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Reaver_Raziel

Reaver_Raziel

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  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1548310#Comment_1548310

    I do not think the problem is that survivors perks are too powerful. I think its more that majority of the killer perks feel less impactful compared to the survivor perks, especially new ones that have possible cool effects but they get put down with too many restrictions. For example, Furtive Chase on paper looks like a cool concept perk where its obesssion perk that reduces your TR over time during the match, but the perk for some reason only reduces TR in a chase and loses all its tokens when Obsession dies. So many perks have cool ideas behind them but they are not worth using which leads to a very stale narrow selection of perks creating stale gameplay that have guaranteed effects for guaranteed impact. Its super anti-fun for killer to have a dead perk slot as it makes you feel like your always on back foot from the passive nature of the survivor perks. The game in the past was different back then because less players were good at the game, so the power in the past is less relative than power in the present. I feel like killers in the past relied a bit less on perks than in the present simply because opposition was worse. Maybe that is good thing, maybe it is a bad thing. Who knows I guess.

    Tbf if Furtive chase reduced your terror radius by that much outside chase, you could stack it with MnA and have 8 meter terror radius. So at the very least if it can reduce it by that much it should disappear if the obssession dies. But yeah that perk needs some love/changes.

    And I do agree that some perks have a few too many restrictions(some restrictions are fine), but Im fairly certain that both killers and survivors were worse in the past. And they both learned tricks to counter playstyles or specific killers. Like looping, when survivors found out you could play a pallet for longer than one loop killers had to learn to "mind game" instead of mindlessly chasing survivors. Sure that one probably didnt take years to get around to. But I guarantee you most didn't do this back then. Why am I so certain? Because a lot still dont do it now.

  • *LOOKs you DEAD IN THE EYE "DARTH VADER WOULDN'T BE COOL IN DBD"

  • They aren't gonna unlock them, because next patch (im guessing) or sooner they will reenable MMR. And unlike mmr which they could turn on and off during a patch they needed a patch to lock killer lobbies.

    This is all speculation (its all we really have) but its based on how they added/removed the features.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1559464#Comment_1559464

    lets be fair here, as much as it sucks that they are linked, the PH skins look sick af.

    I mean we paid for the game as well that doesnt mean we can just do whatever we want either. There are limitations on everything. You should know what you pay for and if you dont think what you pay for is worth it. You really shouldn't buy it.

  • @kate_best_girl said:

    so I broke my Xbox controller a while back (on accident in my bag) and I’ve been playing DBD on PC For about 3 weeks? And I FINALLY got a new controller and so I decided to boot up DBD on Xbox since that’s where I have pretty much ALL my content and wow...I’ve played 16 games today and in every game some PC player is just so horribly toxic to me and any other console players. It’s the killers who nod so vigorously and fast it’s obvious they’re on PC since console cant nod that fast and they just face camp, tunnel, or just leave me to bleed out on the floor with 3 gens left. And I’m fine with being outplayed but it’s blatantly obvious they do this when it’s only me and a few other console players in the lobby it happens too. It’s painfully obvious PC players hate console players with a burning passion so can we just seperate them unless they’re SWF? Meaning if you’re friends you can match up and party together but just regular console And pc solo players won’t get each other in their lobbies as often and won’t have each other as killers.

    Wait I hate console players? Why do I own a console then? Why do I play games on my console? ######### I must hate myself!!!!

    Jokes aside, people are ######### on all platforms. Not too long ago tons of console players were complayning about how terrible pc players are and how easy killers were and what not. Just ignore it and move on.

    On the other hand I wouldnt mind if the game didn't show whether people were on console or not. What use does it actually server besides showing that crossplay is working.

  • @Hannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1561631#Comment_1561631

    Yeah, but I thing that they said that It was coming in the midchapter and here we are. Still waiting

    Yeah they mentioned they wanted to test it on 4.1 ptb. But iirc then they took that back because the PTB was very laggy and so testing it in that enviroment wasn't really a good indicator whether it worked or not because everyone was lagging. And since the server side validation's job is to try and mitigate the consequences of hits if 1 person (killer or survivor) is lagging it wouldnt do much when everyone is lagging.

    At least as far as I have understood it. Currently servers take killers side in regards to hit validation from their weapons. But in when it comes to grabs/pallets/Head on and the like it takes the survivor side. As in if the survivor has let go of a gen on his side, then even he is still on the gen on the killers side, it still fails to grab him. At least thats how I understand it.

    But its possible the server hit validation only counts for killer side. Although I doubt it.

  • Honestly im mostly waiting for whatever BHVR talked open with their "start of the game trial" or whatever they wanna call it.

    But mostly what I would like to see is just

    1. Survivors spawn near each other (not neccesarily next to each other)
    2. Not on top of a gen (forcing them to look for a gen if not more gens)

    This gives the survivors a choice between finishing 1 gen together fast(bad for killer) and risking everyone being chased away by the killer(bad for survivors), leaving no one to do anything) or running out searching for multiple gens taking a longer time to start doing gens (good for killer) but also applying map pressure in multiple areas (bad for the killer)

    As it is now most of the time either all survivors spawn on top of a gen, or they spawn split up and on top of different gens. So whether or not you get a good start is rng and thats just.....bad design.

    I did consider maybe slowing down gen speed if a single survivor is on a gen, but keeping the current speed if multiple survivors coop to do gens. Kind of enccouraging them to try and help each other with the objective. But I dont think its neccessary if the first 2 things get implemented.

    But as I said I am mostly just waiting to see what BHVR's idea for the early game start will be.

  • @SleepyWillo said:

    I feel it should be a daily reward of a smaller amount - preferably Auric cells.

    Youre going to get people who derank just ranking up the day before and then deranking again after...

    Given away money. If tripple A game studios aren't doing it, there is no way that BVHR would even come close to doing that. Shards were the only thing that was close to a chance, but considering they are already doing that with leveling. It was probably too much to hope for.

    Would love for devotion level to give additional shards. I see at least 2 ways this could be possible.

