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ReikoMori

ReikoMori

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ReikoMori
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  • @Clockso said:

    the idea of having to hook survivors multiple times is a very good idea, it proves that you did your best trying to hook survivors but the generators got repaired, however having to hook survivors 6 times can be a bit tough and the fact that even with your hard work of hooking survivors i feel like this perk doesnt need to be a hex perk

    Depending on the quality of the survivors and the current state of the game. You could be trying really hard and not get 4 hooks, let alone 6 hooks. 6 hooks either two survivors dead or 3 survivors two hooked. either scenario usually mean the game is in the endgame phase. If you have a team of extra sweaty survivors then you may not even get that playing your best. It isn't as if gens can't be done in 80s by a solo survivor. If you've ever had a situation where 2-3 gens pop during a single chase then you know how important it is to have something making survivors slow themselves down.

  • @Catbucket said:

    https://forum.deadbydaylight.com/en/discussion/69599/object-of-obsession-spam

    they said nothing about changing these perks in the near future, all they said was that they do plan on looking into how these perks interact with stealth killers. Please stop spreading misinformation like this.

    There is no misinformation in the statement that the OP made. During the ptb pretty much everyone who tested ghostface wrote about the need to make him not detectable by Object. They chose not to do it. Yes they said they would look into how Object interacts with stealth killers in general, but that didn't bar them from sorting out ghostface when their was time to do it in advance of release.

    No misinformation in just stating that Object wasn't treated as a priority.

  • This is something I've been thinking about for a while.

    So you want to make a perk that is already highly vulnerable even more vulnerable by changing when it attaches to a totem. That is a terrible idea and not much of one in all honesty.

    I'm going to sound mean here, but try to understand that isn't my intent it is just how things tend to come across in text.

    Noed has more counterplay than any other perk in the killer's arsenal. People aren't interested in admitting that. You've suggested a lazy idea that incentivizes survivors to be lazy and passive while expecting to be rewarded for not even doing the barest minimum. There are 5 totems and there is no way for killers to add more to a map and survivors have a perk and map addon to track down these totems. The devs have no plans to change noed because it has been through a year's worth of changes already. Wasting time on making requests and rework idea threads for noed isn't helpful.

  • @Ember_Hunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/555009#Comment_555009

    I can juke, but bad at finding pallets. Still on hiatus with survivor XD

    You should grab Windows of opportunity my friend.

  • @Yamaoka said:

    Just play killer. It's - BY FAR - easier right now than solo survivor.

    It's not easier than solo survivor. It's just different than playing survivor because you aren't being hunted. Killer is far more stressful once you start ranking up and by default killer emblem scoring is stricter than survivor. The only easy thing about killer is bp gain per game. You still going to sit in giant queues and if your having as bad a time as the OP is with survivor switching to killer is not going to be a good time. You're gonna be up against unlimited sweat works survivors. That is what happens when you're having bad weeks and you switch.

  • Ok, so, I've been playing this a lot, and I believe this is the ultimate "Good Killer" rules book, and by Good Killer I mean, a killer who gets 3 or 4 out of 4 kills per game and DOESN'T GET HATE MESSAGES AFTERWARDS regarding his gameplay style.

    Yeah I'm not doing any of this because that isn't my job. We are killers. We are the bad guys, the villains. I want to have the feeling of being a vicious murderer and they typical don't do things that make no sense. That's my power fantasy when it comes to playing DBD.

    As a person who enjoys playing competitively and winning I prefer to base my skills around my record and the fact that I use every thing the game provides me. I expect my opponents to do the same as to expect anything less than that is unrealistic to me. I refuse to impose limitations for the sake of "fair play" in this game when I'm not being unfair to begin with and when I did play by these ridiculous rules I still got ######### talked. I played through games doing their "fair play" rules and they certainly didn't play in the same "fair and fun" way.

    This stuff is just low grade brainwashing to keep people who want to play killer limited to what a vocal minority of survivors feel they can easily handle. The worst part is it works extremely well because you have other killers blindly repeating this stuff to new players and making them feel like their going to get in trouble or that they won't get better at the game by just playing the game as it is. Just play as your instincts and skill lead you to play.

  • @Theluckyboi said:

    Fine maybe, fair not so much

    What am i supposed to do against a bubba that downs me within the first to minutes of the game and then proceeds to basement camp me?

