u can do cuz he just shocks u and prevents the safe all together meanwhile also getting deviousness points and getting pips. It just makes no sense he did that all game after to anyone he caught and got a 4k cuz he also had noed and bamboozle (for some reason lol).
Well, at that point, you werent giving him a reason to go away from the hook. That Kate appearantly annoyed him and he wanted to ensure she was dead.
In the meantime, a hook takes 120 seconds to complete a sacrifice, so lets be fair and assume it took you guys 30 seconds to realize he was facecamping. Then you guys still had 90 seconds left. In that 90 seconds, you could finish 3 generators easily, and still have 10 seconds left to go for a possible save. Perhaps even giving doctor a reason to not facecamp a second time. Yet, there you were, all flocking to his hook, giving him not a single reason to leave.
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@Rivyn said:
How is it balanced when it encourages bad plays? I'll have survivors follow me to hooks to get the BT save, knowing their buddy will then body block for them. Or they'll follow me as a chase another survivor, in the hopes they'll be annoying/hinder/threaten me enough for me to hit and activate their BT.
If body blocking wasn't a thing? Then it would be in a more balanced state, Or if the damage transferred to the savior, so they actually run a risk for using the perk. Heck, make it so you need to take certain actions to gain use out of it. Say, heal two survivors and get one ticket, which can then be used for the save.
You do realize that 99/100 times, bodyblocking is beneficial for killers? You get free hits, you can instadown a lot of players by having them cornered and because hitting them makes both of you phase through each other, it means you can easily hook someone without them being able to block you.
Besides, you wouldnt realize how often having a body blocking your path allowed you to find a survivor you otherwise didnt see. I've had many, many games where the killer being stuck on my butt gave my location away, while otherwise they would have walked onwards and I could've easily broken their Devour, finished a gen or unhooked a survivor without them even realizing.
Body blocking is one of few mutual mechanics. It will hurt killers a lot more than it will hurt survivors if you remove it. Yet, I assume, you are one of those who only want survivor sided body blocking gone, arent you?
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1397151#Comment_1397151
"Sadly"???????
I'm sorry what?
Yeah, bloodlust is a bit outdated. The only reason its needed is extremely strong window loops(but only if you dont run Bamboozle). But there are a lot of structures that are bad loops, yet bad killers get looped on there and for their incompetence, they get rewarded. I've been able to loop a pallet Freddy around the central tree in Shelter Woods, and the only reason he got me was because he got Bloodlust 3. He could have easily cut me off twice without bloodlust by using the lack of stagger, but he just ran around the roots.
When I play killer, I rarely get bloodlust in the first place, and when I do, its when I already hit the survivor, losing the bloodlust I just gained.
So really, what true use does bloodlust have other than being a crutch to bad players?
I mean, a survivor sided boost would be if everytime you hook a survivor, they get a haste status effect once they get unhooked. Yet that sounds like its really unneccesary to add in, and quite powerful when bad survivors end up escaping because of that haste effect, while there was a time where getting haste on unhook would've fixed a lot of issues on certain maps. Issues that now are practically inexistent. So yes, sadly bloodlust is still a thing. Its outdated, and once the final 2 "impossible loops" are addressed, it's time to retire that mechanic.
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@goatslinger said:
https://forum.deadbydaylight.com/en/discussion/comment/1383360#Comment_1383360
Yep, and as a red rank killer I also realize that getting 3k is pretty much required to get a ruthless. Many times a 4k gets you ruthless. But thanks for checking what I realize.
Then, as a red rank killer, you're playing very inefficient if 3k is pretty much required for ruthless. I mean, a 2k I could understand to push you over that bar, but its really not that hard to get ruthless.
I mean, either inefficiency or playing a killer you rarely play.
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@Danitu69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1383724#Comment_1383724
Won't that hurt more the community from 2016 than just giving the opportunity to get them to everyone? Not giving them away, at least giving players like me, who haven't had a chance at playing in 2016 an opportunity. I know that they are special, because the game was small then and the community had to be awarded for it's loyalty and all but won't not giving them to players who lost them hurt them more in the long run? Imagine grinding a whole week for 1 legacy item or so( I don't know how hard it was) just so it can just disappear.