    1. A small amount of shards, maybe something like. Each Shard reward is increased by 1xdevotion level shards. So if you normally get like 300 shards at each level, gain 302 shards at devotion level 2. It wouldnt be much but it would stack up a lot.
    2. Or one thats probably better because its a larger impact and people like seeing big rewards at the end of a journey, so to speak. So when going up 1 devotion level you will get maybe 500 shards for the first level. Then maybe 600 for the seconds, 700 for the third and so on. It could be more, like 1000 the first level and then a similar increase per additional devotion level.

    Essentially one is a small additional reward for each level within devotion and one is a large reward after 100 small levels. Again not entirely interesting but it would be something beyond a worthless number. And shards can actually be used for something, some killers/survivors and some skins. But would still leave Auric cells as a way for the company to make money.

    And it needs to make money. If BVHR doesnt make money the game dies, I just want you guys to remember that. This isn't a "all dlc and all prices are ok because the company needs money". Its more like the servers cost money to run and the company needs to know that their game is still making money, if it stopped making money they would start making something else and slowly let the game die.

  • @KIKI_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562119#Comment_1562119

    The terrible idea works perfect on other games. I have mentioned before, I used to play several other games to a really competitive level. I am not suggesting things out of nowhere. People is not always looking forward to do harm, sure they'll be pricks. Pricks are all over the world and they come in colors and names for you to pick them.

    I do stand for mmr, mmr will show how unbalanced some situations can get. Yet mmr is a tool for a competitive environment, regardless of your tier, you will be competing. There is people that just wants to have fun or troll or whatever- therefore casual lobby is not a bad idea. You can even get creative and tweak things to have different game modes to make it even more enjoyable.

    I used to play Dota 2 at 7k mmr. I could have been professional if i wanted to. I still played casual games from time to time just to chill or have fun in a different manner than just competing. Variety is never a bad thing. Lack of variety it is

    I cant speak for Dota 2 or CS:GO, dont and never have played those games, but I think they work in a similar way to LOL in this regard. And lol has mmr in Normals. It was based on how well you were doing in normals rather than in ranked but it was still there. The problem with trying to introduce a "casual mode" in this game is....the entire game is casual, the ranking system is a poor attempt at matchmaking and thats it.

    For there to be a competitive, there would have to be something to strive for/try to achieve. In most of the games you talked about its the highest rank and the prestige people feel that comes with it. Or as you said the possiblity of going pro. In league there were skins, avatar icons and other such stuff, cosmetics in general (but it stopped at a rather low rank so it was easy to get for most people. And most players in Red ranks if not all people in red ranks will tell you that rank means nothing in DBD. Its not something to strive for, because its basically a guarantee if you have played the game enough to understand most of it and just play it enough to rise in rank more than the reset takes away.

    Ontop of that, piping and black piping is easier to do than depiping, at least if you try to play. Does it still happen? Ofc but considering that you have 4 posibilities and only 1 takes away rank points. Yes I know 2 pipping is a lot harder so counting it as a "equal" possiblity with the rest isn't fair. But lets say you just got rank 10. How many games would you have to lose in a row to fall out of green ranks? Over 10 games without ever pipping or black pipping. Thats basically impossible if you are trying to win and got to green ranks by your own strength.

    Now that was just a side rant. My point still stands tho that if they introduced a "casual" mode I cant imagine it ever ending up in any good way without them butchering the part of the game thats fun. Now im only guessing, so correct me if im wrong. The kind of casual you are talking about is without rankings, and possibly without mmr?

    Now without the rankings what happens? Well nothing. As I said rank means nothing to most if not all red rankers. A lot if not most wanna be red ranks because they have a higher chance of getting better opponents there. Those are the competitives. But there are a lot, and I do mean a lot that dont care about the competitive aspect. They want to "bully" the opponent into submission. Either trying to make them angry. Making them rage quit. Or just "torture" them with whatever advantage they have. And these people aren't just in red ranks, when mmr went loco and matched me vs a lot of low rankers I noticed that these people, while really bad at it, were trying to do the same "tricks". And trying to get the same reaction.

    Now whats stopping those last people from just going into casual and, occasionally getting good players but most of the time just getting people that wanna chill and have fun? I would say MMR, but then we are back to Ranks doesnt matter, its only for matchmaking, so whats wrong with the current game mode?

    EDIT: Just checked, both CS:GO and Dota 2 use MMR in unranked as well. But im still willing to be convinced, what would you suggest "casual" do different.

  • @KIKI_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1548310#Comment_1548310

    Maybe this has been answered before but I am kind of new. Why don't you guys create two separate lobbies, casual and competitive. You have a problem in your game which is an enormous gap between competitive players and casual ones. There are a lot of examples out there: Dota 2, CSGO, LoL.. that just by the fact of creating this two options, without any specific tweak, people is more happy.

    I get it, these "balance problems" are not experienced by the vast majority of the players, but you still have quite a lot of people that does experience them. Why don't you listen to them? Maybe you were waiting for mmr to have proper data. I do think mmr would have shown these problems some of us along with some strong streamers have been pointing out.

    And yes, for what I have seen survivors were extremely powerful back in the day. Saying they are now stronger than ever is not correct.

    Its actually quite simple why 2 modes will only make things MUCH worse.

    1. The queue time will wastly increase until all/most are just playing in one mode to reduce queue time.
    2. The ranking system is mostly only there to try and put people vs people that they have a chance against
    3. There are a lot of "casual" players that absolutely slaughter survivors and run the killers forever. Saw a Hag player that was angry during the mmr system he was getting placed against red ranks while he was rank 13. Then showed images of his games to prove it.....where he killed almost everyone...only proving the mmr system was kind of working.
    4. And finally the biggest reason why this is a terrible idea. If there is a competitive mode and a casual mode without any matchmaking (otherwise what is the casual part?)....who do you think is gonna go into the casual mode? People that want chill games? Sure. But also people that just wanna slaughter/bully/easy games. The people that will play casual will be casuals...and people that the casuals wanted away from.
  • @PubStar87 said:

    Blendette's get mercilessly tunneled. People mention it in their profiles how they tunnel em. People hate on Urban Ev. users.