    Not that they arent allowed to be used, but i feel they are pretty scummy and ruin the gameplay experience for a lot of people

    guess i am wrong because i said something that isnt killer friendly

    Your feelings are just that though, your feelings. You feel its scummy, but objectively it isn't as if you've played killer enough you understand that Bubba can't really handle the large maps this game is known for. He's always been more of a defensive killer so basement plays are highly optimal for him. He's really the only killer that benefits from using insidious. People feel it ruins the gameplay experience, but objectively this sort of scenario is what the game on paper was expected to create. People would really benefit from playing both sides and seeing the entire picture.

  • Just make it so survivors can't Dead Hard to prevent the head pop then work on the rest of this stuff. Like why is the fact they step forward really fast still allowing survivors to avoid something attached to their head ripping their face apart.

  • I highly encourage you to partner with other video game companies like Ubisoft, naughty dog, Crystal dynamics, insomniac games, and epic games; avoid EA and Activision for obvious reasons.

    Behaviour isn't some small time developer that only does this game. Partnering with those companies won't solve anything.

  • @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/553069#Comment_553069

    @ReikoMori I believe you misinterpreted me I meant those other games have an option to not play ranked but this game only has ranked.

    @Milo said:

    @ReikoMori Yeah they do have ranked mode.... and a quick play/normal mode.

    They should still place restrictions on rank disparity or alternatively make the game matchmake to the highest rank in the squad rather than shooting for the middle. If you want to queue with friends and one of you is in red ranks or purple ranks you needed to be expected to play against those ranks. Not the reverse which we have now.

  • @Almo said:

    I'll address some of the concerns from this post https://forum.deadbydaylight.com/en/discussion/comment/553362/#Comment_553362:

    • No need to remove the ability to see pools of blood

    Now when you trigger FF, you had better know where your quarry is. It's less likely when using it for traversal that you'll stumble across a random Survivor. This allowed us to give it more duration and distance.

    • No need to reduce their feral frenzy speed

    We reduced the speed so we could increase the duration. One FF now covers 50m instead of ~32m. That makes Killer Instinct more useful.

    • No need to reduce their vaulting speed

    This was part of introducing counterplay. Vaults are one of the Survivors' few tools for escape.

    • No need to not let them see the progress of deep wounds

    Deep wound going down or not became an indicator for whether the Survivor in question was inside your TR or not. That was deemed too much information to give to the killer.

    Legion felt better to play when I could move at a base 32m really fast rather than at a slower speed to cover 50m. I had more fun and control of the killer when I could freely go in and out of frenzy when I felt the timing was right for me. I know where my target is when I trigger frenzy, but what if i want to track them and hit them again with frenzy? I can't because I can't see blood during frenzy and the increased duration isn't really meaningful at intermediate and higher level play where survivors can easily waste 20s. The reduction to vault speed should have never went past 15-20% as now vaults look and feel sluggish. You could have done a 15% reduction and given survivors the same room for vault plays.

    I'm over complaining about seeing the timer move or even having deep wounds asa feature for legion. I wish you'd just give it to borrowed time entirely and give us something that only legion has so we stop having to see this killer get indirect nerfs.

  • The longer queue times is something you did to yourself.

    This is simply not true. Queue times have always been a bit on the long side for killers and back in 2018 the matchmaking system was changed to its current state that makes finding matches less intuitive. At peak we've had 70,000 players on at once and the vast majority of them are not killers. They are survivors, but the game slowly organizes players into trials. Rather than let a killer sit in a lobby and wait now it gathers the survivors and killers together in intervals. Which would be fine if the game were more stable and had dedicated survivors active.

  • @Mänzel said:

    Yeah totally agree. This emblem system sucks...

    Yesterday I depiped with a 3 k...

    You also have to take care that you don't depip, if one of them decides to leave the game....

    I think it's disgusting how this changes. You should get pips depending on kills...

    Really who thought this is a good idea? When you 4k with ts myers you can be happy if you don't depip...

    People kept saying that ranking up was too easy and that too many players were getting into Red Ranks. The emblem system is the latest form of what we call the victory cube. It actually used to make more sense as it lined up well with kills as the deciding factor. Though that was before the emblem system was established in full. Now we have scaling scoring that gets more restrictive the higher in rank you are. Survivors have it much easier as their scoring difficulty has been reduced. Killers have been made a tad more strigent a patch or two back.

  • @KillermainBTWm8 said:

    Those other games don't have a ranked only mode.