They might as well just give a nice charm for it at this point. I rather have an extremely cool looking charm that looks cool on all skins and survivors rather than a slightly more visible version of p3.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1383725#Comment_1383725
https://forum.deadbydaylight.com/en/discussion/comment/1383752#Comment_1383752
Imagine, a company removes all exclusives by giving them to everyone. Wether it was due to a bug loss or you couldnt earn it because the system has changed. Fair for all.
Except, legacy. Wait, it's because they "earned it before the system was changed". Fair enough, one could argue.
Well, at least they can give back legacy to everyone who lost it right? If it was so hard to earn and so old, only certain dated accounts could even be eligible. Nope. No legacy return.
What about just all accounts get legacy, so nobody missed out or is screwed due to a bug you "cant" fix or replace, when simply giving it to any account that existed before the cutoff date would be an easy blanket fix for those that lost theirs.
So as opposed to just giving the only last exclusive, and removing all exclusives like they said, also fixing bugs that cost others to lose their earned legacy, they want to keep it because of a reason that also applies to the event items.
It's horrible for the community at this point, because of their own logic.
Honestly, I am kinda up for opening legacy for everyone. Right now, its either split in hackers, or people who've been granted a shitton of bloodpoints back in the day.
I mean, I lost my legacy, gained 30 million bloodpoints to relevel all characters I "lost" progress for. Once I got my p3 and p1 characters back again, I still had 20 million bloodpoints leftover. Ended up leveling some killers to lvl 50 and spend the rest on getting all survivors lvl 40 to unlock the perks I wanted to use.
So in short, 95% of people who own legacy, didnt really work for it. They either are hacking it in, or were granted millions of bloodpoints. Only a tiny percentage of people who got legacy actually got it on their own. So I am all up for freeing the legacy skins for everyone. I mean, like the crown, it only is easier for killers to spot survivors with. There are other skins I like much more than the legacy skins in general. Much more money, time and energy has been put into the newer skins than into the legacy skins anyway.
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@Danitu69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1383709#Comment_1383709
I feel confused about the last 3 rows of text. Why apologize to players who have farmed legacy if you're not returning them?
Because if Legacy users have lost their items, they wont get it back either.
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@goatslinger said:
https://forum.deadbydaylight.com/en/discussion/comment/1379454#Comment_1379454
You want killers to have to get a ruthless killer to get a crown? So survivor has to escape and killer has to get 3 kills normally. All in the name of making it fair? You don't see how adding this stipulation to killers is going to make them more sweaty and add to the heartache of obtaining the crowns on survivors? Am I the only one who reads these "its not fair" comments as if I was talking to my 6 year old?
You do realize ruthless is 1 pip, right? Not a 3k.
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@macaroni1 said:
Yeah survivors are more toxic than ever during events like these.
Killers tend to be worse tho. Back in the day when killers actually had to work for events, they got super salty if they faced a team that was good enough to stay away from that one hook that killers needed to get.
Yet nowadays, killers dont have to work at all for cosmetics(talk about devs trying to please one side) other than joining a game and pressing m1 once. That's it. And then they have the balls to say that someone having probably 3-5 games where they got targetted specifically for a crown, finally getting a crown and being killed after being only 1 generator away is toxic for asking the killer if they could have just let them get out is the same as entitlement?
You are literally comparing a 5 second requirement with a 10 minute+ requirement(sometimes even multiple hours) and calling the 10+ minute side entitled for wanting an easy cosmetic? Grow the ######### up. Acknowlegde that killer event cosmetics are literally the easiest thing to do. It doesnt hurt letting someone leave if they have the crown particles, because if you can get a 4k, you already earned your pip anyway. Letting 2 survivors go isnt the end of the world.
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@GodDamn_Angela said:
Let me get this straight. You find it annoying to play and complete the survivor objective? lmao
God forbid its a little easier to get it as a Killer.