    I'm sorry we're not all blessed with an algorithmic god-like knowledge of the maps, every hitbox, every trick, running the dirtiest perks imaginable as a nigh untouchable SWF team.

    Some of us get our kicks watching a Killer search every bush in the map, because you a blendette, did so one time, and now he's convinced you're ALWAYS hiding in a bush.

    Some of us get our kicks seeing just how hard we can fuNk with the Killer and waste their time entirely.

    It's a legitimate part of the game. Stop acting like it's not.

    If the makers were THAT concerned they'd stop making super dark blendy cosmetics.

    Stop. Hating.

    Wait wait wait, hol up. Playing stealthy is ok? But killing people that are stealthy because you dont like that playstyle and wanna 'punish' it isn't? Thats just hypocritical dude. You can play how you want and so can everybody else.

    People hate things they find annoying. You yourself say you like to play in that way to ######### with people and to waste their time. Well if a killer really likes to kill Blendettes, urban evaders, etc then how is that different from you playing how you want to?

  • @OldHunterLight said:

    For 2 hours I've been playing with rank 17-18s and rank 10 killers, I'm rank 2 atm.

    I don't lose as often as a survivor.

    But it's damn heartbreaking seeing Megs hiding on corners when I get down.

    Doubt it is. Thats just how the matchmaking was before as well. Sometimes it just cant find a player close enough in rank for those players so it throws them against who ever is searching at the same time.

  • Nah buff solo survivors and then buff the killer experience as well. Unless you find a way to nerf SWF that doesnt impact any solo survivors they may meet then you are never gonna be able to nerf SWF in a good way.

    So my suggestion is buffing the solo survivor experience anyway possible. Like potentially giving solo survivors 1 additional perk slot exlusively for information perks. Almost all information perks are mediocre at best for SWF anyway but a few like OoO are actually made better by being in a SWF. And if you cant give exclusive perk slots, then just give all survivors something akin to kindred. Thats a buff that almost 100% exclusively is gonna buff solo survivors. Now you can buff the weaker killers up a notch, or just tune some of the tougher things for killers in general, hopefully in a way that doesnt impact the best killers in any major way(which is why I went for individual buffs rather than role buffs).

    TL;DR survivors are mostly fine its usually weaker killers and solo survivors that need a helping hand more than SWF survivors needing a nerf.

  • @Hannon said:

    it’s been like almost 2 months since you said something about them. Where are the 60hz servers and the server hit validation?

    Tbf BHVR sometimes mentions things long before they get released. Like MMR was mentioned back in February and we only got that one(briefly) a few weeks ago. So dont pay attention to how long ago things get mentioned. It gets implemented when it does. And before BVHR gives a date we will have no idea.

  • @FattiePoobum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1561505#Comment_1561505

    Where in my statement does it say all red rank killers are like this?

    there is a question only

    While you never directly said "all" you never specificed the amount either. You could have said "Why are some of you like this?" or "Why do killers act like this sometimes". Whereas the statements you used have different implications in most peoples minds.

    "Red rank mentality" was your title, and it implies that this is a mentality that either only happens in red ranks, or all red ranks have this mentality. Both are incorrect in my opinion and from my experience.

    "What is it with you guys" and "you play so sweaty" again implies exclusively red ranks and in this case red rank killers. Which again is wrong, you will meet tons of people playing sweaty althrough rankings some just cant play that well but they will still try their best to win.

    "So for red rank killers its 4k or bust?" This one implies that all red rank killers has the mentality that if they dont get 4ks its a lost game.

    So I read your post as it was written and disagreed. Im merely stating that you should consider using more detailed language instead of broad/vague terms if you dont wanna be misunderstood. And that last bit seems a lot more like a statement than a question.

  • @FattiePoobum said:

    What is it with you guys

    you play so sweaty (which is understandable) but when you don’t 4K the game is unbalanced

    l just played against a rank 1 Freddy (we were all solo) he got a 3k one got out through the doors. It was a good game everyone said “gg”

    then he goes on this rant about the game is unbalanced against killers.

    so for red rank killers it’s 4k or bust?

    Tbf unless almost every red rank killer you meet act like that then thats not really close to a fair representation.

    This sounds just as silly as when a killer player makes a thread going "Wow I just played vs the sweatiest most disgusting 4man SWF team. I didnt get a single kill. Its impossible to win. 100% survivor sided game. Why are red rank survivors all so sweaty."

    Thats not a fair representation either. You meet some sweats but good sports, some that wanna farm, some cool/meme that wanna only have fun and some that wont care whether they win or lose they just wanna complain. You will probably meet many more achetypes, but what you cant say is "I only meet these people". If thats all I ever met I would have left this game a long time ago.

  • @yobuddd said:

    ......maybe the game is pretty balanced after all!

    • Both roles can have a great game in the same match. 
    • Both roles can be fun. 
    • Both roles can be boring. 
    • Both roles can dominate a match. 
    • Both roles can get crushed. 
    • Both roles can be mega toxic. 
    • Both roles have maps that benefit or hinder them. 
    • Both roles have exceptionally powerful items/add-ons/offerings. 
    • Both roles have perks that the other side despises. 
    • Both roles get buffed, nerfed, and adjusted.

    Yeah. Pretty balanced!

    I would say that 95-99% of the time it is pretty balanced between the 2 roles(perks, add-ons, items, offerings, weak/strong killers, anything else that need balancing aside). The only exception being Tournaments, from what I have seen survivors will nearly always win.

    Does that mean that the game is survivor sided? Kind of, but that would require you to actually meet these tournament squads. Does it happen? Ofc. But not enough to ######### this much about it, it mostly comes down to "killer mistakes" plus playing on a killer that has a harder time punishing "survivor mistakes".

    Playing on spirit/nurse? Well each mistake survivors make are gonna mean a lot more than mistakes a survivor makes vs Pig/Clown

  • @doodledot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1360054#Comment_1360054

    Rip. Welp time to wait for another killer to come out

    Well the next one you can buy "The Blight" is right around the corner. He seems fun.....if hella clunky(atm at least). Tho the devs have said buffs/changes are on the way

  • Finally catching that one survivor that has just been a pain in my ass the entire game. Bonus feeling if they have OoO or a key.