    League of Legends does exactly this and has a ranked mode.

    Dota 2 does exactly this and has a ranked mode.

    Smite does exactly this and has a ranked mode.

    Overwatch does exactly this and has a ranked mode.

    Most games with team based ranked play do exactly this.

    Why are you act as if this isn't how ranked play is handled anywhere else?

    (All of this to be read in monotone)

  • Because emblem score isn't a measure of your personal skill. It is just a measure of how accommodating you can make the game for survivors while still being able to get kills. If you're only goal is the to get pips start playing the high end killers and hope you get survivors who won't die extremely fast.

  • I’m a killer main, but survivor is fun. As a killer, I know what’s irritating: T-bagging, looping, flashlights, taunting in gangs, etc. etc.

    Unless the whole team is doing it then this is a waste of time. Sabo meta has been dead for years and for good reason. Any time I encounter someone trying to sabo I just get them out of the game early. They obviously didn't want to be a productive team member so I just get rid of them so the rest of the survivors are free from time wasters like that.

  • I never really used this perk as it's always frowned upon but I think I'll equip it if I know I'm going against a sweaty SWF 4-Man with an Ebony Mori to even the odds a bit.

    If you want to use it then use it. It is there to be used by killers. There is no special guidelines you have to follow to play killer. If you have survivors that get caught by noed then that is their fault. If they have don't even give them the chance to say anything otherwise to you. Just type gg and leave. If you don't you're gonna get shat on till they've brainwashed you into thinking you're playing the wrong way. I hate seeing that happen to people wanting to have fun in this game. Survivors will use everything in their vast arsenal and be hateful on top of it. A killer does the same thing and you get pelted with insults and biased critiques about how you're supposed to play.

  • @Toxiic1357 said:

    I have played 62 games over the past few days and about 48 we're ghostface and it has made the game unfun because he is to OP. He walks way to fast giving little to no reaction time and when you run you have about 3 seconds before he gets you. And he stalks to fast. Please nerf him.

    He walks at 115% movement speed. Same as most of the killers in the game. His stalk is fast due to being designed to mark target individually as opposed to making a large window where an entire team is at risk. If you've seen him beforehand then you have plenty of time to get away and break LOS. He can easily be broken out of his stealth with a tiny bit of practiced aim that has been made more relaxed. He still suffers from the standard weaknesses that a m1 killler.

  • Hooks are very close together. There is no point for struggling because when the killer turns around there are two more right there.

    The hooks can be closer together, but they can also spawn very far apart or clustered heavily in one side of the map. It is all randomly determined in the procedural generation. If it makes you feel any better the amount of hooks is far less than the amount of palettes.

    in Hooks Comment by ReikoMori
  • @Yamaoka said:

    No one got punished for the tinkerer 2 exploit neither so take your "the devs are favouring one side" bs elsewhere. They're game developers not killer or survivor mains.

    While I don't care if someone gets banned or not. You should go watch some of their past streams as they do occasionally talk about which side they play most when just playing the game.

  • @Salty_Pearl said:

    https://forum.deadbydaylight.com/en/discussion/comment/547029#Comment_547029

    True but it would make it a lot more scary wondering if you just saw a fellow survivor or The Pig.

    Not really. You'd be given away by you crouch animation and the fact that you've got a weapon strapped to your arm and can't run.

  • @[Deleted User] said:

    How is this any different than any other solution which punishes people for just wanting to play with their friends?

    This also doesn't fix SWFs power at all. A depip squad full of skilled survivors will still depip you just the same as before. All this change does is dissuade casuals from playing SWF.

    For example, two nights ago I was playing a SWF with two new players and another player who isn't as new, but certainly isn't very good. I was running a complete meme build (pharmacy, streetwise, botany and selfcare for forever-lasting-medkit -- sometimes swapped selfcare out for Ace in the Hole), and he was running the standard "Santa" build (Bond, Plunderer's Instinct, Ace in the Hole and Open Handed).

    We were both coaching these two people how to play. I'd basically act as the medic when possible to heal them up quickly so they could learn chases better, and he was just plucking items and giving them out to the other two since they're just starting out and getting free expensive items help the blood point grind a lot. Of course we were telling them how the killers work and how to play the game, etc.

    Perhaps I'm being a bit biased, but none of this screams "try hard bully squad" to me and what would new players think for getting punished and being unable to progress and upgrade their characters just because they want to play with friends?