It's more that killers already gain more BP AND get a slowdown in game for people trying to greed for crowns. So why should they only have to pick up 1 and thats all they have to do? At least I expected the requirement of hooking someone who grabbed a crown and/or earning at least ruthless killer to unlock it. I've had 4 games on David where I grabbed a crown, did 4 gens and still ended up dead because of NOED, being rid of a crown, while I can play Wraith, grab the crown and go afk for the remainder of the match and still get it.
That is a bit too unbalanced when killers essentially gain free cosmetics while survivors arent really guaranteed any cosmetic. So yeah, the complaint is worth as its not "a little easier". Its literally as easy as pressing m1 once and you're done.
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@tinekastil2 said:
Hello all that read this I started playing this game in early 2019 and have climbed to rank 1 in both killer and steady maintain it when I am active in the game . (I do take long breaks like most do I assume) As a Survivor I've played most of the hours solo without KYF. I just have questions that I've always wanted answered and maybe you guys can help give me some insight on things I don't know.
- Why does it feel like in most of my games people do not do Gens from rank 1 to 20? I'm a solid looper and so often times I will garner the attention of the killer but I feel like in most of the games I am doing all the work and the big thing survivors don't do well outside of being not good at looping the killer is not doing gens? I often max 8k Boldness and 8k OBJ but it's super frustrating and it feels like more often than not.
- Why do more players not run Lithe? I've always been in the field of Lithe > other exhaustation perks. Now I'm not ignorant to the fact that BL and DH have been superior at times but at the same time I feel like Lithe is more underrated than it should be?
- I've climbed with Myers and Wraith as a killer and not being egotistical but I just wanted to know if this is impressive or not because people always tell me that its hard to climb with those and I wonder if thats true or not ?
- How come most survivor items/offerings are useless? I don't want a buff on survivors tbh but It does feel bad that the luck stuff and half the times are just basically pointless. The game would be more interesting if they had more value but at the same time I dont' want Survivors being too OP for both sides I play on.
- Do you guys think they should keep reworkings maps like Lerys to match the new map and that one to look better or do you guys want new maps over that? Personally I want the older maps to be reworked but that's just me.
Thanks in advance.
- Kinda true, its a mix. Ranks havent been portraying skill for years now. As long as you do not depip often, you end up ranking up.
- Sprintburst is the best exhaustion perk, Dead Hard is more used for creating distance to reach a pallet when otherwise you wouldnt, extending the loop. Lithe would only work better using other perks, like Dance With Me and/or Quick and Quiet. But IMO, Lithe is better than Balanced Landing as it tends to be more consistent overall.
- Wraith is easy to rank up, Myers is slightly harder, but all that aside, ranking up is easy as a whole. I mean, even when I tried losing a pip with Demogorgon by playing super greedy everytime, I still ended up with a black pip. The only way to truly lose a pip, is to remain inactive all game with insidious. Earning pips might be harder for some killers, but honestly, the ability to not lose pips alone should be good enough to climb.
- Most offerings are useless. Map offerings and yellow+ BP addons are pretty much the only ones worth offering in general. Killers just get an additional Mori offering thats also nice. As for the mist, they are okay-ish, depending on killer, but not exactly great. But the survivor-side luck offering is only really good against a trapper. Otherwise, with all 4 using it, it's decent at best as you still have terrible odds at unhooking yourself. They might want to add in offerings affecting bushes or pallets instead. I mean, a +1 pallet offering for survivors with killers having a -2 pallet offering(-3 is too strong) would be very interesting.
- They are actually doing that. From what I have heard, it could be as early as August(but I dont trust my sources, so it probably ends up being later).
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@metalklok said:
i just played a game with doc,bbq, and the cake and got like 90 thousand points are you sure they arnt working
Yes, its personal. So its not working like BPS, and more like Escape Cake.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1361432#Comment_1361432
Nah, he wasn't. You were his chosen victim for that game. If he did that to you in every game you played with him, then it would be targeting.
He may not be efficient at tunneling yet, but I am sure he will get there with practice. Just like you can make tunneling super problematic with practice.
Anyway, what I am hearing is that you screwed up the first time, then your team screwed up and got you killed. Not anything bannable there.
