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Ravenlord4711

Ravenlord4711

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Ravenlord4711
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  • tru3 didnt camp and tunnel like otz did. i watched the full tru3 vid and most of the otz vid. otz played "scummy" tru3 did not.

  • heres the thing, sure you have to set up a boon which takes a little time. do you know how many times ive healed 4+ times by myself with just the boon. that means the next time the killer finds me he has to hit me an extra time wtihout needing another survivor or medkit to heal me. so say you bring in a good med kit thats what 3 heals? ok so 3 heals with the medkit vs unlimited heals with the boon and the availability to bring a flashlight or toolbox to have extra utility. also not taking another survivor out of play for the time it takes to heal. so yes you talk about a boon taking time to set up but you forget to mention it takes away the need for another survivor so your 14 second heal or whatever it is is actually 28 seconds normally of combined survivor time. so in essence the single setup comes out even and every use of it after is gravy.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735761#Comment_2735761

    I'll try to keep this shorter than my last post, but to touch upon a few of the points you've brought up:

    1: On the subject of The Nurse, using pick rates as a determining factor is very shaky territory. First, you've gotta consider the fact that part of the reason she's picked less often is due in part to the bugs with her power. Even if someone likes The Nurse and is doing moderately well with her, it's totally within the realm of possibility that the bugs were too frustrating for them to continue playing. Secondly, pick rate is not a universal thing. While it stands it reason that she may not be picked at lower skill levels (owing to her higher learning curve), she becomes far more popular at higher skill levels. I won't speak for everyone, but I'm assuming at least some people would like to see more Killers pop up regularly in the higher skill levels.

    But beyond this, The Nurse's bug fixes is also a prime example of something that has come up a lot over the years. Often times we're asked to focus on things like game health rather than content / balance, and The Nurse and her various bugs was often tied directly to that as a poster child of sorts. Fixing these issues did require a complete redo of her coding, but it's a prime example of us doing exactly that: Putting content / balance to the side to focus on fixing things. I totally understand if you're not pumped for this next Mid-Chapter, but it's a pretty shocking reaction to something that was asked of us very often (focusing on fixes/game health over content).

    2: To think point of Circle of Healing, I just want to say that this is absolutely not something we're ignoring. We make a point out of letting things settle before making rash decisions these days. Between PTBs & live these days, the changes we make are almost always fairly minor. We've been burned in the past by making rash decisions when the initial feedback was rough. Nowadays, we try to let everything have some time to settle before we start thinking about how it should change. This gives us a better idea of where it actually sits rather than making a knee jerk reaction and hoping it works out. Circle of Healing is an even trickier scenario since it came bundled with an entirely new mechanic (boons), so it's very important that we see how things work before diving head first into changes.

    That said, though, I can't reveal if/what will happen to Circle of Healing right here, just please keep in mind that there's always a cycle that looks like this:

    • Something releases
    • Wait for it to settle
    • Determine if changes are needed
    • Create changes

    3: On the subject of Freddy, I feel like this something that often gets misconstrued as well. In reality, kill rates only play a small role. You compared him to The Nurse, and I'm really glad you did because she's the perfect example of why that's not the case. The Nurse overall has a fairly low kill rate (well below the rest of Killers), but that doesn't mean she's weak. She's tough to play, and in the right hands, she can be hands down the best. But that also isn't necessarily a problem because there's a ton of skill that goes into playing her extraordinarily well, and there's also a lot of skill that goes into playing against her well.

    In the case of Freddy, on the other hand, you had a Killer that was very strong without needing much thought or skill. Dropping a couple traps at a loop would yield very strong results with very little risk or strategy. His slight tweaks aimed to make the strategy of spamming traps constantly while in a chase less viable.

    On the point of lack of skill, I won't delve too far into this, but that is a very loaded point to make. Many developers play the game daily (typically not with BHVR tags in their name, they don't want to be recognized). I myself used to stream this game three times per week, and I was playing at the higher ranks just fine. Sure, not every game developer's going to be ready to jump on an eSports team, but expecting everyone working on a game to be able to play it at a competitive level is a frankly unrealistic standard, even if some of them are pretty good.

    I really do appreciate you taking the time to respond to my reply. Yes I think you guys did a lot of work on the nurse to fix her and I really think its a great thing. Her low pick rate at lower levels wasn't IMO because of her bugs but more of because she has such a high skill cap and when you first start her you get your tail kicked repeatedly unless you start with her and even then its rough. It takes a very rare individual to push past losing over and over to develop the skill on a killer that has such potential vs just grabbing a killer like freddy or leatherface. Honestly balancing the game around high level of play IMO would be a better option simply because it will allow killers to not get frustrated when they are getting better and better but some how losing more and more. I am decent ( i was rank 1 killer a few times but took long breaks) and even where i got to i would get 1-2 kills a lot of the time. I knew i wasnt even going against the best survivors but i was getting stomped. but honestly the game punishes a play style of going for hooks instead of kills with the current meta. I can get 9/12 hooks and it still counts as a loss. due to gen speeds killers are pigeon holed into having so much gen defense you dont get a good variety of builds.For example my build on freddy is thrilling, bbq, pop, and discordance. I build mine for information to know where the survivors are but in todays meta my best option is to find a survivor and tunnel them out in order to "win" i dont like playing that way its not fun for anyone but if i play where i go after the unhooker and roam gens I will get penalized and then BM'd at the gates ( i wont go into how its encouraged to be a bad sport in this game) so it's logically better to go tunnel the first survivor i find get the 1 hook kill and move on.


