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RaSavage42

RaSavage42

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RaSavage42
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  • @Dwight_Fairfield said:

    Meta never changes in terms of play style. Survivors will always favour second chance perks and killers will gravitate towards gen slowdown because most of them need it in order to stand a chance.

    Nerfing DS didn't stop another second chance anti tunnel perk taking its place like Off the Record. Nerfing Pop made call of brine and overcharge popular. Same old type of meta as always.

    Couldn't have said it better....

  • They need to put more focus on the base game at this point... rather then adding in perks

    Maps need more changes... already (now I can see why they didn't make any after Erie Of Crows)

    Gen times... 90 charges isn't fair to Survivors and 60 charges isn't fair to Killers (should've just left it at 80 charges)

    Gen speeds... completing a gen solo in 45 seconds (hitting greats) just hurts to think about -and I suffered from a stoke so I can't do much thinking now a days... LOL-

    Items need to be looked at... not saying to buff one thing and nerf another but to just look at them... they can decide what to do with them

    What I would like to do is set up a KYF trial... with rules and so on and so forth (don't worry it's not a "tournament")

  • Most of them are perks... What specifically do you want to know?

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221885#Comment_3221885

    why give your input about playing the game NOW when you havent played in 9 months?

    6.1.0 alone was a huge patch with A LOT of good changes. The whole year has had pretty good changes and its only looking good so far

    Cause I can put logic onto whatever is being discussed... can you?

    Yea there was a lot of changes but did it help the game... from what I have seen no...

    6.1.0 only changed what perk you used... not the strats used (for the most part)

    And now they are on a slippery slope by adding in basekit BT...

    If it's "looking good" then why are there players complaining about camping and tunneling still... complaining about Nurse and Blight still

    Some of those changes only made camping and tunneling better... so where are those changes... what about maps (or the lack of them)

    I may have stopped playing but I didn't stop looking at what other people do and say...

  • No the game is the same as when you left

    Second Chance VS Gen regression (using different perks for the same end goal)

    Some of the new Killers do look cool but I haven't played in like 8-9 months

  • It comes down to players want to win... not learn

    The easier it is to win the more players will use it

  • It's not used due to Survivors not getting anything out of it

    50% is a lot... but healing 2 Survivors to get healed can be a bit much

  • Me.... (surprised no one else said this)

    I had a whole back story and perks.... But I suffer from CRS

    Can't Remember (Bad word that starts with S)... and a stroke

    But that's just me though

  • I mean I kinda want boops when the match starts... but not after a Gen gets done

    Plus I stop once I see a Survivor on a Gen...

  • Us Pig players don't want to sit there and have 1-2 Survivors pretend to be at a petting zoo... while the other 2-3 Survivors are on Gens

    Like I do it for like 30 seconds (give or take)... but there still a game to play... Sorry but you're the first but if I had a good game I'll spare you

    Like is it really customary for a Pig player to accept boops... or is it just a meme at this point

    I really want to know...

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220779#Comment_3220779

    There are speedrun records for this game, to my understanding. Not super prominent, but they're there.

    -.-

    Really.... -sigh-

    Ok...

  • Calling Tunneling a Skill issue is a terrible reason to hate Tunneling

    Tunneling saw a massive shift (from "low skill" to "high skill") due to BHVR saying that Kills/ Escapes mattered more then anything else for MMR

    Going for 12 hooks evenly is what Survivors want right... then think about some of your matches did you thank the Killer for trying, did you T-Bag the Killer in (or around) the Exit Gates... I didn't ask if your teammates did I'm asking if you did... did you slow down on Gens to allow the Killer time to 2 Hook everyone before the final Gen is popped

    Also comparing Hooks to Gens doesn't work... 5 Gens to 12 Hooks =/=

    A 30 second chase is 90 seconds for the other Survivors to do Gens, Cleanse (Boon) Totems, Heal

    A 30 second chase with another Survivor on a hook is 60 seconds for the other Survivors to do Gens, get the save, Heal

    I tunnel hook stages not kills... weird but that's how I play

  • Why would speedrunners have any interest in this game?

    But other then that yea sounds good to me

  • Ever since they said that Kills/ Escapes gain MMR... that's what people do (by Any Means Necessary)

    That's what I gather from reading all of the complaints about it

  • What's left to nerf on Pig...

