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ReikoMori

ReikoMori

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ReikoMori
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  • @WaveyTrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2553834#Comment_2553834

    It doesn’t matter if you do something like Dead Hard twice because your vault speed will eventually become too slow for doing that. The killer will get you unless you want to waste all the surrounding pallets. Hoping that they get stunned. There’s no need for killer to kick pallets if they’re forced to slow crawl across the pallet as a penalty for running out of “Breath”. Prime example is Pinhead. When he chains you around a loop he makes all your vaults slow. Pinhead often walks around the loop, and grabs the survivor a lot. That is exactly what would be happening with the new exhaustions vault penalty. You’d to be grabbed/hit by a killer that merely went to the other side of the loop as you slowly crawled along the pallet. As the killer base speed is faster. Range killers can just hit you altogether.

    You cannot loop killers with slow vaults. They’ll catch you even without Bloodlust. I considered this idea after Pinhead came out. His methods of downing shed light on this idea.

    And what you failed to account for is that a lot of strong loopers don't blow pallets, there are maps with a considerable amount of palettes where this falls apart if they do drop the palette as you can't move around them you have to break it. Then there is the fact slow vaulting is a thing people do during chases and it actually does work under the right conditions which if people are able to put enough distant between themselves and the killer becomes pretty easy. You shouldn't be trying to vault something with Pinhead chains in you to begin with as you're actively being hindered same as if you got hit with Clown gas with flask of bleach addon. You can literally loop killers without vaulting a considerably amount of time even if they have bloodlust active and all you need to do is make it to a palette, stun them, and keep moving.

    Pinhead still has to respect that. Heck, most killers have to respect the fact that running in a straight line just barely outpaces bloodlust and your suggestion won't help with either thing.

  • Generally speaking the act of doing it is fine cause it adds inefficiency into the game which is overall better for killers who can't do wind sprints. Probably shouldn't be able to tap a gen for less than two seconds to stop regression as the time invested on both sides should be rough equal to gain the desired effect. It would also prevent mid chase tapping, but overall it's fine

  • @xEa said:

    Simple suggestion.

    Every survivor should have the option to ban one realm.

    Killer should have the option to ban 4 realms.

    Offering would trump the ban(s).

    Should not be any problem at all since it has no impact on queue time.

    Opinions?

    These bans would basically put every game on coal tower and if I wanted that I'd just go play fighting games where you only get to play one or two stages cause every other one introduces too much lag. It would be better if maps were just made more thoughtfully, I would pay money for one good medium sized map with decent lighting, minimal special effects, and balanced tile and pallet budget.

  • @WaveyTrey said:

    Have you noticed no matter what killer is added the problem stays the same?? Because it isn’t killer that’s the problem. It’s survivor! The devs won’t rework survivors because S Mains complain too much. Survivors complain about the “Big Three” (Nurse, Blight, and Spirit) because they’re the only killers mobile/nimble enough to keep up with them!!! That’s the truth!

    Solution? Remove Bloodlust entirely. Give survivors a stamina bar! Rework Exhaustion!

    Basically whenever a survivor is running, or performing a rushed action their stamina bar gets consumed. Once it’s fully depleted the survivor suffers from “Exhaustion”. Meaning they can’t used rush actions, or use exhaustion perks again until their stamina replenishes fully. Exhaustion perks will activate if you have any stamina left; However, the perks consume all stamina you do have. Applying “Exhaustion”. Meaning if someone used Balanced Landing with full stamina they will get that ridiculous head start, but now they’re sluggish at the insane tiles they always lure you towards. This pressures them to use the surrounding pallets to get away. Not to dance around insane tiles and pallets all day, running the killer for 5 minutes (This shouldn’t be possible!!). Sitting still, and crouching replenishes stamina quicker. Survivor perks like Vigil, Urban Evasion, and Fixated can be reworked to replenish stamina quicker under a given circumstance. Upon getting hit survivors get a burst of adrenaline. So some of their Stamina returns, and exhaustion is removed. This is to be fair to survivor so they can escape a killer that is persistent on downing them. This also works with Endurance. You can replenish stamina by taking more hits. I know… Even if players can now Smash Hit, Dead Hard, Balance Land multiple times under certain circumstances... The consequence is eventually they’ll receive penalties to their rushed actions! Rework Adrenaline so that it is the only “speed burst” perk that will refill your stamina bar fully with an added health state. As opposed to consuming the entire stamina bar like the other “speed burst” perks do.

    Killer now becomes a matter of exhausting survivors to catch them easier. Killers must pressure survivors to rush until they’re too exhausted to rush anymore!