    Back to the nurse update, yes it was really needed to have her bugs fixed and it is amazing you guys did it. we will still be hesitant until we really see it fixed because bugs have been around so long ( silent dying state bug) that it is a shock when its actually fixed.


    When it comes to boons the fix to boons would be easy. I and most of the killers ive talked to would be fine if boons had one of a couple changes. 1. tokens: dont change anything except add tokens once you use the 2 or so tokens that perk is gone. this way it is treated more like a hex's risk reward option. right now there is no risk to bringing a boon other than a fellow survivor breaking the totems because you can just replace it. or 2. reduction of heal self care is a perk that is literally useless right now because a boon just gives everyone super self care. why not just have the boon match self care speed that makes more sense. even then self care would never get used so now in the future self care will get buffed or reworked to be stronger and more viable. 3. give killers the option to destroy the totems 1 to cleanse the boon and again to destroy the totem. this would allow killers a way to actually counter the boon. because right now there is nothing a killer can do to have lasting effect on such aa strong perk.


    back to freddy, there wasnt small changes at first. his first changes were massive nerfs to his addons you went from 17% slowdown with 2 addons to 6% slowdown with 2 addons (both if the survivor is asleep) freddy now has no really good option for addons. his strongest ones give 20% cd reduction of teleport IF all 4 survivors are asleep. the rest of his addons are meh at the very very best. the only other one really worth mentioning is the black box which is only valid for 15 seconds for asleep survivors at the end of the match. meaning IF the survivor you are chasing to the exit gate is asleep and they open the 99'd gate it will come into effect.



    on a advice note. ( i know i dont have all the information) but as someone who plays the game I would feel better about changes you guys made if you made the info behind the change public such as the reason. Like why did you nerf the twins? or change the one thing that made a killer viable ( pinky) but if you said hey we are changing the pinky finger because without pinky finger kill rate is _____ at ranks _-__ and kill rate is ___ for ranks ___-____ but with pinky finger the kill rate is ____ at ranks ____-____ and ____ for ranks ____-____ so we pinky finger is performing too well. this would make sense and give us more transparency of why you guys are making the changes.


    like for example freddy for these ranks had a kill rate at 85% but at higher rate has this kill rate so we will change him to see what it goes to so we can balance further to make him more fair. ( i use freddy because hes the one i play that is the most contested so i have the most insight into him) I think this would have made the wraith change more accepted if you presented this info to why you made the change.


    AGAIN THANK YOU SO MUCH FOR REPLYING IN THE FIRST PLACE.

  • @Peanits said:

    I'll start by saying that I'm not trying to throw any shade here. People come and go over the years, and I really don't expect anyone to catch every single thread we've responded to or remember every time we've answered something. I'm willing to bet there's a good chunk of people who weren't even around last time we talked about it, but we have indeed brushed upon this in the past.

    First of all, I just want to clear up this idea that we are only thinking about this now that SBMM is a thing. I can safely say that it is not the case. Over the few years I've been here, there have been loads of conversations about not only this, but many other hot topics that for one reason or another have to get shelved for a while (whether that's time constraints, bottlenecks, bigger fish to fry, etc.).

    We shared this statistic because it gives something concrete to aim for. Previously, we only had ranks 1-20 to work on, and due to the way ranks worked- and since there's not a whole lot of granularity when you only have 20 ranks to work with- players of wildly varying skill levels ended up lumped together. I think anyone who's reached rank 1 on the old system knows that it's not necessarily purely about skill. Just by virtue of playing a lot, many people would end up climbing to rank 1 even if that wasn't where they were most comfortable.

    As a result, the data wasn't very reliable and the gap appeared far smaller than it really was. Does that mean the gap didn't exist? No, absolutely not. Sure, we could feel a difference playing matches, but I think we can all agree that blindly aiming for a target that you cannot see is not a good idea. Doing so makes any change we could do very risky, as it could be totally overkill and buff Survivors way too much, or not enough and still leave solo Survivors behind (as well as wasting development time that could be spent on other issues). Even after the fact, it'd be hard to say whether or not the change was effective because we don't have anything but our gut feeling to determine if it worked.