    Just hooking them and depending on my mood/state of the match just camping them to death. Hate camping and find it the most boring thing to do. But I do get a big smile on my face if I know I can just camp one annoying guy to death with 0 or very little co

  • @Peanits said:

    Probably not the answer you're looking for, but as long as they need to be. If the killer is struggling and not able to catch someone all match, I would rather that match be quick and over with ASAP (~5 minutes) so everyone can move on to a closer match.

    If it's a close match, I find 10 minutes is a sweet spot. 10 minute close matches are intense and have a lot of action, rarely a dull moment or downtime. You're always in a chase, downed, hooked, doing a gen or going for a save. The killer is in a chase pretty much the whole time.

    Longer matches can be okay sometimes too, but at some point I want to get off Mr. Bones' Wild Ride.

    But in any case, I don't think there's a single magic number that's best for every match.

    Basically this to me as well. If a match starts getting around 15+ minutes its starting to get into "hostage games". This is mostly on survivors not wanting the game to be over and hiding. Or at the very least people would rather drag the game out in a vain hope of winning over just ending a lost game. Killers can also do this but its usually through slugging and that has a finite duration through bleeding out.

    But yeah after 12-15 min it starts going downhill, and shorter than 7-8min its usually a stomp and I want the game to be over.

  • @vogit10102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556075#Comment_1556075

    Do you really think these are good perks for survs? You'll never see them in a match

    So you dont think that 4 survivors running built to last with 4 commodius toolboxes and good add-ons or medkits with good add-ons will ever happen? I think you should start to imagine that scenario a bit more. Getting 50% extra charges on toolboxes that can easily remove 20+seconds from a gen. Sure its probably mostly gonna be SWF groups. But saying it will never happen, just sounds like you have never played this game.

    And you dont think people will run desperate measures? A Lot of people are running Botany knowledge already, this is just another version of that with potential to be a lot more powerful. These perks have a lot of combo potential with other perks to make really powerful builds.

    If you are talking "meta perks" then none of the killer perks are meta either xD.

    Dragons grip works well with pop but alone its not that impressive. So again we are talking combo perk and can still be countered pretty easily, to go on a 80 sec cd. Plus you have to find the survivor after that.

    Hex: Blood favor is strong.......if survivors stay nearby at the pallet. And thats reallly really rare. And even if they do that the first few times, decent survivors wont keep doing that over and over. And even beyond allll that....its a hex perk. It can be removed.

    Hex: undying as I said is probably his strongest. But only from a combo perspective. Alone its only decent since it basically requires people to be cleansing totems to reveal them. It can be comboed with other Hex perks. But even that is limited. It basically doesnt work with Devour hope or lullaby. It works really well with ruin though, not gonna lie that combo has big potential. Technically also haunted grounds but unless people are cleansing hex totems for no reason (no ruin/devour hope/etc then no reason to cleanse) then it wont do anything. So to make this perk do its job properly you have to run 2-3 perks and at that point you are just running a Hex build which is very neat and fun but usually not the most effective.

    So yeah I would say both sides are getting decent/good perks. One of the killers perks have a chance to be really strong but not alone. But the same could be said for most perks that exist in the game. Weak alone but strong in a combo.

  • @vogit10102 said:

    Another chapter, and another killer chapter with 3 op killers' perks. BHVR, are you going to give something to surv this year? I don't know, a good perk, and small buff, something like that. Everybody knows that this is a killer forum, but please, listen to survs too.

    ".....another killer chapter with 3 op killer perks"

    The last time any perks that could even come close to be considered meta and not just niche or "build specific" for killers was Thrilling Tremors. Thats ghost face. Thats over a year ago. The only other perks that killers have gotten thats generally useful is probably surge.

    Survivors have also gotten a lot of meh perks in that time period. But they have also gotten Soul guard and inner strength, thats both very strong. Repressed alliance and for the people, thats very hard to use but potentially really strong.

    Killers havent just gotten OP perks again and again and again. Its been a long time.

    But that aside, I wouldnt even call these perks OP, I would call them good (Blood favor might not even be as good as killers hope considering most survivors will just run away from the pallet when hit). Dragons grip is good, but I'd say its about Make you choice level. And Undying is probably the best one but again is a Hex perk so there are counters already.

    But aside all of that...have you not seen the new survivor perks? I mean Deja Vu 2.0 aside, 50% item charges and healing + unhook speed is pretty damn good if you ask me.

    So both sides are getting good perks. I cant even fathom what you are complaining about here.

  • As long as they nerf/rework keys in the same patch that they nerf/rework moris then Im all for it. I think mori is just too easy and boring as it stands right now, but at the same time when I see a key I dont actually care if the game is boring for the survivors. Because my only fun that game is killing the key bearer.

    "But Franklins demise counter keys"

    Yeah well not getting caught, not unhooking, jumping into lockers with a DS ready, and team work counters mori as well.

  • @Kilmeran said:

    Because this was happening since September 2019 with the rank-as-matchmaker system. The precise system they turned back on when MMR was turned off.

    They just turned the old system back on, they didn't fix anything about. So, we're back to that again. It wasn't unique to the broken MMR system. Both systems were absolute trash for pretty much the same reasons.

    I mean they weren't trash for the same reason. The reason mmr was utter trash was because red ranks kept going against rank 20's. The rest was mostly (a "few" exceptions aside) fine and even better than the old system. Like I was getting good survivors vs the killers I was doing really really well on. And I was getting decent survivors against the killers I were playing for the first time in years (nurse and Billy) giving me a chance to practice them. And when I was winning a lot I was getting better survivors. When I was losing a lot I got worse survivors.

    It wasn't perfect by any means, and if rank 20's/new players werent getting whiped off the face of the earth and getting insanely unfair matches I would have been against removing it.

  • Personally I think one of the reasons they are only including a few maps, items and objects is because in the worst case scenario where those maps are unplayable, they will be able to just disable those maps.