    Survivor becomes a matter of managing stamina reserves to keep themselves from getting caught. Even if it means using additional health states to replenish the stamina to do more rush actions. Extending chases this way. As opposed to the busted exhaustion system that lets survivors loop killers for days..!

    This is bad idea as you're now giving survivors potentially multiple uses of perks that should only be effective once during a chase and not addressed the actual underlying issues of what extends chases the longest: Rng in tile placement making some insanely strong setups and the fact that just running in a straight line survivors will outpace a killer for at least 20+ seconds even with Bloodlust as it is now. A good survivor is going to do what they always do and that's conserve resources till they reach a strong area. So your suggest removes the one thing that marginally is helpful to killers while making skilled survivors even more of a pain to deal with.

    Lower skilled survivors aren't going benefit from this though and it is actually going to just hinder them as well. Because you have to learn that sort of self control in DBD and you have to learn to recognize strong tile setups. This will punish them for not having gained the knowledge or skill to play efficiently in chases. This suggestion would work better in Last Year Afterdark where you actions are more varied and the learning curve isn't as steep.

  • @GamerEzra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2552961#Comment_2552961

    Oh, i didn't know that.

    But i can't believe there is nothing they can do about that. At least i hope they can make it work.

    Apparently Zombies are resource intensive and anymore than two can mess with the game's performance on older hardware. Can Unreal as an engine handle more? Yes, but DBD sometimes feels like it is held together with hopes dreams and bailing wire. So running 3-6 addition AI while handling whatever killers and survivors are doing would wreck a lot of people who are playing on older console and pc hardware.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2552613#Comment_2552613

    So killers asking for buffs are "sent to the chopping block"? Is that why this next patch has a significant number of killer buffs in it? Stop pushing the narrative that either side is hard done by, because they aren't.

    Temper that significance claim. Trapper's still gonna be Trapper just now he can save a small bit of time. Spirit's "buffs" in new addon effects might be gimmicky duds, Slinger's just flat out worse because apparently the first person shooter character isn't allowed to do first person shooter techniques. Oni's taking an L on topknot which is...fine I guess. Never really used it when I played oni. All-Seeing is losing a third of its effective range, Hillbilly's getting some of his limiter loosened a bit, but it isn't like he wasn't still good to begin with so what is changing I don't know. Nurse's torn bookmark is a useful addon now...vaguely. Daddy Myers is slowly being led into 2021 DBD rather than being stuck in 2017 DBD. Waterlogged shoe now makes hag move at normal speed, is anyone really gonna use it though? Pig's changes are all over the shop, but seemingly misunderstand why people play Pig the way they do. Not to mention taking away the ability to remove a jigsaw box WHICH IS LITERALLY WHAT AMANDA IS SUPPOSED TO DO AS SHE'S A SOCIOPATHIC CHEATER WHO ENGINEERS STILTED NEAR UNWINNABLE GAMES. As a Saw fan I took this personally, but my hurt feelings aside they put time into ambush, but no one likes using ambush as it's the worst part of her power because it fails to do exactly that. It's hard to ambush anything when you make a lion roar letting everyone know you're coming.

    Plague's more or less a pure net gain in my book so can agree there. Ghostface getting more use outta his actual power is cool. Perks being able to have synergy with killers who have offensive attacks for their power is nice. Should have never taken that away to begin with years ago.

  • @GamerEzra said:

    Hello everyone!

    I think we can all agree that the Nemesis zombies on some maps don't add much value. Some maps are just so big that 2 zombies just don't really add anything.

    I know they can be really annoying at times and push survivors off the gens, but that's exactly what I love about them. Some maps like the red forest maps or the RPD map are just way too big for 2 zombies.

    What I think is a good idea is that the amount of zombies that spawn in the trail depends on the map you are playing on.

    I'm curious what others think of this idea!

    The devs have already said that anymore than two zombies causes performance issues in the game

  • @WexlerWendigo said:

    It’s just a new self care now and a crap version of lucky break that takes time to set up.

    Meanwhile, killers get NOED with zero conditions unless all totems are cleansed, which is impossible to do in solo queue without throwing the game. Circle of healing didn’t ‘baby’ survivors like NOED does, which literally keeps killers from improving. Why bother when NOED does all the work for you? Why bother if you can camp someone to death with no counter?

    Survivors have to deal with killers camping them almost every game, whilst all killers have to suffer is teabagging, and they still think that’s the most toxic part of the game lol. Not the actual bullshit side of killers, that could be fixed if BHVR actually spent a minute thinking about how to rebalance the game so that it’s not blatantly toxic towards solo survivors.