    What you're doing is fine, but in general the game just doesn't mesh well with the fact that it hasn't evolved on either side to handle SWF's inherent upscale in power. Solo survivors are less likely to be considered useful to a 2-3 stack swf unless they run perks that basically just help you keep up with them. For killers, the game becomes much more stressful and much less rewarding as a lot of that role works based on lack of consistent real time updates. When you have to deal with SWFs that are being very optimal and playing at a high skill level then you can see the cracks in the power role.

    Another issue that crops up with SWFs is that currently there is no hard limiting to what the rank disparity can be between team members in an SWF. You're getting a decent amount of instances where purple and red ranks are stacking with lower ranks and as a result ends up playing against killers they have no business playing against. The separation in skill is so high that it often pushes people off of playing killer. We are supposed to be separated by ranks due to how much skill we have in the game, but when you can drop back by just SWF with low or mid level friends that's a problem.

  • But thank god we keep getting new characters??

    To translate this into reasonable and measured speak:

    The addition of content on a regular basis great, but with the amount of bug reports that currently go unresolved from both past and present patches of the game maybe it is time to deviate from the standard roadmap. Rainbow Six Siege had similar problems of mounting bug and balance issues that in order to address properly and fully they deviated from their standard roadmap and built a mega patch focused on solving as many issues as possible while adding frame work to continually monitor any unresolved issues or new issues. They called it Operation Health and was very well received by the fan base as the game was drastically improved on all fronts.

  • @fluffymareep said:

    https://forum.deadbydaylight.com/en/discussion/comment/546784#Comment_546784

    I'm not talking about the perk.

    The perk that no one uses is because it only applies to end game, where you wouldn't be sticking around to heal and you often don't make it to or often have altruism full due to all the healing you've done already. People fight over unhooks because protection hits are inconsistent and there's only so many times someone can be hooked. You can be denied your stack easily if you're not the only one bringing in the perk. Then it comes down to who's most aggressive with saves.

    Even if it's harder to proc, it still gives more chances to get stacks that would be involving yourself with other survivors as I believe is the intent of the perk. Then you don't have to just rely on protection hits counting (which they're largely inconsistent), but you could stacks from distraction, too, which may be inconsistent, too, but it's likely something you'll naturally do during the game, anyway.

    That's the thing though, the distraction event almost never happens. You'd be trading something that is inconsistent by more happens more often for something that is inconsistent and happens nearly never. If you want WGLF to get stacks consistently why not have it go off of assist scoring events. They work near perfectly and at a decent frequency if you're generally trying to do team work.

  • Properly blocked by the entity when they've been vaulted too often. Instead of the entity just randomly taking a smoke break while a survivor makes a mockery of common sense at the same vault loop.


  • I was thinking what if diversion gives stacks.

    Well if they hit you while their original target is in close proximity then you're supposed to be getting a protection hit. The perk diversion shouldn't give stacks though.

    @se05239 said:

    I always suggest in every WGLF thread I come across, that you should get a token for healing a health state on another survivor alongside getting a token for protection hits and safe unhooks.

    Would make it much more consistent.

    We've got a perk that gives bonus bp for healing other already which a lot of people don't use. Also, people already sort of lose their minds with WGLF just trying to fight for unhooks.

    If they also got tokens for healing you would have to consider the effect it would have on people fighting for that heal. It could potentially derail multiple people healing one person as the game does keep track of how much healing someone has done as number value that can surpass or fall well below qualifying as a health state.

    @fluffymareep said:

    @se05239 I was thinking if you took aggro or distracted a killer from who they were chasing, that could be considered protection since the person could have gone down quicker or could even be death hook.

    I'm not sure what could convince the devs to make it easier to get stacks or why they're not jumping on suggestions.

    Killers do not have an aggro to take in the scoring sense. Chases are determined more by how far into the killer's TR you are and whether or not the game can reasonable determine you're in a chase. If both people run the same way then there isn't anything that changes. If you run different ways and the killers picks one of you to follow you have protected the other person. If you get in the killer's way while they're chasing someone else, but they don't hit you and just maneuver around you then you've also not protected them.

    There is a scoring event for distractions, but that is even harder to proc than protection hits.

  • @twistedmonkey said:

    It's due to a lack of other things to do.

    Once sabo was nerfed the gen rush was coined as it left one objective but it wasn't as complained about.