If you choose one person to treat the way he did treat me, then no, irrelevant. Choosing a victim is not about leaving a person unable to play, its about killing a specific person as fast as possible. He targetted me. No other way around that. The amount of games played has no influence on that.
I wouldnt say "seeing feet around a corner" is screwing up, its a tiny mistake, I just happened to not be able to move one way and he was blocking the other way. However, my team didnt exactly screw up, because I am 99.999999% certain that he wouldnt go after them even if they fixed gens, because at least 1 gen was popped early.
Let alone that its HIS behaviour on the matter that is the descripancy here. I mean, even if devs wouldnt consider it hostage taking(I would), he is intentionally depipping someone. Which, last time I was told, actually can be a first offense. Depipping survivor squads, people who purely try to stunlock a killer as long as possible, can be considered an offense, I was told.
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@darklinger said:
https://forum.deadbydaylight.com/en/discussion/comment/1361453#Comment_1361453
True, but Idk much about bt and ds. Couse after hook I lf another surv. Only ds 1 min I think too long.It can be used as toxic play. You now ds work and run on the killer
1 minute isnt too long, there are literally 3 other survivors to chase. Besides, sometimes its in your favor to bait an early ds. And yes, you can use it to bodyblock and annoy the killer, however, thats not neccesarily toxic. Considering there are very few ways to none at all in some locations to slow the killer down(especially deadzones), then having a DS stun on hand is quite useful.
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@darklinger said:
Always casual surv crying for nerfing killers.Now Freddy.Just delete game if you can do nothing and only wining.
As if killers arent crying to nerfing survivors. In fact, I see more killers crying about BT and DS alone than survivors about any killer. Even though BT and DS are perks that rely on the killer's action.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1360243#Comment_1360243
Yes, I do consider that efficient. He managed to kill off a single Survivor and apply pressure to more Survivors who attempted to save. It isn't exactly a nice, or fun, tactic for anyone, but clearly it got the results he was after. DS/BT/Unbreakable could have bought you some time to get to a decent loop.
It is NOT bannable, nor should it be. He did not break any rules and since it was the first time this happened, he is not specifically targeting you. Like I said earlier, these games happen, they aren't fun, they suck, but you just have to move on.
Its only efficient because some people didnt go for gens, it absolutely isnt efficient. He could have easily, EASILY gone for the deadhook and apply even more pressure. I mean, would you call a buglary by driving a car into someone's window efficient because the police doesnt respond? Ofcourse not. The only way it ended up being efficient was due to the inability of the police, not the ability of the burgler.
And its not the first time things *like* this happened, it was the first time that it was this bad. And yes, considering I was the only one he constantly slugged, while he had plenty of options to slug someone else, he was targetting me.
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/1358489#Comment_1358489
After i read what you said for Bubba i see that u are trolling now, good bye
Nope, you only view Bubba in his ability to get 4k's, in which, yes, agreed, he is the worst. However, the game isnt about getting kills. If it was about killing and surviving, why have generators and exitgates? Why not simply have the gates opened and have killers instakill. Obviously its about more than that.
The fact that you're biased and claim Bubba is trash, even though statistically seen Bubba's still is viable is what is wrong with people like you. The killers ability to get a 4k isnt the focus on balancing. Just as you would agree that survivors escaping isnt a focus on balancing. Balancing, right now, is about pip-destribution. If we gonna focus on balancing on escape rate and kill rates, at least 10% of killers need nerfing because their average killrate is larger than 2.
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I understand on one hand why T3 discordance is supposedly better than T1, especially because for new players, T3 would be better than T1. However, there are some T1's and T2's in the game that are better than their T3 counterpart. Predator is one of them where T2 is probably the best version IMO. Personally, I wish you could hover over a selected perk and click which tier you would like. That way, devs wouldnt have to neccesarily change the order of perks.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1358613#Comment_1358613
I wonder if you guys had a previous match together and he held a grudge? Or he just wanted to troll. Maybe his boss yelled at him in front of his co-workers lol
Nope, first time I saw him. Besides, even if he did have a grudge against me, which is kinda weird, because I dont use meta perks or flashlights, so all that he could be mad about is me literally outplaying him. Besides, I do believe that actually is bannable since you target someone specifically and intentionally depip them.