    NOED only works in one specific section of game time, can be absolutely countered before it even has a chance to go active, provides no passive benefits during the rest of the game which makes the killer essentially only have 3 perks to use. Then there is the fact that survivors seem to think someone with NOED is a bad player when they have more tools to find and break totems than killer has to protect totems. A bad player is someone who refuses to use the tools at their disposal and complains when they lose to something they could have prevented.

    Boon totems give survivors even more reasons to seek out totems as they can now be used for your benefit and the effects aren't minor by any stretch. And to top it off there is nothing that counters boon totems other than the killer finding it and stomping it, but your can just relight it when they leave the area if you want to a feature killers have been asking for in regards to hexes only to be denied until Undying was made then denied again when Undying was reworked into just protecting 1 totem once.

    The people who complain the most about NOED have a trend of saying "I shouldn't have to do bones", "I don't want to do bones", "Doing bones means I can't rush gens" (This last one is a real thing that said btw). Yes, it makes you have to prioritize something other than gens which after 5 years as an objective has been optimized to hell and back. If you don't like dealing with totems just do your dang bones and now you can do bones and get a AOE buff for doing it.

  • @HexedBlu3M00n said:

    Short for "No One Escapes Death" from Dead by Daylight. Noed is a hex perk which causes all survivors to suffer the "exposed" status effect once the last generator has been completed, thus causing survivors to die from one hit from the killer as opposed to two hits, while giving the killer a slight speed boost.

    NOED is fine where it is and is one of the most patched perks in the game already. It's got counterplay, doesn't happen until end of the game, and the tools to make that counterplay ridiculous accessible exist in spades. I know folks on here hate people who say "just do bones", but seriously, just do the dang bones instead of trying to optimize your gen progress so much you finish a game with 10k or less bp cause you didn't give anyone enough time to have fun.

  • @latinfla4 said:

    Little bit of a mini rant...

    I was doing a killer daily (get a mori with plague). I am not that good with her so I decide to use rancor, corrupt, ruin, and thana. Wait 12 mi Tues for a match and get a matching bills swf lobby (2 tool boxes and 2 flashlights).

    I go infecting gens trying to find survivors hiding out corrupts time. Ruin gets cleansed during this time.

    Finally find a bill chase for a bit, drop chase, chase another bill,holding w and pre dropping pallets while tbagging and clicky clicking, infect and finally down him in the open. 3 gens done during these 2 chases.

    Bait the pick up, hit another bill that was body blocking, go for the pickup (in the open field) flashlight blind. Another gen pops and down to one gen. Figure I will try next game go stand by exit gates. Last gen pops i open doors. Assuming Bills go to other exit gate.

    Watch some YouTube will egc finishes.

    So the Bill's did not leave and the entity kills them all.

    So I get trolled and,because of how mmr works, my mmr goes up for it to happen again while the swf technically lost and can do it to a lower level killer?

    Thoughts? (On the how mmr needs to be changed not my bad plague playing☹).

    Also how is individual killer mmr not at least a 50 percent difference from your main killer? 1900 is max and 1700 is every individual killers base mmr?

    There is no individual per killer mmr in all honesty. Killers also can't really lose mmr so no matter what happens eventually you're getting capped at 1900 and doomed to the boredom of high mmr till the season ends.

  • @Dino7281 said:

    I don't think Dead hard is an issue, it is strong perk but it should work only to get distance for window / pallet, if you miss attack on open, then it is your fault.

    Unless you are Nurse / Blight, it is kinda OP against them, but they are both top 3 killers, so that's fair I guess.

    Timed correctly it is designed to make every killer miss. It is doing what it was designed to do when the game isn't breaking performance wise. That said, it's never going to feel good when you have to deal with the visuals of this game and how they can be misleading. Same for when you're using dead hard and it looks like you got away, but still get hit anyway as a survivor. Then it just becomes hard dead, but it is funny to see people dead hard towards me as killer only for me to just wait them out and get the hit.

  • @Luciferr_2nd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2551563#Comment_2551563

    I literally have all survivors and killers p3 level 50

    If i could, i would like to save over a million for the new survivor.

    It's gonna hardcap at 1mil.

    They don't want players having more than a 1mil on deck which is why if you don't want to lose the excess points you needed to go buy items, addons, perks you're probably not gonna use often or at all just so you get your full value.

  • @Luciferr_2nd said:

    So I'm just a little bit under 1 million,

    When grade reset comes with the BP rewards, will the bloodpoints be gained over the cap?

    Or will they just be lost and ill get no rewards?