    Her stealth is terrible... Crouching like she's 80 years old, moving slower then Survivors.... Maybe the next addon adjustments some of these will be better

    Her Dash Attack is weak... take's to long to charge, has an early warning roar, only effective at "bad loops"... maybe the next addon adjustment some of these will be better

    Her Power is countered easier then other Killers (RBT's)... Having a Trap on a Survivor's head when a Gen pops is luck not skill

    But anyway I can only hope (Pig main)

  • -.-

    -sigh-

    Ok so you don't want to play the way that could get you a "win" due to what Survivors say... right got it

    So have more confidence in your play... if you play smart the whole match then pat yourself on the back for knowing the difference

  • When I see a early Game DC I roll my eyes and continue the match

  • FOMO is bad... But I don't suffer from that

    Jokes aside... it does suck that a game company takes advantage

  • If they do that they might as well make it the official ranked mode

    But yea they say Kills/Escaping is more important then Pips at this point

    If they can also fix the issues that come up with the old way of ranks

  • Yes he does need something... cause being a Killer that has to reel in the target means something to say the least

    Have his TR be what his length of chain is... cause then once you hear it it's more of a "oh (word I can't type)" moment

    Yes he has range but it only effective in a specific range

  • Well we agree on that... so why can't others... LOL

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219166#Comment_3219166

    See this is why I've suggested VC. Would ease the learning curve because they could get advice from more experienced players in games. And deja vu helps new players but most mid level/ high level players are familiar with gen spawns and wouldn't hugely benefit from it.

    VC would be a good thing... Daja Vu is a perk let's leave it that way

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218926#Comment_3218926

    Depends. From personal experience it's most likely 1 full gen done by 2 survs. 1 half gen and 1 barely started gen. But it can be 1 started gen and nothing more (lucky spawn + good chase for killer + corrupted intervention did not allow anyone any quick gens), or it can be 3 fully completed gens and 1 or 2 started (horrible chase, survivors started spread out, no corrupt or effectively no corrupt because wrong gens blocked and chase went deep into corrupted gens). Both extremes being quite rare.

    Anyway I will give you the fact, that your life as a pig main is harder then for most killers. Still. If you have fun with her, then who cares that you can't compete with the very best? You will still get games that should feel nice (and they should not be very rare)

    Yea... but again I haven't played the game for awhile so I have no idea how I'm going to do... LOL

    Thanks

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219220#Comment_3219220

    There are other plus mobility killers, but you are right many killers are unable to prevent early gen loss because poor mobility and poor map design.

    But fortunately for those killers, there are slowdown perks. The worse your killer of choice is in early game, the more you should run. For some killers, running 2-3 slowdowns is borderline necessary. But I promise that if you stack Corrupt + some combo of CoB/Overcharge/Eruption/Jolt, you can defend gens with just about any killer, unless you are a potato.

    Now if a team all bring Commodious toolboxes with BNPs, Spools, and Swivel Sockets (maybe with Prove Thyself, Hyperfocus, etc.) and just hammer gens, yeah, not much you're gonna be able to do about that. And that is a helpless feeling. But that also isn't all that common, really.

    And generally speaking, I never got the grief about "gen rushing". I mean what else are survs supposed to do at the beginning of a match but jump on gens? Mill around aimlessly? Break bones? Teabag each other?

    I think many killers need to internalize that losing 2 or even 3 gens in the first 3-4 minutes is to be expected. The slowdown starts when there are fewer gens to defend. The early game is about defending the right gens, not trying to keep them all up. I often go down 3 gens with only 2-3 hooks and go on to win. A lot of killers seem to flip their lids and panic when they lose a couple gens.

    Right but those are the two that can defiantly can do something

    I don't want to run regression perks 24/7

    Yes I know that Survivors don't always bring the best Items.... but I can't tell from the pre-match lobby

    I mean Totems are a secondary objective...

  • What's COH at right now... 35%?

    I think that players got the hang of using Boons

    But then the time they spent setting it means that time wasn't spent on Gens... so give and take

  • @Ghoste said:

    I mean, you still got a 3k. What's the problem? You play Trapper. Of course the gens go fast early. Trapper is a late-game Killer. Maybe play a different Killer if you want to exert pressure early.

    So Nurse or Blight then... cause those are the 2 Killers that have pressure early

    The other Killers not so much

  • Come up with new ideas... instead of relying on what's already there

    Recycling basekit for perks also will kill that perk... BT (does anyone run it) Unbreakable (maybe... it might be one of the ones that come in every so often

    If making any changes due to "low skill" is just a bad move... "middle skill" is a much better way to balance

    "low skill" players need more time in the game to get used to the game

    Balancing around the "low skill" is a bad decision... again what "low skill" players need to experience what the game is but can't due to them being targeted

  • @twin187211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218894#Comment_3218894

    Idk bro it's a hard decision but the killers are really op and blame swf I rarely play swf if it is swf the killer should get this extra help but that's not always the case I play with random who run straight to the killer don't touch a Gen then get put down then they DC or kill themselves on the hook

    So are you going to read my comment.... Try thinking of what the Killer goes through instead of what you go through

  • Some players do need to take a break from the game... But seriously it could be something happened IRL and instead of standing still and getting crows on them... getting crap for "not playing the game"

    I'm not saying a long break (like a week or more but just enough to get themselves back into the right state of mind)

  • @FeryGEN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215222#Comment_3215222

    This is a bit of a bad way out of the situation, because the developer is interested in minimizing the chances of hanging in the basement and the basement camp in the game. Therefore, there are so few perks for the basement camp in the game.