As for the second reasons, I could get the trolling a tiny bit, if he also did it to other people equally. And considering his views on the match, I doubt he was mad at someone.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1358496#Comment_1358496
Why would it receive punishment? He played efficiently and you couldn't counter it. I do not know why he did that, it sucks, but it isn't ban worthy at all.
Efficiently? Really? You consider not downing a healthy, trapped survivor that never has been hooked while slugging someone who is dead on hook efficient? The only reason his "tactic" worked was simply because my teammates were more inefficient than he was. If I had 1 or 2 friends matched up with me, his tactic would literally gain him less than 10k points as a killer. He only gained 18k points from that match, purely because a chainsaw hit counts as 850 points and, like I said, the teammates were potatoes. So he basically tortured 1 survivor, had people do 2 gens(when they could have done all 5), he was about to do the same to someone else too, but then suddenly they grew a brain and he had to play the game "normally".
It is an uncounterable situation. Not a single perk would counter that situation. At the start, sure, I was the one who made the mistake of being seen in a corner where he could bodyblock me. But that mistake shouldnt be punishable as strongly as it did in the game, I am glad that Soul Guard is a perk right now, but tbh, a lot of survivor perks should have had base-game counterparts. If you get unhooked, you have a few invincibility frames now(which I am very happy exists, because that was uncounterable), but those same invincibility frames should exist when someone is picked up from the ground. It would prevent so much toxicity and if there actually is a reason to keep someone slugged(DS, flashlights nearby, or just an extremely toxic survivor duo), then the option to down them again still exists, but requires better timing. Which, honestly, isnt that much to ask.
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/1358613#Comment_1358613
I just want to say that prestige just means they like the killer, not that they’re amazing with them. (This is a bit of a sore spot for me right now because I versed a couple streamers tonight in one game and when I went to watch the VOD after as I always do to see how I played from their perspective and they just spent the whole time mocking me for being a P2 Executioner who was still clearly learning how to play him. Like...he came out today, of course I’m not a god with him yet!)
That being said that guy was an absolute nasty person. I hate killers like that because they promote the toxic behavior from survivors in a self-sustaining cycle. Also why I try to give second chances when someone is just not having a good match. We’re all here to have fun, and people who intentionally ruin it, regardless of what side they’re on, are the low point in the community to me.
I agree with that on one side, but on the other side, if someone placed enough BP in a character to prestige, then they must have played them for enough hours to be considered more of the top players. I mean, the only players who played PH more would be players that played him in the PTB. It wasnt to point out or prove he was amazing, but it is one piece of evidence that suggests he is at least above average. He was dedicated enough to sink in at least 5 million BP into Billy and have the perks he wanted to have, that is at least indicative that he could handle himself against the average survivor team he faces.
And personally, when I am a killer, I at least give people a chance to gain a safety pip if I truly feel they have been mismatched. The only time I dont care about their safety pip is when I lost 3 gens and no one is dead on hook yet, or if after 3 chances they still ######### up so bad that it feels like they want to die. Fun thing about that behaviour is that sometimes you get yourself a survivor servant who will follow you everywhere, which slows down the game just as much as if you killed that person.
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@brokedownpalace said:
That's not bannable. Chances are he was just a terrible killer, got lucky with an early down and desperately wanted to secure the kill. Maybe for a ritual? Who knows. Best to just move on. Don't give them the satisfaction of messaging them or anything. Don't DC and DON'T suicide unless the survivors are being absolute morons and not working on gens.
Nah, he was a p3 billy with optimal perks and charge addons. He knew exactly what he was doing. At first I gave him the benefit of the doubt because it was the new map, but clearly he had the option to down someone else easily, but instead just focussed on me. He could have easily gained a kill by hooking me 3 times, which also would have sucked, but at least that would cover a secured kill.
And no, I wasnt the obsession, there was no obsession. Not a single ritual or challenge includes slugging people.
And yes, the teammates were morons, but by the time I realized that, I wanted to suicide on my second hook, but before I had the option to, someone unhooked me. And from that moment on, DC'ing would give me a bigger punishment.