    Its just cus i want to save as much bp as possible for the new survivor but I'm not gonna play dbd until her release.

    Thanks :)

    Spend you BP down so you have space.

  • @Hippie said:

    We just need 5% regression to kicks base and adjust all other gen-related perks around this! Like Tinkerer would have around a thirty second cooldown so it couldn't repeat activate, Pop would be an additional 20% regression so it would be 25% total, things like that. It would be such a blessing!

    Yet it wouldn't be enough unless you address the issue of gen times being too short for a majority of killers to function. All of these suggestions would just further centralize the meta around the 5 or 6 killers who have high map pressure gameplans with only the top three being truly threatening. Also consider that Ruin already doesn't do enough and is rng dependent to the point that you could literally have someone spawn right next to it more often than not completely removing the value. A 5% regression kick is literally nothing when you account for the fact that lost progress can be recovered and exceeded with little counter effort.

  • @RenRen said:

    I feel like they should remove the protection hit thing and replace it with gens done.

    1j1ckj.jpg

    Protection hits can be fun and should be rewarded for throwing yourself in harm's way.

  • @Duskk said:

    I truly think 95% of the time I’m DSd as killer, it feels un fair. They got un hooked, I chased and down and hooked the un hooker. I go to a gen to patrol it, there the un hooked person is presumably about to begin working on it to finish it, they run to a loop, I mind game, get the M1 hit and go to pick them up. And BANG I’m DSd. I still don’t see how that’s “tunneling” I hooked someone else, found them, won the mind game, and got them down. And I’m punished for it? I get I’m supposed to just slug them till the timers out, but it’s so boring to play that way. DS needs a rework IMO. Every game when I get DSd I sarcastically say to myself “oh man I guess I tunneled”. Cause it doesn’t feel that way despite what the purpose of the perk actually is.

    You gotta have a tiny bit of patience. Always let them caress the gen for like a second then slide into their dms. At that point ds off and they have to rely on making the right decisions during chase and nothing else.

  • @Evilhelix said:

    Legion can now initiate grabs from Feral Frenzy lunges.

    Basically if you're vaulting something while he hits you with a lunge he will have an animation where he sticks you with the blade and pulls you back instead of you getting hit and jumping through. Makes more sense yeah?

    BOOM.

    This is not a rework and doesn't even address the issues Legion has.

  • @Shroompy said:

    People were crying back then to balance the ACTUAL broken game

    People are crying now that they balanced the game

    This game isn't balanced.

  • @grayon444 said:

    Do you think this will happen someday?

    Personal opinion.

    More than 1 million people downloaded dbd mobile within 48 hours of its release and has sold over 25 million copies of the game across all platforms https://www.polygon.com/2020/8/13/21367818/dead-by-daylight-cross-platform-console-play-xbox-one-nintendo-switch-ps4-matchmaking-friends-list

  • I kept getting RPD a while back and I just straight up went back on hiatus for the most part. I'm not playing that map more than once a session.

  • @Aven_Fallen said:

    Hopefully.

    The crying is way out of proportion, it is one map, but instead of just sucking it up when someone plays on a Map they dont like, they rush to the Forums to complain, because they played 1 game out of 30 or whatever on a Map they dont like.

    People aren't just complaining to complain in this instance. The map has a lot of performance problems and technical issues. It's entirely to dark in some spots where even scratch marks stop functioning correctly and you can't see hooks, survivors, your own hands, etc. Then there is the issue of the map tanking a lot of people's framerates even on low settings. There are a lot of dead ends that while makes senses in a explorative survival horror setting, absolutely messes with both survivors and killers in DBD. It's a beautifully crafted map, but when 9 outta 10 matches on it specifically are laggy, disorienting, and crippling in terms of using your power or finding objectives people are going to complain and rightly so.

  • @NekoTorvic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2535864#Comment_2535864

    Not bait. My thesis statement is right at the start. Kill gen perk synergy so they don't work with each other. Make base kicks more useful to bridge the gap between having gen regression and not having it. Balance the game around gen perks not being stackable.

    Obviously, in our current meta these ideas would be kinda miserable. This is a proposed compromise. Like, hey, if survivors had more objectives, or less second chances, or maps were smaller, loops less safe, etc, can we compromise on gen protection perks and their synergies.

    Also, I gave pop a 10 second timer so it didn't stack with surge, but if you have a better idea for that, i'd like to hear it. I don't like the idea too much tbh. Also, I gave it 20% because, you can stack it with base kick damage, which in my proposal is 1% + 1% per every new survivor hooked. It would end up being 25%.