    So unfortunately we might be guinea pigs again.

  • @JawsIsTheNextKiller said:

    You're win condition is wrong. If you consider an escape as a win you are going to be disappointed. 8/10 seems about right as a solo player.

    If you are in an SWF however, your win condition should be for your team to escape.

    I'd go one step further, if you are solo, a pip is a win an escape is a big win.

    Funnily enough, a lot of the time where I get a win before only 0-1 gen is left is when 1 survivor decides he doesnt wanna play anymore and just ends the game for his team. Either suiciding on hook, dcing or just straight up playing like a fool. Pro tip if you are on your last hook, dont go for saves. Dont play risky. Counter play his information perks as in get in lockers when he picks someone up to avoid BBQ, get off gens when someone gets downed to counter Thrilling tremors, etc. That kind of counter play. But at the same time you might have to get yourself killed to let the team escape.

    Sure you are doing things a lot more slow but 1 more survivor alive, even if only doing 10% of the others is 1 more life line for the survivors. And a nightmare for the killer. Luckily for killers, most survivors wanna be the hero beyond what they really should. And most survivors wanna escape over the rest of the team. This leads to throwing the survivors win away, sometimes directly but mostly indirectly.

    TL;Dr if you are a low ranking survivor sure, killers are in general a bit stronger, especially if you are a solo player. But the higher rank you get the more you realise that most of the time survivors lose the game for themselves. Especially if you play both roles.

  • @Slashstreetboy said:

    This has been frequently discussed before. The general jist is that due to the balance issues swf on comms brings it is highly likely they would get dodged for ages.

    The devs do not want to prevent people from being able to play with their friends so this feature most likely will never come.

    Makes me chuckle though, because on the one hand a lot of people claim that SWF is not an issue and it is not unfair, on the other hand they fear that the non-issue would be avoided like the plague. Doesn´t really make sense does it?

    Currenty Killers are still locked after qeueing so it wouldn´t help much anyway. Hag vs 4 flashlights anyone?

    I mean if I play hag or wraith and see 4 flashlights I am probably gonna dodge. Sure its not impossible to win. But unless its the weekends im just trying to "chill" and not have an extra difficult match.

    Any other killer and see that many flashlights I will just equip lightborne and have a silly match.

  • @MegHasCuteFeet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1543437#Comment_1543437

    It was in one of the Q&A they did, not sure which one but pretty sure after Ruin nerf.

    They said they understand the problems about DS hitting the killer even if he hooked someone else and they gonna change something in the future. I think that was like 4 months ago tho lol

    Ah fair enough. Well it is BHVR. They will say they are working on something and unless they give a date you could be waiting for a long time. They talked about "husks" replacing people that DC, over a year ago. And I dont know if they though dc penalty would fix it, or if they were just working on it, but it took a year before AI's were leaked. So it might be on its way....after a year :P.

    Tl;dr ok they said "We are working on fixing DS" 4 months ago? Ok only 8 months left before we can say that they aren't trying xD.

  • @GoshJosh said:

    We're still waiting for a camping and tunneling fix too!

    A couple of points

    1. DS is not a playstyle its a perk
    2. No one said DS shouldnt be able to counter tunneling anymore. People are asking for it to stop being abuseable. Like a survivor that just got unhooked running with DS/BT to another hook to unhook that guy because he cant be killed for 60 seconds. Or to stop people from jumping into lockers in front of them and force their hand in the matter.
    3. Ds never technically helped with camping. That was always BT. DS was tunneling and momentum. Thats all that perk was good for. And by god can it destroy killers when they are winning.
  • Not to throw doubt in here. But where did they say that? Can I have a link?

  • @IamDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1537053#Comment_1537053

    Actually this is false. I've seen killers with well over 1K hours tunnel. It's still very much needed.

    People don't realise that these perks would never even be needed if killers didn't play so sh*tty xD

    Yeah well I have had plenty of games where a killer never got a down, because the map had a billion pallets, before 3 gens were done. So I guess Noed is fine too. Just because someone plays a certain way or gets unlucky doesnt mean a perk is the answer to counter the problem

    Honestly just rework both perks, or put some sort of limiter on them so they arent as obnoxious. Like Noed, you should have to do some work for it to even activate so you cant just afk and wait for end game, and then it should probably still have limits of a sort. Like a limited amount of one hits and maybe a warning that everyone is Exposed when the final gen gets done. Something like that.

    Ds could for all I care be active the entire game after an unhook, but the second you do an action that helps progress the game. Healing(not being healed by others), taking protective hits, unhooking, repairing. Etc. Essentially anything that isn't, used in a chase should turn it off. And I would add ontop of that, that the perk should be permanently disabled if the exit gates are open.

    Mostly just tired of overly confident immortals sitting on gens, jumping in lockers, running to unhook, running at me. Because they know the best I can do is slug but they probably has the counter to that as well. If slugging is even an option.

    And same goes for NOED. Tired of bad killers getting pity rewards for failing. But had games where I as a killer caught and hooked 3 out of 4 survivors over and over again. But I could not catch the fourth without losing the game. She just looped me way too well and would have cost me at least 1 gen to get her down. But at the same time she never came for saves either so she was never in an unsafe area. But when the last gen was done she went for a save, close to a door and took a protection hit from a Clown with NOED. She was not happy but she did save 1 person.

    At least I had done something all game.

  • @rednightmare said:

    I propose a significant change to decisive strike. If this perk was designed to to prevent people from getting tunneled then it needs to be so broken that it actually prevents killers from tunneling people. I propose that Decisive strike should always be available for at least 60 seconds regardless of what level, however the stun time is what changes. 5 seconds is no where near enough time. 6 seconds at level one, 7 seconds at level 2, 8 seconds at level three. In addition instead of a one time use, every time you are freed from the hook it activates.

    Now a proposal for a new perk if you have any plans for introducing new survivors. Weightlifter. a perk that increases stun times by X%. I say 50% at level three. If someone were the use both recommended perks at level three that could equal 12 seconds of stun time. One that gives the survivor time to actually create space, and two it severally punishes killers who cant seem to out grow tunneling people. When you get faced with a possible 2 12 second stuns, just the threat of it will prevent most killers from tunneling people.