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@IceCreamPrincess said:
He played in a lame way yes, but technically not against the rules. Bodyblocking for BT is perfectly fine, as well as slugging you to avoid DS
What would be considered keeping the game hostage is where the killer bodyblocks a survivor inside a room/corner, and there is no means of escape available, and no means for EGC to start (i.e 1 survivor left but hatch was not close). If the only way for the survivor leave the match is to disconnect, that's hostage taking
Also, nit picking your story, you say you where slugged until you almost bled out, and also claim to have almost reached struggle phase on the first hook, that alone is just shy of 60s for the hook, and 4 minutes on the floor. So your estimate of 4:30 match length is quite a bit off, unless there was exaggerations
As for what he did specifically, there is merit on killing a survivor quickly to push a match heavily in a killers favour, but it is really damm lame, and really damn counterproductive as whilst your attention is on one survivor, the other 3 can complete all the other gens within 3 minutes
Again, there was no DS. No obsession=no ds.
As for the nitpicking, I actually used in-game timers to calculate the time, and for some unknown reason just misremembered the dying state took as long as a hookstate. Meaning it's actually worse, but again, by the time I realized he was gonna keep me slugged all game, the DC penalty would take longer.
And yeah, I agree that slugging or killing off a survivor early on(especially if it is a pesky OoO user), can be a legit strat to slow down the game. However, that is assuming all players are aware of the situation and know how to act on it. I was solo, and the remaining 3 survivors, well, didnt. And that must have been one of the reasons why he kept slugging me, even though he could have easily just chased someone else. If they were swarming my body all the time, at least I would give him some reason. But he knew no one was near, because he had Infectious Fright. It was on the new map aswell, so he knew that survivors wouldnt easily navigate to the basement, let alone do that sneakily. But he practically allowed someone to go down, just to focus on me. Even though his ability literally could instadown my teammate AND he could still have time on actually chasing me afterwards, since there isnt exactly a decent loop nearby the basement(there is 1 okay-ish, pallet, but that one was gone by the time I crawled that direction), he had literally no reason to do what he did. He wasnt exactly a bad killer, I didnt exactly have the best teammates, so he could have easily gotten a double pip and 4k given the circumstances. Yet he went to be not just an ass, but literally the worst killer I have faced. That includes having 6 iri head ebony mori huntresses in a row that deranked me from rank 1 to rank 3(talk about luck). But I rather have 1000 iri head mori huntresses in a row over someone like that killer. At least they let me play for more than a minute.
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@ABannedCat said:
Strickly speaking one only holds the game hostage if the other player(s) are forced to disconnect to escape the match. Keeping someone slugged for 4 minute is not holding hostage, because you are on a timer.
Hostage situations would be: Trapping one of the last 2 players in a corner without an active EGC. For killer thats simply bodyblocking in the corner, for survivor that requires exploits, which the game has a multitude of.
Well, to be fair, I am fairly certain he would have, if the other survivors were actually braindead, for as long as he could. Besides, it wasnt like I was matched up with the brightest lights of the community that game either. So he had no reason to leave me. If it wasnt for the 5 minute wait, I would have DC'd. I personally rather wish they changed the DC punishment to losing 2 pips instead of 5 minutes. That way there isnt really a reason to DC unless the game truly isnt fun to play. Let alone that a game crash mid-match, which already sucks, doesnt suck more.
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@Pulsar said:
This is not keeping the game hostage. He played in a way that was not fun for you, but it wasn't breaking any rules.
In short, games like these happen. They suck, but nobody is really doing anything wrong. You just have to move on.
Which is kinda a problem, because the only reason I didnt DC was because the DC penalty would take longer. I'd personally say if the only option left would be to DC, would be a hostage game. If ######### like that isnt recieving any type of punishment, then its fair to say that the devs are responsible for toxicity in their community.