    Like I said, these changes would have to come with some severe changes to how fast survivors can end games. I am fully aware of that.

    You're going to receive very little support for this as you're thought process is out of touch with the what the reality of the game is.

    Gen regression isn't the problem you think it is considering most gen regression perks don't synergize with each other to begin. Ruin's the only perk that generates passive regression and only has synergy with surveillance really. Pop requires killers to kick gens which if something is blowing like Thrilling tremors or repressed alliance then you can't kick it. Surge is fairly weak doesn't synergize with much of anything other than surveillance which doesn't add to regression just tracks its progress. Corrupt just prevents work from happening for a set amount time at the start of the trial and only on a handful of far away gens. Dead Man's Switch blocks, but doesn't harm progress and any time the entity's blocking a gen killers can't interact with it.

    Eruption requires a kick and doesn't really regress the gen much at all. The danger is just getting shoved off when a killer comes back to check the explosion notice. Oppression and Overcharge can be prevented outright, but can be tough for new players.

    All this is to say that the issue of gens needs to be addressed with the gen times and universal gameplay before taking a hatchet to a selection of perks that are already not doing their job that well. We've already had many changes to the way regression perks function which only served to highly how stilt the generator gameplay is. It's very difficult to keep have longer games even if you run a built with nothing but gen regression and blocking perks. Though most killers don't want to block gens because it actually hurts you more than it helps. Fixing this issue shouldn't require touching perks before addressing the universal gameplay around gens first.

  • I've decoupled a lot of my playstyle and opinions from those of streamers. Personally aside of using them as news source to kept abreast of what is going on with the game when I'm not playing they're not offering a lot of opinions that I haven't already come to beforehand and dbd is such a threadbare game in terms of techniques worth learning and using for the vast majority of players it usually just gets in the way. Sometimes I'll poach a monto meme build from his youtube when games are comfortable enough that I can actually meme and still get a lot of bp.

  • @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/282972/bhvr-s-killer-nerds-are-just-survivor-sided

    The adjustments are necessary. If you can't understand why, you are probably not interested in the game having a decent balance.

    And no, the devs don't need to give a "meaningfull buff in return". There is nothing to ask for, nothing to be compensated, just nothing. If new Killers are released, and they are as unhealthy for the gameplay like nurse, spirit and deathslinger, then enjoy the slaughterfest while it lasts. But you can not, in all seriousness, be so entitled that you want to get a buff when the devs correct some of their design mistakes.

    Balancing is not a zero sum game.

    Taking what feels fun to people who play a killer into account every now and then wouldn't hurt. Balance isn't just mechanics centric and if there is something that people who play that killer most likes being able to do with the killer and it makes sense thematically and mechanically then preserving it should be a priority.

    I'm not a Deathslinger player, but I am an FPS player and quickscoping is a very common and very accepted style of play among rifle users. It's clearly something that people who played that killer enjoyed doing because it felt fun to do. It should have been preserved while addressing the mechanical issue. There are ways to make Slinger less pressuring, but then again that is the issue with anything in this game in regards to balance regardless of side. The game is supposed to be more fun than competitive, but the recent additions and changes haven't done much other than just add more stress to set of players who are already stressed out.

    Spirit getting directional phasing is fine as long as the only thing that gets added to her. The situation the looping situation isn't changing that much because she's still faster than any survivor's ever going to be, she just can't stand still for the fake out. Personally, I was fine with playing against the 50/50 guessing game, but then again I play games where that is the norm and you get used to it. Dust would be too much info as she's still supposed to be a stealth killer. She gets compared to Nurse alot because she's fast, but a better comparison would be Wraith. Spirit is final form Wraith and has always been final form Wraith.

  • @HealsBadMan said:

    When this patch hits live my next Survivor games will be full-on Totem cleansing builds. Not Boons or blessing, strictly cleansing. Inner Strength+Counterforce+Clarivoyance+Small Game with a map. Hope there anren't any Hexes or Boons in the match.

    Then you better beat your teammates to the totems because apparently survivors being able to cleanse Boon Totems is a bug, not a feature. If someone sets up a boon then only the one who set it or the killer can remove it.

  • None as while they may have horror elements to a degree none of them actually fit with the way gameplay and lore in dbd works.

    Also, Soul Eater, Demon Slayer, Attack on Titan, and Full Metal Alchemist have their own games already.

  • Nothing for Nemesis, Nothing for Legion means nothing about my gameplay experience is changing for better or worse which means eh its fine.