    They added totems but the incentive to cleanse them is perk dependant.

    Gens used to take 40s and there were true infinites and no ruin and they seemed to do better.

    They added longer hook time and increased gens to 80s to combat camping.

    Looking was bad with more pallets on the map and safer areas and less perks to combat it.

    Survivors constantly complained about camping and killers told them to do gens which seemed to have happened.

    So why does it seem harder now than before?

    Is it because players adapted?

    Is it because ruin became an option and now players rely on it too much?

    Before ruin killers didn't have the same issues or as many complaints about it so what has actually changed?

    Just about everything in the game has changed. Killers used to be more of an overall threat to survivors. Maps weren't as safe and players were far less optimized. As the game has grown older and changed in many ways on both sides some of the core gameplay hasn't kept up. If you're like whose played on and off for the entire life span of the game there is a lot of staleness in game. If you've spent a lot of time just reading the patch notes from 2016 till now you can get a sense of how much things have changed.

    The forums is probably the worst place to get a sense of what the game is because there is too much Us vs. Them echo chamber. Majority of killers aren't designed for the way the game plays now. Some killers have aged well, but most are already outpaced by the optimizations that players have made to the game. Even new killers are coming out sort of stuck in this place where they need to be borderline to get things done at higher ranks.

    Part of it is the fact that players are constantly expressing their thoughts on the game till the devs finally just try and sort whatever it is they're saying out. A lot of that isn't based on objective facts or skill. The devs have spoken on this before, this is OUR game now. So, in that sense we are making it worse when people don't use that power to tackle issues from a place of facts.

    On the other hand, they've always said they don't want to just balance the game around Red Ranks. Which, even with not being a red rank myself, I think is a bad idea. The game played at high ranks is the most accurate depiction of what the game has become. Any other game balances around either best levels of play or around the data sets they can compile over a period of time. At times it feels like the game changes in ways that go against both data and high rank playstyle.

  • Infinite tier 3 Myers + Nurse oh yeehaw what a great [BAD WORD] idea, imagine playing billy, and your teammate is playing trapper, traps will be in your way, and you can't do anything about traps, you can't pick them up because you're not a trapper.

    Actually the killers already have the animations. There is footage of it in some of the KYF mode videos for the multi killer glitch. It was very interesting to see that killers had already been rigged to respond to things they normally wouldn't encounter. If anything the biggest issue with a 2v8 from a killer perspective is that it would just devolve into 1v1v8.

  • So this hits are really common if the killer decides to swing at the window like that. That happens because you get sucked back into the window after vaulting.

    You don't want to hear it, but....It's totally latency.

  • @Karl_Childers said:

    @se05239 @ReikoMori

    This sounds like it was a poorly designed test though. So am I correct in saying it was not done to the specifications of the Chaser emblem penalty? If it worked like that, survivors circling the hook would not work. If the survivors are in x range of the hook (I think it’s 16m?), or if the killer is in chase with one of them, the progression would work as normal.

    I’m not saying they necessarily should do this, just that it doesn’t sound like from what you guys are describing that the test was done properly at all.

    The test was done to the specifications the game allowed at the time. Keep in mind the emblem system wasn't even thought of or implemented yet. We tested slowing the timer and stopping timer, but due to how the game handles certain things it tends to be too difficult to keep survivors from forcing bad interactions during that situation.

    Also for the person hooked, the situation of not being able to do anything other than just hang isn't really fun. You're hanging there hoping and waiting to be saved, but then rest of your team does the gens and you've gotten next to no bp. You've also got no guarantee that you'll be saved. Now imagine that situation now where you spend the whole game on the hook, get nothing and then EGC happens. Even if they do finally get you off the hook and you escape your team has forced you to depip and not gain bp. For that same outcome it would have been faster to have died and went to another game.

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/542983#Comment_542983

    So we are going to use the argument that something is now fine because it used to be worse and was already nerfed? Funny how that logic doesn’t seem to apply to anything survivor like DS. It used to be worse and was nerfed, but nope.....killers want it nerfed even more now.

    Moris need to be either after 2 hooks or just removed. Key escapes, other than maybe EGC, needs to be removed also.

    That's not what I'm and killers were already playing around or just forcing survivors to burn their ds early before either of the first two nerfs. I can tell you this, it took way more than just killers complaining about DS to get it changed. Even other survivor mains started to complain that DS had took a lot out of the game. The devs even acknowledged that the perk was overperforming at unmanageable level. Even with both sides and the devs saying, "This is actually too much.", they went through a total of three iterations to sort the perk out.