    You can have a 1 min stun on it for all I care and with infinite timer. As long as they fix the abusable nature of ds first.

    Just got unhooked? Time to jump in a locker, killer has 0 counter play to that.

    Just got unhooked? Go to unhook someone else, very little counterplay there.

    Just got unhooked? Well time to do gens in the killers face.

    Just got unhooked and the gates are open? Free escape.

    Just got unhooked? Who the hell cares about the killer im gonna do what I want for 1 min.

    When you get unhooked you shouldnt feel magically immortal for 60 seconds. If you decide to participate in normal gameplay after getting unhooked then congratulations, you are not getting tunneled.

  • @RepostRiposte said:

    They removed MMR because it wasn't working

    The reason matchmaking is way better now is because there's a huge pool of players to pull from every rank.

    Same reason why killer queues are instant and survivor queues are longer now; everyone on console plays survivor because killer with controller is awful.

    They temporarily disabled mmr it to fix the bugs. And my experience has been a mixed bag. Killer has been 10/10 good #########. As for survivor very hit and miss. Sometimes I get red ranks as I should and other times rank 14-16.

  • @Sinister0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1539764#Comment_1539764

    FPS issues on consoles are my biggest gripe to be honest. Killer feels horrendous since patch 4.10 - the devs have acknowledge this after a 9 page post.

    Enjoying the crossplay survivor experience so far.

    Yeah thats fair I saw that ######### and hoping that the devs do something. But I honestly wouldn't expect anything before the graphical update. And then hoping that optimization comes with the new graphical update. But we will see.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1540041#Comment_1540041

    Do I really need to explain something that I already made crystal clear? Fine, I'll play the babysitter then. Why did I use that story? The point the OP made is that No One Escapes Due to the fact that the killer is a noob is a beginner perk, and that is should be removed after having practiced enough. You're following me? Then somebody else also brought up DS, which pretty much falls into the same category, and that is true.

    After that, I said I am starting to see the purpose of that perk, even though I always purposedly refused to use that, along with NoeD, because it feels cheap. But being camped, chased to death and tunneled equally long is even cheaper. My point was that, since so many killers are trash, chasing a single guy even if the all the gens on 3 maps have been repaired meanwhile, survivors have sort of a right to fight fire with fire. As much as killers have the right to do so against SWF. Then, there are those, like that b*tthurt fella I mentioned, that chased me forever and facecamped me, constantly hitting me on the FIRST hook until I died, because it took him so long to down me, even though he was on PC (in case you don't understand why I am specifying this, it means he had better performance). And the "annoyance" to that guy was I alone, a solo player. So please, don't try and come up with the argument of SWF now, when killers are equally cheap, trash and sad even against solo players, for the sole reason that they are so far behind.

    Of course, let's all turn it off without acknowledging the issue, right? We have to either take forever to find a match or be forced to play with someone on a better end device. Seems reasonable, after all, it's not like we on console took forever to find a match, while most pc players already had low queue times. Not like the PC community is much wider, either. WE needed crossplay, at least with other consoles. You, on PC, if not between Windows Store and Steam, did NOT.

    Oh, one last thing, before you come up with: "For all he knew, you could have been". There was literally ZERO synergy between me and my team. Most of time, while I was getting chased, they were not working on gens. Sometimes he even saw them, but he ignored them because he wanted me specifically. Over and out. Sayonara. Adios. (Reading between the lines, yet?)

    I am 100% sure that I never even ######### mentioned SWF. But go off. DS is a perk that needs to be reworked same with NOED. I dont believe in locking out perks. I am still not sure what that "chasing me forever" story has to do with DS. Thats just that guy thats bad/you playing well.

    Yes it would help against tunnelers, but even there most of the time the person getting tunneled will still die. So it at best will help your team mates and not you. Same with camping. If the killer camps it helps your team but harms you.

    Not sure why you think I was trying to make a point about SWF. DS is just as cancerous from a solo players as it is in a SWF and NOED is just as dumb coming from a really good player as it is coming from a guy who didnt get a down the entire game.

    As for Crossplay. You brought that up, and as a killer on pc we often had 10 min queue times so no. You are wrong there, pc players needed the crossplay as well.

    Unless directly lagging or losing frames, then the difference in 30 fps vs 60 fps gameplay is minimal at best. I only tried to counter argue your own points so. If you feel like this is a SWF/Crossplay thing when we are talking off NOED and DS then have at it. But dont come at me with that weird out of nowhere point xD.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1539783#Comment_1539783

    I know DS would have not helped there, as much as I do know he was a PC player. You see, devs made it so the crossplay symbol is global, so they can claim that console players cannot know it was a PC player who faced them, giving them an excuse to justify the fact that they pretty much screwed us over badly, to satisfy the PC community. But I also know you can look on Steam or Xbox Live to see if you find that profile. And guess what? There was just a single profile with that name on Steam, and he was playing DbD. Not all people are stupid like devs seem to think they are.

    And no, trust me pal. If Noed is rare, then I am both Santa Claus and Krampus. Especially considering that bad players only need the first tier of the perk to be that bad.

    First of all, why did you use that terrible story in regards to ds if you knew it didnt matter at all in that scenario? That makes 0 sense.

    The crossplay symbol have been a "globe" way before crossplay came to everyone. We used to have it for Windows store when playing from steam, and vice versa. If you think this is only benefitting the pc community. Then turn it off. Its an option not forced upon you. Turn off crossplay if you think it only benefits the pc community.

    And yes you can look up steam profiles/xbox live and probably playstation profiles. But that doesnt mean that the devs are trying to hide it. If they were trying to hide it they could have put nothing up there and not tell you anything.

    And I never said Noed was rare. I was saying it was rare compared to DS. But even without Noed is still pretty uncommon. I stumble upon a noed game every 10 matches or so. Which is why I said "in my experience".