    It's more like playstyles that have the Devs not make many basement perks

  • OK so even if 1-2 Gens pop... does that mean that the others aren't progressed at all or does that mean they are between 1%-99%

    Again I didn't run other Gen regression perks (for the most part)... as in me, myself and I... but I did experiment with running COB and Eruption before the perk change patch (on my main Killer... Pig)... So is that because Killers are extending matches by running Gen regression perks or is it MM in general

    Ok much appreciated... I though I was the only one

    Also... I haven't played the game since before The Dredge came out so I do need to play the game to get experience with all of changes and new stuff

    TL;DR.... BHVR needs to change players minds about Camping (and Tunneling)... but it doesn't seem likely (as of right now)

  • Maybe that Pig player got sick and tired about Flashlight users in their other matches... You got unlucky

    So maybe think of what the Killer player had to deal with... I can honestly say that this community is so headstrong and closed-minded (I am apart of the problem... I know)

    But what would be the point of playing the game if no one saw what the Survivors bring (like you go from the main Survivor screen after clicking the ready button right into loading the Offerings and then entering the match) would that be better

  • If players understood why other players make decisions then the game might be better

    Like if I camp... rather then explode in messages just simply ask why I did that

    Gens regression is weak (without perks)

    Quick saves are a thing... why would I (as Killer) allow that to be

    And I don't run Deadlock on every Killer... Corrupt is the only slowdown I bring (for the most part)

    Sure camping sucks... so does having 2-3 Gens pop in one chase (no matter how long the chase is)

    And certain Killers don't do good at Hit and Run (again without perks)

  • Flashlights aren't useless... all they did was give it a buffer time

    Given the macro clicks sucks to listen to... not saying that all Survivors do it but it happens so this will stop that

    Also all you need to do is get used to it... Sorry but there isn't much I can say

    Plus if you don't want to face off against certain perks then don't bring in the Item in the first place

    Franklin's Demise is a perk that makes Survivors drop their Item (rather if it has charges or not) maybe bring an item to fool the Killer

    Plus as other Survivors bring "the best" Items a lot... snowball that into Killers just running Franklin's anytime they see an Item (or just in general)

  • But it's a perk... it's up to the player to use it

    It does need something though

  • Both are choices made either before the match or during the match

    Both are choices made to shorten the match... in one way, shape or form

    Both aren't fun for the other side

    Both are hard to solve... either due to coding or ideas

  • It seems like a perk that does well in a vaccum... but not so much in a normal match

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217009#Comment_3217009

    The thing is the longer they put it off the more they're shooting themselves in the foot,lol. Their codebase is objectively garbage and we can see that as literal players and not devs,which shows. It's baffling that such a huge company with this big of a game is still running on 2016 peer to peer blueprint code in tons of places,just ever so slightly tweaked and converted into C++

    Yea I agree

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216866#Comment_3216866

    if they did a major code rewrite they would

    a) improve performance

    b) nip 99% of cheating in the bud

    c) make the hits make sense

    They definitely need to do that... the sooner the better

    Honestly I would've thought they would've done that when Mickey was about to be in the game

  • I would like to see more behind the scenes improvements done

    MM, Servers, Maps (would be behind the scenes technically)

    More perk changes (3-4 per midchapter I'd be happy)

    New ideas (not just adding X perk to basekit)

  • Time spent in game also add to this... If everyone was "fresh" then would it have been better... Don't know

    But yes there are things that make this game frustrating (but one of the Devs said as much)

    Players that just want to "win", Players that just want "fun", Players that want a "fair" match are all saying different things

    Some players want interaction with the Killer (but not Tunneling or Camping), Some players don't want to be the only one working on Gens (but they are 90 charges)

    It'll be hard to come to a conclusion to make this game "winnable", "fair" and "fun"... without doing major things to the game (such as making more gamemodes -including unranked-, making builds be "one of each", improving servers and implementing server sided things, more perk changes -within reason- and fixing Maps)

    Trying to make this game be 50/50 isn't fair due to the asymmetric nature of the game (but this 61/39 isn't it either)

    At this point I wouldn't want to be a Dev on this game... I do feel for them

  • I'm in the middle of a break with the game at this point

    I don't have access... And I don't know if I want to play the game anymore

  • Camping is highly complained about but it's a player choice

    So adding more time onto Hook stages if the Killer is within 24M- fair

    But deciding if being in a chase is the be all end all... can still be abused, I can't explain it properly

    It was basekit... but then they made it a perk...