    With SBMM, on the other hand, we're able to see much more accurate info on just how big the difference is at different skill levels, and more importantly, we have something we can monitor to see how effective any changes are. It gives us a tangible goal beyond "This feels a little better I guess." Now if we do a change, we can see exactly how much the gap has closed (whether it's gone, unchanged, or smaller than before).

    But moreover, the main reason we shared this info- both the statistic and the mechanic- is to be more transparent. I think anyone who's been around for a while can vouch for the fact that we normally don't talk about mechanics like this so early on. It's something that people have been asking for and it's something we've been pushing for as well. We genuinely believe it's better to be open about it and frame the things we're suggesting with reasoning rather than dropping it as a surprise with no context.

    On a personal level, I find it a pretty disheartening that when we do push to reveal things earlier like this, it's often met with conspiracies, fearmongering and passive aggressive jabs at the team. I always get excited when we're able to good news like this with the community, especially when it's a big topic like the SWF gap. But it's really disappointing to see something that people have been asking for somehow get twisted into something negative. Even still, I stand by the fact that it's better to be transparent and share these details than the keep them locked away until the last second.

    I definitely understand the disheartening point you made, and I appreciate it. That being said we have been told several things over the years that either take forever to get changed while one side is changed and the other is not or the changes never come. I.E. ruin was changed and we were told it was because ruin was in 90%+ of games so they were changing it to look at gen speeds. Also the massive time difference between mori changes and key changes. Especially on killer side it seems like we are always changed or nerfed so the balance team can look into something meanwhile it takes months to years to have the other side balanced. yes I know this patch was a lot of nurse recoding but that honestly doesnt have much to do with balance and nurse has a very low play rate so the large majority of killers do not feel the affect of the changes you made. meanwhile things like dead hard and CoH are still being allowed to run rampant. IMO the only time the balance team has changed something quickly was Metal of Man and that was because it was beyond broken by any standard. So while I do think you guys have some good intentions I do not think you have killers in the skill level needed to see the issues at high level of play. For example you base things on kill rates and yes freddy had a good kill rate and probably still does but is an easier killer to play so lower levels of play have higher kill rates than other killers but higher levels get 1-2k which skews his kill rate . meanwhile anyone with any number of time in the game (300+ hours)knew nurse is the best killer in the game but has really low kill rate at low levels due to massive skill cap. but freddy gets nerfed and reworked so his 6% slowdown with 2 addons doesn't even do that an now his best addons are the teleport cd reduction which isn't even that much. so again we feel like you have the best interest in mind but lack the skill to have the experience of what the balance has done at the high level. thank you for coming to my ted talk.

  • @konchok said:

    What an overreaction. And let's be clear about something. As long as killers have unfair add-ons they can't receive buffs because it skews the stats. Pinky finger nerf is needed because it skews Clowns stats to the point where he looks balanced. Michael has the same problem. Fixing Pinky finger paves the way to future buffs.

    I would believe you and side with you except we have already been bamboozled by this. " we are changing ruin so we can get more detailed information to be able to look at gen speeds" how long ago was that? they said they were changing ruin because 90% or something games had it in it well how many games have DH in it? @MandyTalk i dont know if you have access to the information but what % of games have at least 1 DH in it?

  • im gonna put it simply, when i first started playing i was told " if you are a killer main you have to have thick skin" nothing has ever been so true in gaming. The only rule i can think of that is more of a Rule #1 is dont chase singed. that being said you have 3 choices, give up the game because the game is "toxic" and the "toxicity" is encouraged by the development/ admin team. or play survivor or get thick skin. gl in the fog

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2717205#Comment_2717205

    Hooks will never be wins as long as you can get people out for clicky clicky t bags. You can have 8 hooks...Do you really feel it's a win as 4 people tbag you and tell you how much you suck for not killing anyone ?

    if i got 10 hooks i would count it as a win. thats the thing though. doesnt matter what i count it as, the game counts it as a loss

  • @Mandy said:

    https://youtu.be/Pz7f_WPutq8?t=5220 I'll just leave this here.

    the problem is, you have to give killer more reason to leave the hook instead of just penalizing them. there is a reason why camping is so heavily used in competition. The balance team needs to rework the "winning" to hooks. do that and killers will leave the hook to go get more hooks. Unfortunately at this point kills are all that matter you can get 2 hooks on every survivor and 1 kill and still get a loss. that needs to be changed before killers have a legitimate reason to leave from securing a kill.

  • I bleed out anyone with a macro for flashlight, no one else even exists. You have a macro for flashlight that means you want my full attention so everyone else is free to go but you are going to crawl like the slug you are.

  • @BenZ0 said:

    Idk if I am having just a REALLY unlucky streak but I got my 19th game in a row with a full meta sweat team. They are not necesarelly swf but they are all VERY experienced and play only to do gens and get the hell out of the game.

    I played various different killers, even a lvl 20 doc and still got matched with absolut sweaty ppl.