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1537053#Comment_1537053

    Well, as much as I am favorable to that, the substantial difference (other than the fact that NoeD is far more common that it should be, with the unnecessary speed boost as well) is that NoeD is there for every (bad) player, while DS is paid content. They can't have you not use something that you paid for. But trust me, as much as I despise both perks, I am starting to see the point into DS. Every single time I play as survivor, I get chased endlessly, because killers all play that way. Chase you until they down you because of Bloodlust, even if it takes them 4 gens to do so. I ran into a PC Billy yesterday (I am on PS4). He took so long to get me that the poor b*tthurt folk facecamped me until I died, hitting me until the very end. With those kinds of players in mind, DS needs to be a thing. If they get purged from the game, however, or at least a change gets implemented that makes the killer gradually slower the longer he chases the same guy... But while I play killer, yes, I get the feeling.

    A few thing here. Noed is very rare. At least comparitively speaking with DS, in my experience. But that aside.

    You dont know if that was a pc Billy, the crossplay icon is for everything besides your platform.

    Ds wouldnt have helped you there at all, you would need to be unhooked so thats not gonna help.

    And slowing killers down while they chase would kill the game. I wouldnt mind removing bloodlust but adding the opposite of bloodlust ######### that.

  • @Jb94 said:

    I play ps4. First game was a slugging nurse. Refused to hook anyone which was annoying for me as I was the last survivor alive and still had loads of time on my bleed out timer.

    I feel like PC killers are flexing by showing off the worst they have to offer.

    Nah those people just like playing like a dick. Dont worry they do it to other pc players as well its nothing personal. Dont console players have people that just play annoyingly like that?

    @branchini1979 said:

    Played as survivor and got crucified by a PC Billy (be amazed if PS4 or switch as the turning/curving was not console like.

    Got crucified by a nurse. Very precise blinks, again think it was PC.

    And a plague, which was also on another platform but game was on par as normal.

    What games you guys having?

    Honestly suprised you met those 3 killers its very rare for people to play them.

  • @Malechai said:

    I'm getting my ass handed to me by console survivors. And I've played only against consoles since this cross play started.

    I would happily take my 5 minutes killer queues back if I could opt out of cross play.

    I mean....its right there in settings dude. At the very bottom. Have been there for a long ass time.


  • @RelentlessShadows009 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1534439#Comment_1534439

    That's the point you are missing. Ps4 and xbox are console. Ps4 player and xbox players dont mind playing together. Many don't want to play with pc, aka not a console. Mostly for performance differences, but also the fact that pc mods and cheats exist. Trust me those will be the next posts. To many cheats and mods on pc end.

    @Sinister0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1534428#Comment_1534428

    What people need to consider that is not just a mechanical (KB&M) advantage PC players have over consoles. Their version is far more optimized than console - a recent thread on FPS on consoles took 8 pages to get a Dev response so that they would just look at it.

    They also have more tools to that give them an advantage in the game. Dowsey made a video a few months back - where you can enable spatial sounds (Windows Sonic) on windows 10 and gain a distinct advantage. Link below.

    https://www.youtube.com/watch?v=WLy4uwyQTpU

    Then you have players who play on stretched resolution on PC to gain an advantage. Adetha's video below.

    https://www.youtube.com/watch?v=szAzuH1uLB8

    I am sure there are other tools that PC player may use. I am not against crossplay between consoles and PC - but they need to be on a near level playing field before you can do so.

    It would be fair to have an option between consoles only available so that players can decide. Opting out of crossplay seems that your queue time may increase - as other console players may be matched instead with PC players (i.e. small matchmaking pool for platform only MM).

    In the 1000 hours I have played on pc I have had 2 games that I know were cheats. There just arent that many dude. "mods" on pc? You cant modify the game to get a huge advantage thats also bannable.

    As people say turn it off if you dont like crossplay. Making "exclusive" crossplay an option is only gonna make you feel better, because I bet it will "bug" out and give you a ton of pc games still without you knowing it. In other words its most likely only gonna be asthetic and you will never know if it works as it should.

    30 fps vs 60 fps. One feels a lot better but it doesnt play better. The "advantage" at best is very small.

    Keyboard and mouse v controls. This one I get. But only for killers. Survivors is usually played as well if not better on a controller.

    Spatial + stretched advantages. This can give an advantage but I would again argue its really small (at least with spatial, I dont get much if anything out of it). Stretched I have no idea how many people do this. I would argue few but have no idea.

    As for optimization im assuming frame drops, lagging and the like. Yeah that one is a bummer and while it happens on pc its clearly not to the extent some people are claiming its happening on consoles (no one is making threads for pc). I would hope the graphical update includes optimization. But considering the devs dont tell us anything besides "we are aware and working on it" then I wouldnt hold my breath.

  • I expect they wanted the mmr system to work before adding the cross play to make sure people got fair matches (we know how that went, but still) across platforms, but went along and launched it anyway. Possibly to get positive feedback/pr. Considering the instant queues Im getting right now I like it. Getting some slight potatoes (but thats actually mostly because of rank reset. Getting green rankers in most of my games(so the mmr system worked better for me xD). A lot of people dcing though. Really weird. Goddamn I want the mmr (when its fixed) and the dc (when its fixed xD) back.

  • @jzinsky said:

    There needs to be a differentiation between the survivors, they need to play differently. As it stands now the only reason I don't use Meg or Claudette is because there's a daily challenge involving another character, and the only real difference is I've leveled up Claudette more...

    And yet plenty of people play other characters? So I guess no need for there to be any difference? People will play what they prefer to play. If you wanna play someone different just do it, if you dont why force the game to when people are playing different characters.

  • @andrei_shugok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1530809#Comment_1530809

    The overheat was just to punish face campers and rev spammers and it should have stayed like that because Billy already had weaknesses and a lot of counter play.Now it punishes players that play hin normally too and this is very bad because now it's very unfun and stressing to play as him and again,he didn't need a base kit nerf because he already had a lot of counterplay.