  • It's more of the issue that the game needs to function fairly consistently across multiple platforms and multiple hardware configurations. While this may work on high end pcs, you still have tons of people playing on old pc hardware, last gen consoles, and switch which is not quite as powerful as last gen consoles.

  • I just try and get the game over with since I'm already not gonna get my full emblem or maximum bloodpoint value.

  • @HelloDarkness said:

    Dead survivors killed by Nemesis can still play as zombies.

    The devs have explained that the game has performance issues if there are more than two zombies.

  • @DwarvenTavern said:

    I get how you feel, I'd like a fun original character that can make a match a little crazy like Pig or Pinhead.

    But, to be honest, there's only really two original character concepts I'm begging to be in dbd. Those are the Vampire and Werewolf.

    Now, when I say Vampire, I don't mean the pretty boy Vampire (though I don't necessarily have anything against it if they can be horrific looking) instead the original version of Dracula the Bald headed long fingered creature of darkness.

    I always loved Vampires for years and the idea of VLAD from the cinematic makes me so excited, but I have so many friends who wish for Werewolves waayyyy more than a Vampires haha.

    What do you personally prefer? One of those two? A different mythical creature? Or just a unique idea Bhvr has?

    The bald long fingered vamp was not Dracula. That was Nosferatu an entirely different vampire.

    I want a vampire in this game as well, wouldn't mind Phantom of the Opera, or maybe some sort of western ghost like the Red Lady.

  • @ANJ_ said:

    I'm in a match right now where when I was chasing the last survivor he jumped into a locker and, well, I can't open it. He's just sitting there, literally as I type this, has been sitting there for over 10 minutes. I shut the hatch and the end game collapse started and when the timer ran out it made the noise like the entity got him but he's still just in the locker, the game didn't even end after the timer.

    Is this guy hacking and forcing me to DC? if not what is this? has anyone experienced this before?

    It could be a hack or another locker bug

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2518437#Comment_2518437

    continue being dead weight, cleansing in preperation for a perk the killer doesn't have and giving him 1 less survivor to pressure

    Considering I usually do most of the gens in my games while also getting totems done the only person who seems like they'd be dead weight on a team is you judging by your attitude.

    Now, if you're going to keep insulting me I going to start flagging your posts. I am not in the mood to deal with being insulted.

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2518425#Comment_2518425

    I guarantee that a good portion of your losses happen because you actually stopped and did 5 totems, thus giving the killer an indirect slowdown perk

    You'd be wrong.

    Most of my survivor losses come from trying to make saves when other players refuse to or ending up in a early game chase. Looping isn't my strong suit.

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2518371#Comment_2518371

    You honestly look at NOED, which takes bare minimum 1 generator of time to remove from the game (with no guarantee it's even in the game), and you don't think anything's wrong with that risk/reward ratio?

    No, I don't.

    Doing totems is worth a decent amount of bp, prevents late game and endgame issues, and generally just gives me something else to do other than hammering out gens.

    I've been playing this game since 2016 when totems were much harder to deal with. Now, we have so many anti-totem perks that I barely bother memorizing spawns for them anymore. Even when I don't run them I usually move around the map a lot without getting chased very much so I cleanse any I come across.

    There is zero reason not to do bones unless you're goal is quick escapes. My goal is get bp so I do the things that get me worthwhile bp like bones and gens

  • Yep, people actively rail against cleansing totems and bend over backwards to justify why they shouldn't have to do it even though they have more than enough people, perks, and items to make finding and cleansing totems a breeze.

  • @IlliterateGenocide said:

    oh i allways thought the killer couldnt break it mid animation. good to know.

    This is why it is a good idea to break palettes sooner rather than later.

  • @HXS01 said:

    There's something that always pisses me off when it happens when I'm playing with the perk any means necessary and I drop the pallet and I try to pick it up and I'm at 90% of it as soon as the killer click the break button it cancel my progress and break it instead. since the perk has cool-down why can't it be fair and not killer sided?

    It has to do with server validation. The break action is just one space bar press while you have to essentially do a channel ability to lift the palette. The break action is going to complete first pretty much every time.

  • @Vizikk said:

    So I've ran Small Game for quite some time now and I've slowly noticed how little people actually do Dull Totems. Keep in mind with the Perk I gain a Token every time someone else does a Totem as well.

    I constantly run into killers with NoED (I'm not complaining about it just stating a fact) and it amazes me how much people complain about NoED but don't want to do Dull Totems. Like ever. You will run into the occasional Inner Strength which is the only time I notice players doing Dull Totems.