    Again I could be just very very unlucky but still this is just not how I want to play dbd. Sweating for my life in every single game like my life is at stake.

    I just want to play chilled to farm BP and also do challanges, but I cant or atleast it takes way longer cuz my game last for like 5-7min. Yes I do sometimes get some kills, even sometimes a 4k.

    But guess what how many hooks? 1-4 hooks each game, they all die on their first hook at the endgame or I slug all 4 to death. This is NOT FUN AT ALL.

    I took my breakes, played even for weeks something different and havent touched dbd in weeks and STILL I get the exact same matches every time.

    Every single game on every single Killer I face from good suvivors (which I face less and less over time) to very sweaty players. I have to play every time pin point perfect without doing any mistakes, if I even miss 1 single hit the survivor will take this to advantage and build alot of distance immidiatly which extends the chase by atleast 20sec longer which steam rolls so high that I may lose this game because of this single mistake.

    I have to play always at the highest concentration and make use of this 1-2 hooks I get with everything I got otherwise the game is over.

    It feels like my MMR is in heaven and the game treats me like jesus christ himself of the Killers therefore I get matched with the absolut best or atleast best possible survivors.

    This is not fun at all, I eat rather ######### nails or wax both legs and arms rather playing Killer.

    *Edit: Again this is going on since MONTHS, since Resident evil chapter to be exact.

    let me put it to you like this. say there are diamond, platinum, gold, silver, bronze level players on both sides. diamond goes against diamond. plat against plat ect.... so diamond killer are going against diamond survivors and now it has become unfun and stressful so a chunk of them are doing 1 of 2 things leaving or switching to survivor but those diamond suvivors who are winning are still playing and need matched with someone so now platinum killers are being matched with diamond survivors and having even less fun and more stress than the diamond killers cause they are not as good so they do the same there where a bunch leave or go survivor but again diamond survivors are having a blast winning all the time so now guess what, its the gold killers vs the diamond survivors. and the cycle repeats until you have bronze killers against diamond survivors. now yes you will have those that stuck it out or those that got better but they are in the minority compared to the top tier survivors being fed into the lower level killers. so eventually you will have newer/unskilled killers going against high level survivors and the game is no fun and the newer they are the less likely they are to keep playing so you wont have the new killers staying as long as they did up to this point.

  • i quit a week ago. this game's balance team has no interest in a fair game and its been pretty evident over the years. so i finally hung it up.

  • @Zachcjjj said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715410#Comment_2715410

    no im sorry to break it to you but if you stack meta perks against meta perks its pretty balanced my guy

    really? balanced eh? ok 4 dh 2 boon coh 4 bt 4 iron will 2 prove thyself with 4 flashlights will beat any combo of perk/killer a killer can muster. you literally just need 1 person being chased the 3 cycling healing with coh and tanking a hit/body blocking while one does gen. theres a reason why in competitive play the strat is to facecamp 1 with leatherface to ensure the death.

  • @oliviaa said:

    i swear every time i come on here it's just a bitter killer main fest in discussions repeating the SAME things... y'all will do anything but hold yourselves accountable for mistakes made in games then blame every breathing survivor that they are the reason for the downfall of the game. please

    record ur next match and i guarantee you will make MANY game changing mistakes. 3 gens flying at the start while your ruin is still up? maybe you should stop chasing the nea and go pressure survivors off gens instead of letting your ego get to you because she flashlight clicked you at the start to get you in a chase. you brought ruin for a reason😭

    camping a survivor at 1 gen because they ran you the entire game? with BT, body blocking, and DS, that only will get you so far unless you have starstruck or a killer that can snowball immediately.

    all good survivors know that a skilled killer with an OUNCE of common sense can easily turn a game around as survivors constantly make mistakes. if playing this game makes you so upset you have to blame all survivors for making the game worse then get off the game and do something else with your time

    thats the thing, killers cant make mistakes and still have a reasonable shot at winning. survivors get to make mistake after mistake and have perks that correct said mistakes. so why do killers have to play perfectly but survivors dont?

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2710352#Comment_2710352

    There have been lots of complaints re the hit validation on Dead Hard for sure, but that's more with the validation issue rather than the perk iyswim. It's why when collating feedback it's important to look at all aspects. Before Hit Validation was put on Dead Hard the main complaint about the perk was the dead harding for distance, now the main complaint is the validation itself - which are two separate things.

    honestly even before hit validation i had never seen anyone talking about how it was broken because the distance. DH before hit validation was in a solid spot. if you got greedy you could be exhausted on the ground (which you reverted for the good) but if you used it how it was intended to be used as that extra distance you didnt have that. there was a risk reward to it.

  • @Mandy said:

    Agree with TheGannMan here, the most complaints I see about Dead Hard are to do with Dead Harding for distance, and not the avoidance of the attack itself.