    Mori quickly went from no hooks to having a single hook. Even then people hate getting mori killed so much that even if you're trying to use just cypress or ivory mori they will disconnect on you. Clearly the devs want us to at least use them some of the time as the killer's highest bp daily is getting a mori kill. Which when people do see any type of mori happening they dc. If you dc during a mori kill the daily actually doesn't even go through. So, when someone says make all the extra changes to mori it really is just a smoke screen for "lets get rid of them period."

    Mori are already objectively the worst thing a killer can do to themselves bp and emblem wise. The mori kill isn't even a high scoring event in terms of bp. I went out of the way to suggest a change to mori that gives them more functionality and tactical use while giving what survivors ask for of being in death hook. It even gets rid of killer bloodweb clutter by eliminating all 3 mori offerings. My idea even hard limited the mori kill to two per trial so you can never wipe a whole team out with and it still makes the killer choose between lots of bp for the mori event or doing all hook sacs to maximize their emblem.

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/542837#Comment_542837

    How was this implemented on the test? Was it a straightforward “if killer is within x meters, hook progression stops”, or was it done like the current emblem penalty where if the killer is in chase or another survivor is in the area, there is no stall to progression. It seems like the latter could work so I’m curious how it was being abused.

    @ramon386 said:

    https://forum.deadbydaylight.com/en/discussion/comment/542837#Comment_542837

    I didn't know that was tested before. And how survivors took advantage of this?

    We tested this change on PTB years back. If the killer stayed within a certain distant of the hook the progression would stop. Survivors caught on rather quickly that you could force a killer to chase you around the hooked survivor or use two survivors to openly make false attempts at saving the hooked survivor which forces the killer to try and deal with them. The remaining survivor would then go do the gens or 99% the gens as was really popular then. The person on the hook wasn't in any danger of dying to the entity because the timer was paused so the survivors had infinite chances to get the person off the hook.

    The game was also a lot different then as we didn't have the emblem system. Also if I remember correctly killers didn't have the bloodlust chase trait just yet either? So, it was much more effective a strat for survivors during that PTB. It exposed that there were times when a person can be led to believe they needed to be at the hook and that without threat of imminent sacrifice survivors would make the games less interactive for themselves thus losing out on bp. The game was just in less thought intensive and fun when no threats were posed.

    They've seemingly cycled away from trying to outright do away with camping and moved on to making overall worse killers with abusable weaknesses. Hooks also swivel when a survivor goes to unhook which removed true face camping. As well as having perks like Borrowed Time and WGLF to incentivize survivors into saving each other. Playing survivor actually used to be a terrible experience in the early days of the game as survivors tended to not save each other. Now, you can't put a person on a hook without someone already breathing down your neck trying to take the off the hook.

  • @GrootDude said:

    Do you care if your opponent has fun?

    I'm not responsible for making sure my opponent has fun. I have no way of knowing what they consider fun and if you're trying to test and improve your skills then being concerned about something out of your control is a hindrance. What I do care about is if the role I'm playing at the time is inherently fun because at the end of the it is a game and the GAME SHOULD BE FUN. That's sort of where the developers come into play.

    Playing really weak killers isn't fun. Playing super short games in something that is supposed to be a full horror experience isn't fun. Having the same static core gameplay for survivors and killers after 3 years isn't always going to be fun when the game is getting more and more unstable. The amount of bugs is out of control and getting feedback on issues like that can just amount to "We don't know why its happening."

    That's the sort of response killers got when asking about why entity blockers are STILL broken.

  • Hey guys, every time i hear a chainsaw, i´m frustrated and know it will be a hard game. I have no idea how to counter hilbilly or the LF.

    That thing you want is already in their kit. Just due to the nature of how chainsaws don't alter your mind and cause you to go blind for 4s...The killer functions as intended and not like a junkie whose taken the wrong stuff.

    Against Hillbilly you're going to need to learn to loop him and if no loops are available you'll need to learn to dodge. Which you can do as he can't turn very well while in a sprint. For Leatherface you can usually outrun him if you've already got a head start. His saw doesn't function like Billy's as he can fake the charge on loop. When he charges his saw he basically has to use or not at all. He's also severely slowed down while charging so they will try to walk as close to you as possible before charging. When he lets go he moves at regular speed again and slowly starts to accelerate till he's moving at maybe 117%ms. If you've gotten a decent running start and not been slowed down by anything he should often just barely miss you.