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/1356414#Comment_1356414
What are you trying to say? That Freddy Is op? He clearly isnt, you can see his to from mile away, he Is balanced, there should be strong killers, not every killer should be like Clown, if you spread out he isnt much of a threat. Your comparings are stupied, Freddy can be looped almost like every other killer, saying that you can't hit survivor untill every pallet Is fropped, lol man... Few days ago one guy told me they should remove instadown on Leatherface and put broken effect, you guys need to chill a little with nerfing the killers, im the first one to say when something Is unbalanced, Freddy Is not one of it, he Is pretty balanced
You cant see him from a mile away, he literally is invisible past 32 meters, only temporarily visible from 16-32 meters, meaning you can very easily miss him.
And I agree, there should be strong killers, and Freddy crossed that line.
"Freddy can be looped almost like every other killer" - Only when awake, and even then, all it takes is 1 hit(which really isnt hard) or a slight amount of time and then he practically is unloopable.
"saying that you can't hit survivor untill every pallet Is fropped, lol man..." - this was an analogous comparison to only having 1 way of catching survivors. Another one would be: You no longer can easily grab survivors from vaults or lockers. You can still do it, but its gonna be practically impossible as the survivor needs to have the broken status, making it not impossible, but practically leaves you with only 1 practical way of dealing damage. I mean, you said it yourself after I said there should be more practical ways to get out of the dream world: "why should there be more?" So you should be fine with only having to use M1 on most killers, leaving those pesky survivors in the locker, because they arent broken. That is why more practical ways matter.
And yeah, Freddy's addons are too broken for his kit.
"Few days ago one guy told me they should remove instadown on Leatherface and put broken effect, you guys need to chill a little with nerfing the killers" - Well yeah, I kinda get why they say that. I would rather say deep wounds than broken, since both Bubba and Billy are instadown killers without technically having to do anything for it and are kinda boring to face. I mean, Leatherface at least has quite a bad basekit, but Billy can do the same that Leatherface can do and do it better and for longer distances. Meaning that often it feels unearned because there isnt much risk for them in using it. In fact, with the current addons, they practically are just as fast as just landing an m1 and can break pallets with it, the only exception where they use m1 being a window. They dont get any real punishment for missing their ability and the punishment is shorter than missing an m1. So yeah, from that perspective, it's quite agreeable to say that their abilities need some alteration. Personally, I'd remove the instadown on Bubba but massively increase his swinging and movementspeed, meaning that he could land multiple hits on the same survivor, while leaving his instadown ability in his tantrum. Meaning a Bubba could choose to risk it for the biscuit and trade in movementspeed to instadown a survivor, or try to hit the same survivor twice with his movementspeed boost. For Billy, I'd just want his instadown to require some running distance first. Not much, but that would at least allow Begrimed Chains to have some use without having to use Speed Limiter to gain that use. Gaining a bit more diversity overall, rather than just the staple mindless drone he has become now.
Both Bubba and Billy have their issues, at least Bubba is still fun to play against. I wouldnt neccesarily call them OP or unbalanced and needing of a nerf, but they do need a nerf in order to recieve a better, more balancing buff. Because someone like Billy can be played without addons and perks, and still do fine against premades with strong counter perks and items, which is basically meaning that any perk added onto Billy pushes him further into top tiers to a point of god-tier like, and if we go into theoretical situations that can and might have happened, you could even say its in the realms of being unbalanced in the current meta. Let alone that the perks are static and the addons are so common they can be used every single game, that its incredibly boring to face them(god-tier like, not bubba) too. Yet people see change as bad. Even though it doesnt have to be. And yeah, Freddy needs some alteration to a point where survivors should be able to wake each other up while both are asleep, at some cost. Perhaps more time, perhaps notifying Freddy of their location. Or simply nerfing the addon that removes the option to wake up from skill-checks. Either one will be good enough.
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1356474#Comment_1356474
Sometimes the 3-gen strat does not work. You chase a good looper and they manage to do one of your 3 gens and the game is basically over if they don't ######### it up or jungle gyms // bus etc. is very close and chases last forever. Too much variables in every game that you can say, the strat works always.