    You are on here a lot more obviously but i honestly have not seen one person complain about distance and tons complain about it tanking hits for them while still giving all the audio and visual ques of being hit. I have to check the survivor state just to make sure if i hit them or not every time i hit a survivor.

  • jesus, ya'll are really talking about nerfing the one thing that makes clown a threat???????? really? do you know what people with any decent skill do when they see a clown? they chill. Some of you are wanting to take pinky and line it up with iri head except pinky is much much much more difficult to land, has a smaller hit box and a big arch to it. hatchet at medium range point and click. every day im here i just realize more and more how rediculoius the survivors want this game to be for them. the game is already so survivor sided a lot of the higher end killers are quitting. Theonlymonto came back to dbd for halloween and spent more time getting into a trickster cosplay then enjoying the game. That was before the most recent buff/nerf section which added more survivor power. Killers are always being told to adapt but survivors are always being told " is it kinda strong ooops sorry we will fix it for you so you can go back and buttdance more"

  • i personally feel boon would be fine if it had 2 tokens and would auto spawn each time so it spawns on a random totem in the game, when the killer snuffs it it spawns on another and once its snuffed again its gone for good. or if you get 2 tokens and you choose when and where to put it but killer can hear it as long as they are in its radius unlike now where you have to be pretty close to it,

  • boons need to have a count, 2 tokens and its gone. that allows each person to relight it once. i feel thats fair.

  • and some survivors deserve to be tunneled into the ground or left bleeding on the ground. honestly as a killer main if someone was clicky clicky i would down them and keep them down until bleed out. you clicky clicky because you want my full attention and thats exactly what you got.

  • if you think for one second lightborn should be nerfed or changed in any way other than buffing it(ive always said lightborn and shadowborn should be 1 perk) than you are really really entitled and feel like killers should have no counterplay to the multitude of blinds available.

  • @Mandy said:

    I honestly feel that the word "toxicity" has lost it's meaning completely. Pretty much the only toxic thing is insults/slurs in the after game chat.

    Camping/tunnelling/tbagging/flashlight clicking is not toxic...these are things in the game.

    And whilst you don't believe people are banned, if you saw how many messages that moderators get, and how many posts we have to delete due to people trying to appeal or complain about their game ban publicly, you wouldn't say that. Hate speech is bannable - they are temporary bans that do not show on their profiles (referring to Steam profiles here), consoles have their own methods for dealing with hate speech, as there's no in-game chat for these platforms. We do allow a certain amount of "smack talk" which is inevitable in only games, things like "gg ez" "baby killer" "noob" "learn to play" as well as swear words are not bannable, these are part of online multiplayer games (and yes people do report these type of comments).

    the thing is that even the head man himself encourages people to do things that others find toxic, like in the announcement video of the new movement animations he mentions you will look good while crouching or something along those lines literally encouraging people to tbag. tbag is BM you can debate toxicity or not but when i played sports if i was to pin my opponent and tbag them because i won i would have been doing laps for days. this community is by far the worst ive seen since OG xbox cod days. except 1 big difference that wasn't a 4 on 1 pile on. you do your very best as killer and you get macro spammed by survivors because MMR has magically matched a newer killer with vets its not the same as oh i killed you in halo now i tbag you, this is " there is literally nothing you could have done this game but lose and now we are going to rub your nose in it. like a dog that crapped on the floor" I try to correct any survivor I'm on a team with that's like that but this is a game where not being toxic is the exception. add on to this that killers have so much pressure and have been unhappy for a while on top of things matt says like "play another game" this does nothing but enforce that the balance team and community cares very little about fun and more about making survivors feel good.

  • more proof that the balance team and devs in general give literally 0 crap about killers. #changemymind. I want to break it down for those that disagree

    lets say you INSTANTLY find a survivor at the start of the match and you chase said survivor and quickly get your first hit im gonna be generous and say 15 seconds ok so 15 seconds for first hit then 20 seconds total chase for 2nd hit then we will say another 8 seconds to get them on a hook and you will instantly find another survivor and start chase now with that you have a total of 8.6 minutes of chase and hits to get your 12 hooks. 1 survivor by themselves doing the gens is 400 seconds, ill add 60 for travel time. so you are at 7.6 minutes. keep in mind thats with literally 0 looking time or kicking gens or ANYTHING ELSE for the killer and just 1 single survivor doing gens and the survivors objective is done faster than killers. on top of that you have deactivating boons or literally anything else besides holding w survivors with no looping or pallets. and now you add snowmen who if the survivor knows you will catch up to them will jump into a snowman and get a free sprint burst away....... yea devs give 0 crap of balance team. I CHALLENGE THE BEST MEMBER OF BALANCE TEAM TO GO AGAINST A B TIER SWF on dbd stream with survivors rocking even kinda meta perks and lets see how well they do. im really curious.