    Or you could go for the more dangerous, but more effective strategy of loop LF around a small terrain piece like tire stacks or trees. These terrain pieces have very wonky collision detection and often produce invisible corners that the saw can bump into. When LF bumps into something he'll throw a tantrum that gives you plenty of time to get away. Just be careful not to try and run around him during the tantrum as the saw is still active and will down you.

  • @thesuicidefox said:

    What's broken about PWYF + FC?

    There isn't any inherent breakage with it. PWYF is just one of the only perks that remotely benefits from how Furtive Chase works. Furtive Chase reduces your TR in a chase. Normally, there would be no benefit to having a smaller TR in chase as it would cause you to lose the chasing status and the survivor would power ahead to the next safe zone. PWYF on the other hand wants you to chase your obsession and then let them escape to gain a stacking movement speed boost. Since the chase status is determined by how deep you are in the killer's TR and whether or not the Killer is actively following you around; Furtive Chase causes the killer to fall out of chasing status much quicker getting the stack of PWYF.

    There is a visual bug with token stacking perks at the moment, but they seem to be giving out the right benefits.

  • @Ember_Hunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/536701#Comment_536701

    Not for long hopefully!

    Legion could be League of Legions. ;)

    Legion is already a gang tho. The Entity took the whole set so they wouldn't need to change their name. It didn't want to just have a couple of Legionnaires.

  • @vux_intruder said:

    https://forum.deadbydaylight.com/en/discussion/comment/543112#Comment_543112

    Because there’s more chances for you to get the obsession killed and for dying light to take effect...

    You don't understand how either of these perks actually interact with each other. Furtive chase constantly switches the obsession to the person whose unhooking from the previously hooked obsession. Dying Light only works when the obsession is dead and if the obsession switches to a living survivor the effect stops working. Furtive Chase would not only give you a lousy effect, it would ensure you're never procing dying light. The entire point of Dying Light is to get rid of the obsession to massively cripple the team as soon as possible. You don't want another obsession target because you won't get the effect. It also doesn't stack should you kill your new obsession.

    Furtive Chase as a perk is just plain bad. Shrinking your TR could be a huge boon to a stealth killer, if it were outside of chase. Shrinking inside of chase doesn't do anything except make it easier for the chases to break. The only perk that benefits from a smaller TR in chase would I'm All Ears, but that perk too is pitiful.

  • I love nurse and she was my main (now I play her on and off). But she has become a bit too strong with the the survivor nerfs added over the year.

    I'll never understand how bugs in games becomes equated with an extra layer of skill being placed on the survivor. The Nurse is still the hardest killer to learn with the biggest benefits should you learn her. Just because we had to deal with ridiculous bugs in the past doesn't mean it made killers who played her then more skilled. It just meant you put more energy into fighting the game which isn't really teaching anyone anything since the issues should have not happened to begin with.

    With that rant out of the way. Nurse being the way she is one of the few things that keeps highly skilled, highly coordinated survivors in check. Though, that is just a massive band-aid over a critical issue which is the game lacks viable killers. Out of 16 killers at most 4 are totally viable with two being consistently viable. The rest all fall apart once you start getting into purple and red ranks at different stages. The amount of work needed if far more that what the killer's kit can give back. Should Nurse be 'nerfed' or 'adjusted'? BHVR seems to consider her a high priority, but I worry what happens when that day comes.

    I think we've gone passed the point of reigning in the upper rank survivors without change how the game conducts itself. I don't know where you scale Nurse down other than her addons, but it seems like most just want to get rid of multi and omega blinks which I see as a detriment in the long run.

  • Hello everyone, my name is Daid and I want to ask you why I can't play like killer.When I go to Play as Killer there is a button "find a match" (I think it should say "Create Lobby" or something like that) when I click on it, it says "Searching for match" , not "Creating Lobby" , I have same problem as my friend so let me know what I need to do, maybe uninstall game or verify integrity of game files.THANKS !

    That is the game working as intended. Killers have longer queues due to how the matchmaking system works.

  • @prayer_survivor said:

    @ReikoMori. I saw games with no gens done at all. What about an offering for survivors to only have to make 3 gens, instead of 5?