    I have also run into people crouch spamming or clicking at me while doing Dull Totems which is quite funny. One time I had a survivor clicky click at me doing totems and after the game the killer had NoED (who would'a guessed right). The players proceeded to question me in end-game chat why I was doing that which from the killers perks should of made it obvious.

    While I do ultimately feel (as a killer main) that NoED is kind of unhealthy for the game and sorta like an MMR booster currently, I do see it should remain in the game while a plethora of second chance survivor perks in the game. In addition to being the only reason to even do Dull Totems.

    All is to say, if your complaining about NoED.....do Dull Totems. From my experience nobody will do them, then complain when they die to it in end-game chat. Even with me running Small Game, there are times where I wasn't able to get all 5 totems in the game due to being chased most of the game, or being cornered off from a side of the map (because we all know how killers play if they are using NoED).

    It amazes those of us who play killer a lot to see people on the forum actively argue that they shouldn't have to do bones.

    Like every thread when someone complains about NOED, people tell them to do bones and they get super mad about it like doing totems is such a huge inconvenience

  • @Initial_Z said:

    Hello DBD player. During the game, players often quit the current game due to various reasons during the game, causing other players in the room to experience a difficult game experience. However, it is reasonable to attribute the responsibility to disconnected players. If they don’t want to continue the current game, they can click to quit,Disconnection is not something they can control. I recently encountered a 72-hour lockdown, which is so sad. What do players think about this matter?

    The rules around the DC penalty are quite clear: If for any reason you leave a game even if you don't do it purposefully you incur a timeout. This is because you as a player know the condition of your network connection and if you are having connection issues and still decide to play then you are putting your team in a bad situation when your network fails. If you've gotten all the way up to 72hours then you're constantly dropping connection to such a degree that you should not be trying to play.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2516699#Comment_2516699

    She already can see survivors moving foliage and hear their directional sounds of pain so good news! It's equal!

    She can hear when the game's audio is functioning normally. Lately, its been pretty hit or miss if you're going to hear relevant sound info properly. Then there is all the sound deadening perks potentially being too effective. It's not the end of the world, but I feel for Spirit players.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2517112#Comment_2517112

    you don't need to maximise benefit of thana of legion because of how good legion is at keeping survivors injured. Any perk you add to thana is just a wasted perk slot and missed gen regression option. If you want to consistenly win, of course

    Did you not see the part where I said:

    A) suppresses gens further

    And the suggested the following

    Nurse's Calling, Sloppy Butcher, and Dying Light

    I don't know if you're trying to be a troll, have poor reading comprehension, or just want to be jerk. Whatever the case may be, take that mess somewhere else.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2517037#Comment_2517037

    Do not listen to him about thana.

    Legion is the best killer to keep people injured. That's why thana is his best perk. If people are healing you already won and you don't need any perks. If they don't - congratz. You just wasted 3 perk slots

    Her

    Also, what the heck are you on about? Where in your mind did my post go that made you think I said anything about NOT using Thana. I literally gave suggestions on how to maximize the benefit.

  • Leave this woman alone, she's fine.

  • @Foxy_Teltac said:

    I run BBQ, Pop, Surge and Thana and I'm doing decent in chases but the build still falls short to SBMM, my guess is that it's Thana that's not pulling through, so I need some help choosing a good replacement. Chase perk, slowdown or something else?

    If you want to get the best use outta Thana you need to pair it with another perk that either A) suppresses gens further or B) Allows you to keep people injured or know when they are healing.

    Nurse's Calling, Sloppy Butcher, and Dying Light can cover that.

    BBQ is fine

    Pop and Surge do not have any synergy so I would replay Surge with something else

    Personally, I tend to run Thana, Ruin, Surveillance, Pop/Nurse's calling

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2516924#Comment_2516924

    lotifier? I don't quite understand your comment.

    I doubt this will remove her though, it just gives her some actual, interesting counterplay. If she'll need some small buff to compensate for, maybe the devs could decrease the cooldown of her power.

    I can kind of see where their coming from with the lost of identity. When she had directional phasing it before it took the Onryo jumpscare quality out of her character design quite a bit. Thematically, she just wasn't particularly scaring because you knew where she was in relation to you ahead of time.

    Honestly, Spirit is losing a considerable amount of thematic character and practical gameplay advantage, but it is hard to see what she's getting to offset these changes in basekit. That's the reason a lot of killer players do not trust the devs is because changes to the basic power set of a killer are extremely impactful, but in most cases it just flattens out the amount of difficulty killers can impose on the game. Beneficial changes for killer usually happen in addons which means if it is actually good for them to have then you have to live with it being limited. When killers get flattened out to be more addon reliant that power reliant it makes playing killer that much more stressful.