  • hahahaha you're a killer and you want survivors nerfed? might as well ask for myers to start in t3 with unlimited. the devs favor survivors so much its redicilous dont believe me? look at the newest perks look at the balance changes done. they even said " we are holding off giving killers attention so survivors can get love" what time did they not get love? oh you mean DS got nerfed? after a year of killers begging for it you mean metal of man being nerfed? oh yea because it was so bad even these survivor gargling devs knew it was broken. now we have more crap for killers to do in boons and now EVEN MORE CRAP with MOVABLE FNING LOCKERS (snowmen) that can tank a hit and give you sprint burst. ive had several survivors jump into one cause they knew i would catch them before they got to the exit gate so they jump in one and make me hit them. so if you think the balance team or devs or as i like to call them survivor fluffers care one bit about the kiler side other than making them just happy enough to not quit so queue times dont go to 10+ min for survivors again you got another thing coming. IMO none of them are a decent killer and I have opening challenged them to my group of maybe B teir survivor friends against their best killer.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2680200#Comment_2680200

    That could work but throw some sort of protection into it cause let's be real ruin is gone 20 sec in most of the time

    as in ruin would be base regression. no perk or hex needed.

  • unfortunatley not possible since survivor is 80% of the game/cosmetics.

  • This is by far the most toxic community i have ever seen and i was a support main in season 2 of league.

  • BHVR does not care about killers, point in case the only time flashlights got nerfed is when Matt got publicly humiliated by them. survivors bring money as long as said money continues killers can suck it.

  • sorry it quoted you even though i clicked on the og post and i dont know a way to delete it lol

  • @Chilli_man2400 said:

    I’ve been seeing a lot of threads about crybaby’s quitting this game and saying it’s survivor sided not fun stressful. There’s a way to make your games fun again. Make them suffer make them wish they were dead!

    play as Bubba with insidious and basement camp the ######### out of them.

    slug every survivor you see don’t hook them when all 4 are slugged then you start hooking them

    tunnel and camp them all to death! Try not to camp as much(unless your leatherface) and tunnel the ######### out of them don’t be afraid of DS just eat it and move on.

    Sorry about this rant I’m just angry about these annoying threads of killers whining I’m just suggesting how to make it more fun for them

    so you insult killers who have a feeling of frustration with the current state of the game? let me put to you just some of the things I have been yelled at and bm'd for.

    1. not respecting the 4%, so your luck or a second chance mechanic means i should let you go?

    2, "camping" when there are 2+ survivors right next to the hook. should i leave and go chase when 3/4 of my objective is right here?

    3, being bad, yup you read that right because i didnt play to the expected skill level or had a bad game i am called dog ____ or worse

    4, getting a fair 4k, so i did my job and won and because of that im a "sweaty ____"

    5, not farming when offerings are played, so because i HATE farming cause its boring i get yelled at?

    6, playing freddy in general with a non meta build yup just playing freddy

    7, camping the hook when all gens are done and no one is dead, so i shouldnt try to secure 1 kill????


    these are literally off the top of my head that doesnt include things like macros people set up to machine gun click the flashlight which is literally meant to do nothing but piss of the killer

    doesnt include being tbagged or clicky clickyd because they got a pallet stun. oh you got camped and tunneled welp you can play the next game quickly and theres only 1 of me. i have to deal with 3 more people. being toxic is encouraged by the devs ( see the movement animation update announcement)


    killers haven't been a power roll for a long time. point in case moris are near useless and only save the killer the time it takes to hook the last survivor once downed. keys just not got nerfed... DS took 2 years to get nerfed but pop was nerfed really quickly after becoming meta because the current meta got gutted. there is a reason why killers HAVE to run slowdown to even have a chance. think about it like this have you ever heard of a streamer saying " man im just gonna chill with chat and play killer" no? because its more stressful situation where literally every second counts. 2 seconds can be the difference between a 0kill and a 4kill and not just on a one of situation.

  • I'm ok with DS being base kit as soon as ruin is as well. deal?

  • @Kaitsja said:

    By which I mean make it so it isn't a surprise. When the final gen pops, make sure survivors know they're exposed rather than having it be a surprise until someone gets downed. This is probably the best way to balance NOED.

    im fine with nerfing noed as soon as boon totems have a token count for uses. say 2-3

  • @Iliketoplaykiller said:

    I've played maybe 5 games as pyramid head and I'm getting people with loads of hours vs a killer I just started trying? Is mmr just completely off at this point?

    because a huge majority of the killer mains who have the hours are gone. so the game has no choice but to match them with someone in order to make queue times low. so welp my friend there you go. enjoy the game.

  • anything that is an "out of the way" thing to do nothing but try to make the other player mad. I.e. macros for flashlight they literally only exist to piss off the killer. they server no function other than that. on killer side it would bing bong standing over your body binging and bonging constantly. it serves no purpose but to try to get a reaction. that is toxicity.