    Nah they litterally said that they wanted Billy to have a ressource system to manage. On the ptb they were clearly too agressive with their intentions and it was very hard to use it because of some silly problems with it. Like the overheating continued despite letting go. The cool down didnt start before the animation stopped. And some of the numbers might have been a little too aggressive.

    They changed it to start before the animation came to an end. They changed so it no longer continues to rise when letting go of revving. They reduced how much it overheated with while revving from 10-8 and they increased the cooling off numbers. After this Billy was basically 100% the same except he now screamed and had different add-ons. Lets say 99% because it was almost impossible to overheat. You had to try to even come close to overheating.

    They changed 1 out of those 4 things.

    After the change I managed to overheat once and thats because I tried to go for saws all the time and failing. Im not that good of a Billy I have maybe 20 games on him or so. So yes its possible to overheat. But thats how it should be. You are able to use your power but you should consider not using it constantly. What an insane idea. Learning to m1 every once in a while.

  • Yeah thats gonna stop it. Except solo survivors can still get a new killer playing in there and just Bully them over and over again. Same goes for campers, tunnelers and mori users (unless offerings cant be used). The fact of the matter is that "unranked" would have to be an entirely new mode basically without anyway for the oposition to have "power" over you before dickheads won't abuse it horribly.

    Fact of the matter is, mmr was (well not for new players) kind of working. As a red ranker I often got matched with green and yellow rankers that could actually compete with some of the best red rankers I have ever met. Its just that they either didnt play much or depipped on purpose so they could abuse low rankers.

    Ofc "depippers" would still be able to go against low rankers if they found a way to exploit the mmr system. Which is why vagueness about how the system works is important.

  • Yeah, nah. I have been playing Billy quite a bit since his change and I havent even come close to Overheating. I went out of my way at times and only came like 75% of the way to overheating. And thats when trying to overheat in "real" scenarios. Real as in still going for kills and patrolling but almost constantly revving the saw unless I got a down. I was honestly hoping they would tune the changes back a bit after they made sure he starts cooling off immediately when he let go.

    So in short, this change is exactly what I was hoping for.

  • @Zarathos said:

    So a key circumstance where a killer might camp is if they see two gens pop while a survivor is on the hook for a prolonged period of time. The killer might choose to punish the survivor's who push the gens by using that opportunity to wait out the remaining time on a survivor as oppose to rescuing so they have a better chance at controlling the remaining 3 survivors.

    Oh yeah this too. Punishing survivors for "gens before friends". Camping to make sure the survivor progresses to the next stage if the survivor has been on the hook for a long time and still not been saved. Like if you leave them on the hook for over 30 seconds and a gen or 2 flies if Im closer to the hook than to the gen I might just go back to them to get a hook stage out of it. Sometimes a bit longer to also get a trade out of it if they are coming.

    On another note, I just got ######### from a survivor (only one the others had either left or said gg wp) saying I never left the hook, because he could hear my terror radius all the time. We were playing on "The game".... I was lost looking for stairs xD.

  • I argued something similar but the last perk would be an "information" perk. Like an aura perk or maybe something like spine chill/whispers. Maybe even make so "information perks" are only available in the 5th slot. That last one is only maybe. But I still think the first one is a good one.

    My problem with the "locked to the weakest teachable perk for that survivor" is how do you decide which ones the weakest. I mean in the plagues case I think its obvious. Dark devotion is good but it cant compete with Infectious/Corrupt.

    But someone like Ace who has got at least 2 bad perks. Which one is the worst one and how is that decided.

  • So am I reading this right? You are claiming a killer that punishes mistakes that you made (being caught in the open) is op? Okie dokie. Gonna move on. Nice try

  • I mean they can touch it if the "early game collapse" or whatever its gonna be called is implemented if its there to help slow down the early game that is. Otherwise no its one of the few universally good perks for killers. And one of the few slow down/delay perks we have.

  • @johnmwarner said:

    This thread isn’t to insult campers, or even discuss if it’s legit or bannable blah blah blah. Also this isn’t endgame camping because both sides can usually agree once doors are powered it may be the smarter move.

    But people who down one person and stand there the entire game, even whole other gens are popped and the door opens WHY? Is it really fun for you? If it is then have at it but I can’t imagine “playing,” a game for 10 minutes but literally only 1 minute of it being actively doing something and the rest just standing in one spot.

    I admit when I was brand new I thought a genius strategy as wraith was hook someone, go invisible and just stand there constantly rotating who you hooked. Obviously smart players, DS, BT and adrenaline make this a bad strategy quickly.

    Im gonna go out on limb here and guess we aren't talking 2 people on the hook camping or 1 slugged and 1 on the hook camping either. Since those would be considered winning positions and abandoning those are...well its fine but its very often not the best play.

    So I will tell you why I have camped before. It may be anecdotal but I believe a lot of killers have done it for the same reason.

    I have camped when I have been so frustrated from one single match that I just want it over with and dont wanna play that match anymore. Take my one target and camp them, if people play dumb I get a lot more kills and a lot more angry survivors. That usually puts me in a good mood again if they were the reason I was frustrated. Otherwise I just apologise and move on.

    I have camped because I gave up. Realising(I was, at the time at least, convinced it was true) that I cant win this because I cant catch people. So if I finally get one hook, no matter how many gens are left (if people have intentionally been going out of their way to flashlight save/sabotage/bodyblock very few gens get done).

    And sometimes its just petty reasons. If someone t-bags or "clicky clicky" spams over and over again. I will take that as a reason that its ok to play a little "toxic" in this match. And camp/tunnel/slug the hell out of anyone.

    I dont actually do most of those anymore, because I dont find it fun. Like you mentioned, I never find camping fun I find that its something I do because its easy and im annoyed with the match/game/players.

    But beyond that, im guessing people that play like that do it for 3 reasons.

    1. If they lose, then they depip and meet easier players (who knows how the mmr system "calculates" this action)
    2. To make people angry because they find that aspect the most fun.
    3. To get easy wins. Kind of 1.5 this one. But people dont like leaving others for dead on hook. So a lot of times altruism kicks in to overgear and they try so save the camped. Losing them the game instead of just doing gens and getting out.
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