"You chase a good looper and they manage to do one of your 3 gens and the game is basically over" This is because you left the 3-gen too long, willingly. Thats like saying "You fix some gens mindlessly and the killer "manages" to get a 3-gen". Survivors are the ultimate cause of a 3-gen, and killers are the ultimate cause of why a 3-gen is broken. Besides, depending on the killer, it can always work. Every match has a theoretically unbreakable 3-gen. Especially if you include perks that slow gens and/or give info on gens that are being done.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1358032#Comment_1358032
Its a $15 skin so...no? It's barely more than the skins we have had for years.
You do realize that this skin was made outside the original contract right? So they'd pretty much have to charge that much.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1345216#Comment_1345216
Well, to me, this is so rare that it warranted a thread. It's one of the few times I've seen a killer BM for no reason. Survivors, on the other hand...
well, like I said, most percieved "BM" from survivors that I have been accused of doing, was mainly to get the killers attention to start chasing me. An example is clicking the flashlight like a madman while nearby someone else who is chased. Or using an emote to taunt the killer a tiny bit. Taunting and BM'ing are 2 different things. The BM I'd say would be survivor side is flashlighting on every possible vault and pallet, almost everything else will depend on intent. If I try to stay alive for as long as possible, I'd have to blind the killer from time to time to create distance. But if I know I can easily loop without needing to blind the killer, yet still do it, then yeah, it would be BM.
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1346038#Comment_1346038
Good joke dude. The high pressure killers are the only ones that can win constantly and that is good. If only 1 gen is left and 1 is on the opposite of the map, you need billy / freddy / spirit to even come there in time. Game is still not even close to a auto-win with them, but it makes it manageable.
If you fail to keep your gens together, thats on you. Besides, the winrate should be 50%-ish. It might scew off a tiny bit once you reach rank 1, considering there are no higher ranks, but even there, winrate at best should be 70%-ish for a killer to be balanced. There are some players that are incredibly skilled and have over 2k hours sunk into a very specific killer, and I expect their winrate to be 80% with that killer. However, averagely, it should be 60% at best considering its a 4v1 asymmetrical game. But last time I counted all players playing freddy, including me, that winrate seems to be more like 70% on default. 90% if you only focus on P3 Freddy's. Sure, that isnt official statistics, but its red rank players that I face occasionally.
So in short, if gens are on 2 opposite sides of the map, YOU ######### up. Having a killer power to compensate that ######### up, is ok conceptually, but that power is only balanced in terms of gen patrolling. Apply it on a smaller scale, and its an auto-win. I mean, you literally have to include the worst situation for killers, where a killer ######### up so badly that there is a gensplit across the map to excuse an ability.
I mean, lets say you have an extremely strong 3 gen, I'd say that Azarov's Resting Place can have the strongest theoretical 3-gen in the game to the point that I could even call it a strong 4-gen. Should that mean that survivors should be granted near double generator speeds because it would still not be close to an auto win but makes it manageable? No right? Because the survivors ######### that one up. Yet Killers should have an additional handicap to compensate for idiotic decisions? And I bet you still would have the audacity to claim that some survivor perks are overpowered and that devs only care about survivors.
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/1346032#Comment_1346032
Well how many ways should be there? 10?
I was talking about his base kit, not the add-ons, i don't play with add-ons
Dont care, addons are part of the game. His base kit, banning all Freddy addons, is balanced compared other killers using addons. For his basekit, yeah, 2-3 is fine. Include his addons, and he can apply too much pressure in general and consistently keep survivors asleep. Forcing them to either fail skillchecks, but, yknow, there is an addon for that, forcing survivors to go across the map. So really, there is only 1 practical way to wake up consistently including his addons, and that is far too little.
I mean, imagine if the only way to catch survivors was to break all the pallets in the game, that there was literally no way to hit them unless you broke the pallet. Would you be okay with that? Ofcourse not, because by the time you can catch 1 survivor, 4 gens would be done if you're lucky. Same applies to Freddy, you're lucky to finish more than 1 generator without having someone already dead. And that is considered a bad Freddy match. You know what is considered a bad killer match in general? Gaining few to no hooks, killing no one, having to resort to NOED camping because its literally the only option you have to get a 1k. There is a massive gaping hole inbetween those 2 standards. It wouldnt hurt closing that hole a bit.