  • @shitman said:

    When they tell me that the game is not for me, I really want to delete the game. I came to the game to have fun and I get so much ######### addressed to me.

    https://forum.deadbydaylight.com/en/discussion/comment/2646149#Comment_2646149

    I understand that, believe me. I was just being honest with you. This game is insanely toxic for no reason, the "devs" encourage it and the community supports it ( don't believe me look at angrypug and all the toxic streamers that have massive communities). So yes if toxic is something that really bothers you. This is not the game for you.

  • toxicity. this game would be tolerable without the toxic peeps.

  • let me put it this way, i have been gaming since the original NES I have played cod, og wow, league, ark, quake, unreal, and many many many many other online games. aside from maybe cod on original xbox and thats only cause there is no built in voice coms. this is by far the most toxic community I have ever seen. I have made posts about it but no one cares about anyone else. I was told when i first played that to play killer you have to have thick skin. THATS JUST AN UNDERSTANDING OF THE GAME! think about that. to play 1/4th the player base you have to be able to take insults. thats this community. I have played since the year 2 event finished (missed it by like a day or 2) and have been yelled at for any number of reasons. from being bad to being too good to not obiding by some rules the survivors make up that killers have to honor such as "respect the 4%" im gonna be honest with you. if toxic is an issue, this isnt the game for you.

  • because if we play "bad" we get teabagged and bmed. if we play "sweaty" we get tbagged and bm if we break any of the 645640616516547 rules of the survivor rulebook for killers we get yelled at, tbagged and bmed. look man i played league since 2013 and this is by far the most toxic community. so if we are playing it might as well go for at least 2 kills.

  • @DeathByGiggles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2215474#Comment_2215474

    We definitely understand the concerns, but we also wanted to clear up some of the confusion around this, too. I saw some people worried that it was already live! ❤️

    As mentioned, the feature is still being developed, so we don't have any more concrete info for you all at this time. That said, rest assured we're aware of everyone's concerns and will do all we can to ensure that this will not be abused!

    To aliveiate concerns all we need to hear is that 4 salty survivors can not get me auto banned because they didnt like my play style. League tried this a long time ago and it was abused massively. It was considered too toxic for league of legends. It is literally just hey these 4 sweaty salty survivors didn't like losing but its their 4 voices against my 1 voice. This should not be too difficult to promise us. I feel the large majority of killers would be put at ease with a simple hey 4 survivors in 1 game can't get you banned. It would take a history of reports, or something along those lines.

  • non-stop killer nerfs over and over very little love. only took almost 2 years to get DS nerfed now you are buffing bt against the few killers that had a chance against it. small game is turning into a totem counter making giving even less reason to use hex perks. in the mean time gen speeds are so fast that games can be done in less than 5 min total. I am a freddy main and am surprised by the nerfs, you already gutted his slowdown addons to 6% for 2 addons and now they make things more noisy and you made him slower when placing them. the only part of him you are not nerfing is the teleport which as soon as end game happens is useless anyway. I would be fine with the addon changes for sound that if you had consistent sound instead of it breaking every couple months. hell there are entire sections of the silent hill map that give 0 sound at all. so before you make it were it helps sound how about you fix sound??? also literally all of these are nerfs in one way or another except for zanshin which i honestly couldnt tell you the last time i saw it. you are literally killing this game and killers are leaving. queue times are proof of it. when i started you would wait 5+ min for a killer game now its less than 30 seconds. @devs I would honestly like to know how many of you are rank 1-3 killer mains, because it really seems like none of you are. You can call me a killer main all you want and yes I am. but i play survivor and understand the balance of the game. so at this point its just a waiting game to see how long it takes this to join death garden. (yes this is copy pasted from another post)

  • non-stop killer nerfs over and over very little love. only took almost 2 years to get DS nerfed now you are buffing bt against the few killers that had a chance against it. small game is turning into a totem counter making giving even less reason to use hex perks. in the mean time gen speeds are so fast that games can be done in less than 5 min total. I am a freddy main and am surprised by the nerfs, you already gutted his slowdown addons to 6% for 2 addons and now they make things more noisy. I would be fine with that if you had consistent sound instead of it breaking every couple months. hell there are entire sections of the silent hill map that give 0 sound at all. so before you make it were it helps sound how about you fix sound??? also literally all of these are nerfs in one way or another except for zanshin which i honestly couldnt tell you the last time i saw it. you are literally killing this game and killers are leaving. queue times are proof of it. when i started you would wait 5+ min for a killer game now its less than 30 seconds. @devs I would honestly like to know how many of you are rank 1-3 killer mains, because it really seems like none of you are. You can call me a killer main all you want and yes I am. but i play survivor and understand the balance of the game. so at this point its just a waiting game to see how long it takes this to join death garden.

  • if they really can't revert it, that speaks volumes to the quality of developer they are. They made MASSIVE changes and didn't keep a backup of the old one??????? you don't do that on your game saves let alone your source of income. Are you telling me that you don't have a single backup anywhere of the previous coding for the game??????? what??