    Your solution does sound better... but I would need to test it out to get an honest opinion on it

    Also they can't code specifics... just an FYI

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216252#Comment_3216252

    I came up with a solution to the alleged problem preventing the solution they tried if you didn't read my post correctly or I mis-phrased it earlier. Just because one person can't do a backflip doesn't mean backflips are impossible for another.

    They came up with Solution X that had Problem Y. I came up with Solution W that solved Problem Y, and even pre-empted Problem Z (that was a possible but improbable consequence of Solution W) with Solution V.

    I am not saying I have all the answers, I am saying if I don't have their job and came up with a solution that easily then there are 2 likely scenarios. The first being they couldn't do it from either not trying very hard best case, being incompetent worst case. The second being there were programmatical reasons behind the scenes that they didn't disclose.

    No... you didn't you are just saying to try it again (but to give you credit)... Those are two different things

    What does all that even mean... do you read what you type (to make sure what you have typed makes sense)

    I don't have all of the answers either... but again you didn't come up with anything

    Oh and that mistake became Kinship... so read that perk and see if you said the same things

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216198#Comment_3216198

    That just seems strange that 30s of me thinking and coming up with a solution was not possible for anyone else in that case. Even then they could crowdsource the idea and have an intern cut the wheat from the chaff in terms of good cases and bad, and present that to whatever design team was working on it. They could even use Fog Whisperers to brainstorm the ideas instead of only the forums.

    But you came up with an idea that was already tried... so how are you any better then who they have?

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213161#Comment_3213161

    I am curious how they tried that and it was possible for Survs to abuse. If I am hooked with double the "camping" hook timer, and a Survivor is looping around my hook, that means it takes 120s per hook stage. However, that also means a Survivor is looping near hook, which means eventually Bloodlust will kick in or they will otherwise go down, no one else will be in a good position to rescue, and eventually we would be back to square one with 2 people on hooks instead of only 1, and my timer being progressed.

    That also means they didn't put forth any extra thought like "pause camping timer when in chase". Or a counter to that potentially being abused like "AND if that chase is the longest chase since that hook." (To prevent chasing off from hook then camping again.)

    I wasn't playing when that happened... or just wasn't aware of it

    All's I know is that they tried and failed

  • I mean Camping and Tunneling aren't gameplay mechanics but playstyle choices

    Camping:

    There aren't Camping perks (Insidious doesn't count... just saying)

    But there aren't many Anti Camping perks (Kinship and Resurgence... BT is now basekit so I am not adding that)

    Tunneling:

    There aren't Tunneling perks (Remember Me doesn't count)

    But there aren't many Anti Tunneling perks (OTR, Nerfed DS -I know it was nerfed and doesn't make that much difference but still-)

    Also some of these perks seemed forced (OTR, Basekit BT)... and now forcing most Survivors to use all of the Anti "anything" builds that they can... and increasing Gen times but not looking at Gen progression or Gen regression

    Maps don't help this either... Spawns for everything are shackie to say the least

    Killer Powers are either overtuned (Blight and Nurse) or under valued (Doc and Pig) Not many in between...

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215948#Comment_3215948

    They finally reverted NOLB to work when the gates are powered, not only opened. Think it was back in 6.1.

    Really... Maybe I missed it... LOL

  • I was thinking of adding that to Pop... like if you don't use it then you get a stack and if you get 3 stacks you can kick a completed Gen to make it start regressing... but that was too powerful

    Survivors already don't like the Gens at 90 charges (even 80 charges was too much "boredom")

    So here's my fix to Gens... (UHMMMM) fix the Maps: create areas that don't have 3 Gens next to one another... create loops that have more counterplay to them (either add more breakable walls or make a Survivor perk that makes those breakable walls and make it -either breakable for Survivors or rebuild them back... or make them vaults that last 3 vaults then break-)

    And either make Gens take 80 charges (or less) and increase the base Gen regression (and change the regression perks)

    Since progression is 1.0 charges per second for one Survivor (I don't remember the numbers for multiple Survivors on one Gen) (I also don't remember great skillchecks bonus) so normally it'll take 90 seconds (or less) to complete a Gen... but regression is .25 charges per second so it takes 5 minutes and 47 seconds to fully regress a Gen...

    FYI if any of you want to make a video that cover Gen progress and the rest of the Gen regression perks I would love to see it

  • Just my 2 cents...

    But I also agree that certain perks shouldn't work if the hatch is closed... (I know off topic but I needed to say that)

    In the terms of NWO... If the Killer got a 3k with a Gen (or 2) left then NWO shouldn't activate... the Killer did their job and doesn't need anymore help... cause the Survivors didn't complete the Gens... So why punish the Survivor player that is left

    Also... No One Left Behind only works if the Exit Gates are opened so where is the problem (and they should change that to when the Gens are done as well)

    Wording on certain perks need to be updated (Just saying)

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