    Not everyone plays the game a ton and hoards addons, it also makes learning new killers more painful that it already is because you're not going to have addons and have to deal with rng nature of the bloodweb. Do I think Spirit should be able to just sorta stand there? No, things should be a bit more involved, but I wouldn't have given both dust and directional phasing sound. Why not make it clear via her husk that's she's phasing? That is what the issue has been, people couldn't tell she was phasing when near the husk. So why not have the husk raise its arms or glow? People would still need to make a guess on the direction, but wouldn't have to guess if she's phasing or not.

  • @D3spair said:

    https://us.v-cdn.net/6030815/uploads/2G5S5VY7VHS7/image.png

    If an Unpopular and probably the most unpicked Killer currently can 4K with no perks and add ons due to the majority of the Survivors player base are a bunch of potatoes. Any sane and competent developer will be careful of bringing buffs to Killers. There are probably a bunch of 4 Man SWFs out there getting absolutely rekt by a Legion.

    One game is not a representative sample nor is Billy a bad killer by any stretch of the imagination. The overheat mechanic doesn't really hurt his general gameplan

  • @Entinaty said:

    I've been both playing and viewing others play Dead by Daylight for years and yet every time something tends to happen that either strengthens the "killer" or "survivor" sides it tends to have one side voice concerns about being treated unfairly. I myself don't have a sword in this fight for either side but I can understand at certain points where it feels as those changes are being made recently that don't take both sides into account. For example, the coming update is having some voice opinions of once more showing favoritism to the survivors. I would say that when it comes to the most recent update so far based on the information shown that both sides are correct in a way. Most "survivor mains" will argue that the Spirit is getting a nerf that is a long time coming (which I also agree with) while buffing the Trapper as well. I ask a question to both sides.

    For survivors, could you honestly say that the killer had 0 counter play as opposed to counters that were either difficult to execute, not satisfying, or just not something that you had access too, like perks? Also take into account that killers keep getting cranked out with only a handful of add-ons that actually matter or would be used, and that can vary depending on which killer?

    For killers, could you say that the changes would be a nerf itself without actually testing it or has this been done to the Spirit before (I am not sure if it has myself)? Could you honestly say that the killer is weakened but isn't dead (similar to Nurse)?

    TL:DR

    Can someone give other examples, either by killer changes or survivor changes or buffs or nerfs that would help address why this rift exists?

    By design we are not playing the same game. Killer and Survivor don't have the same toolset, game approach, win condition, or even the same underlying reasons to play.

    When anything changes in the game one side is going to have a different response to it. The playerbase is also vast and varied in skill, game knowledge, and balance. Killers tend to focus on the competitive aspects of the game more heavily as you're the solo power role and as much as people hate to admit it when you play killer the only thing to care about is wins and losses. Changes that benefit killers often translate into perceived mechanical hurdles that may not have a direct consistent counter.

    Survivors tend to focus on what feels better or more fun to deal with in regards to them. Now there are a lot of competitive survivors, but it is the easier roll to learn and you have overall less stress due to the option of teaming up with friends. Changes that benefit survivors often are just a flat negative to the killer's gameplay experience as it either involves taking away an advantageous tool or flattening out the general difficulty a killer can impose on survivors

    This game's also been out 5 years and generally speaking it is more common for new killers to ship with a lot more limitations or gates on their power than in the past. Most major QoL changes tend to be more helpful to survivors than killers due to how the game has changed in terms of under the hood things like switching from p2p to dedicated server. I'm not going to say there is blatant bias or even unconscious bias because I don't feel that's the case most of the time. It's just that system changes will usually always be more beneficial to the side that doesn't require a ton of individual work. Every killer is fairly unique and takes more work and considerations. Killer changes are often more impactful, but only in relation to that specific killer.

    Then there is the fact that as a collective we are probably have too much reliance on one side facilitating the other side's fun. DBD isn't a terribly interactive game in terms of what you're asked to do other than interact with your opposition. Playing Killer is fun until every game turns into a mental strain and survivor quits being fun after you've started rushing gens by default or gotten really good at running the killer. A lot of the excitement bleeds off, but at least one side has teammates to goof around with sometimes.

  • @VitoSa said:

    What data did you even use to greenlight these changes other than your low mmr games?

    Their powers function quite literally the same. They both play catch up, except the nurse has no cd, no charge up, can see, and can phase through objects.

    You play Spirit because you want to play Spirit. Also their powers aren't the same and don't have the same mechanical or psychological effects on the game.

    If you don't want to play Spirit then don't play her. Literally, no one cares who you play.

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