  • WE DID IT BOYS/GIRLS DS IS GETTING NERFED!!!!!!!!!!!!!!!!!!!!!

  • @Caleegi said:

    DS has already been nerfed many times, leave it the ######### alone. I have to deal with killers camping and tunneling bullshit, 5/10 games yesterday i played i was either camped or tunneled. Thats ridiculous. Stop whining about a perk which is the only thing giving us a chance of escaping when tunneled.

    you're right it got nerfed. than it got buffed twice in a row????? if it was still the same old 3 seconds it wouldnt be an issue as much. it got buffed in response to enduring and then enduring got nerfed ( changed) against ds.

  • @wimlin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1907036#Comment_1907036

    Its about the biggest anti tunneling perk in the game period. You can always hit them down and wait to pick them up. I really don't get the crying about DS. If you down someone it slows down the game a ton if you are worried about DS, but obviously if you avoid tunneling the unhooked guy in the first place then you'd have nothing to worry about at all. DS already got nerfed and isn't even run by that high a percentage anymore compared to pre-nerf. Pre-nerf it was like 99% of survivors ran it. Now its maybe 50% or less.

    let me ask you this, how many perks do you have to play around even if they arent in the game. DS is played around unless there are 0 obsessions in the game (which isnt very often) DS is literally 1 of 2 perks in the game that are always a threat, and you can get rid of noed Also. i would honestly say at least 1 survivor in my games has DS a solid 85% of the time.

  • the sooner you realize this game is survivor sided the better. Just accept that survivors are stronger than you and try to have fun. the devs do not care about killers as 80% of the player base is survivor and thats were most the money is made. so as long as survivors are happy thats all they care about. there is a reason that survivor queues can be up to 10 min during the day and longer late at night. if you want to see how clueless the devs are here is what they thought was ok until they went against it https://www.youtube.com/watch?v=R98e-Y4Lu8w. thats the head dude.... but yea just turn off post game chat, ignore the tbags and toxic survivor and remember nothing you ever do will be ok in their eyes. just try to have fun and get a win when you can.

  • DS is not a anti-tunneling perk I have hooked a survivor and chased another hooked them chased yet another downed them and hooked them right then the 1 survivor gets unhooked and so i go back to the first hook cause the only 2 survivors not on hooks are there and i happen to find the one that got unhooked. and boom. ds Did I tunnel? no its not myu fault they waited so long to pull the first one off hook. hell how about the game i just had that the survivor with DS finished the last gen cause then i down them and pick them up and boom ds. how is it fair that i have to just let them do the gen in my face??? how about this make it disable if you touch a gen, totem, or go in a locker?

  • @not_Queen said:

    We are still planning on changing DS.
    The tests we shown during stream didn't go through so we are looking into other ways to change DS right now. It won't be on the upcoming PTB sadly :(

    I just find it amazing that undying came out 8 September 2020. and is already being gutted but killers have been begging for a DS change for going on 3 years, and its still not fixed. This game is literally losing killers to the point that middle rank survivor queues can be upwards of 10 min how many times are devs going to smash killer in the ground until they realize that it is literally killing their own game?

  • notice back in 2018 when DS change is coming..... its still the same in 2021....... but ruin undying made it was 3 months before started getting nerfed? hey devs do any of you play killer at high rank? I am asking this as a serious question and if so do you stream? I want to see some of our devs go against what high rank killers go against and say " yea this is fine"

  • First thing i would do is take a look at the strongest perks in the game

    1. .DS I would adjust it to etiher

    A. same amount of time but it is disabled if you touch a gen or totem or locker or you heal to full

    B. it is a 30 second timer that pauses while you are in chase still disabled if you touch a gen or tote

    2 I would look at perks like ruin and undying figure out why they are so favored realize it is due to gen times being so short compared to the 12 hook objective of the killer. adjust as needed.

    3 i would remove object adren and noed completely they are unhealthy mechanics in the game as well as insidious.

    4 i would take a look at the grab mechanic and fix it so people

    A. stop getting stuck in animation hell.

    B. it is more balanced on if the grab goes through or not.

    C. if i cant fix it i would change it to a "hard hit" mechanic that its a 1 shot down instead of a grab

    5 I would make it so you can select an auto fill option for the web so you can grab the thing you want and then auto fill the rest

    6 i would change future balancing to the high level rather than low level players ( as its been said before) a full squad of high level survivors has very little fear from the killer if they are playing so sweaty

    7 i would limit the system to 1 second chance perk on per survivor IE DS unbreakable, soul guard, borrowed time ( unless i fixed the gen timers first)

    8 I would take a look at the range needed to hit through windows and maybe put a little box or design outside each window to show how far you have to be away before you cant be hit.

    9 get rid of aim assist.

    10 many other small things

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