    They have already. It's called Skeleton Key and what's better is it is an item that can have addons attached to it. You use it to track and open the hatch early with your team so you cuck those mean ol' killers outta any potential comebacks or noed crutches or whatever else it is that survivors dislike about the opposing side.

  • @DBDbuildsYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/542716#Comment_542716

    Since nobody likes feral frenzy I would like they would simply make feral frenzy a way of transportation.

    You can't hit people with it, but it's like wraith you can use it when you want.

    At least we could have map pressure

    I'd like to see the power with a bit more meat to it than just that, but it would at the very least give him proper separation from BT and Ghostface. Sharing their two keynote features with a perk and a killer means Legion will suffer more every time a change is made to those two.

    I've actually suggested doing away with deep wounds for Legion and turning them into a completely rush down on-hit effect killer who could stack on-hits. You can see the ground work for it in the pin addons, but they're wasted in their current form. I actually like the part about being able to run around stabbing everyone, but not downing them. It does give you a good feeling and mechanically it is great for malicious scoring. Pure on-hit effects would definitely give more design space and creative play options. You could itemize for anti-healing, slower action speeds, etc. Deep Wound doesn't feel good to rely on when it isn't threatening and is shared with a perk that uses the same status to diffuse life-threatening situations.

  • @Wolfking88 said:

    I think they should have some kind of penalty like tje surviors cause if we just sat there and camp we get crows over our heads what do killer gets nothing so its really unfair yalk probably are campers yall selfs and thats why yall agree

    There is a penalty for killer. It actually starts to cause the chaser emblem score to decay. This means long term camping during every trial makes gaining rank way more difficult than it should be. Also you don't get as many bloodpoints when you camp. Now, that doesn't mean that it isn't at times the right decision. Killers when it gets down to the endgame camping a hung or downed survivor is often the most optimal strategy to force another survivor down. When two or more survivors are on the hook or on the ground that gives you much better ability to work.

    Other times you need a survivor to dies because they are being an absolute bell end. Though camping isn't fun for the majority of killers and we'd love to see the game structured in such a way that we didn't have to play lame like that. Though this game is kind enough to not have true face camping anymore. The hooks are on a swivel for survivors. They can unhook you from any angle. It didn't used to that way though and a lot more people were camped to death by those that only camp.

    You described a situation where the killer moved far enough away that you could only hear the heartbeat and waited for another survivor to come to you. That's called baiting and right now it is pretty effective because survivors score a huge amount of emblem points for unhooking survivors. Once you know how all the systems in the game work you can use them to your advantage. Say you see a player on a hook and you move towards them and hear the heartbeat. You can just go back to doing gens and force the killer to go patrol by finishing a gen. Then you can get the unhook. You have a total of two minutes before someone dies on the hook if they don't try to free themselves which speeds it up.

  • At the heart of things he's an m1 killer. So the standard m1 killer toolbox works great on him. Spirit Fury, Enduring, M&A, Ruin you know the deal. Getting his exposure off can shorten some loop or apply sudden pressure.

  • @NuclearBurrito said:

    TBH, make Mori's after 2 hooks

    Considering moris started out with a requirement of no hooks, I'm have to take a pass on that request chief. Mori now require being hooked at least once and the game is already so optimized that you could get a single hook and nothing else the entire time on a bad day. I have better idea though.

    Every survivor hates getting mori killed.


  • @manoman96 said:

    tsk tsk tsk, always something. cant wait for the killer perk that makes survivors start in the dying state. but seriously, the range for how far away you can stalk, and how far i can break you out of your power, is actually huge, and if you used it to your advantage you would do better. i like how object hasnt been useful forever and now that it is useful im hearing "nerf nerf nerf" yet noeds cool, yet wiggling on the shoulder is useless because everyone runs agitation, or iron grasp, i cant run because your 115, pallets are useless with enduring/spirit fury, windows are useless because half of them are in terrible positions and you cant, fast vault a large amount of windows, because you cant get enough room to both not take a hit, and get the fast fault, so they might as well as be useless, dont forgot to mention you can run a offering that makes you only need to do half the work as normal then press m1 and people die, wish survivors only had to do 2 1/2 gens......... but hey, im just a low life, toxic, survivor, who enjoys killers sometimes, because i can actually get 4ks and pip, guess some people are just bad at this game.

    j-jonah-laughing.gif


  • @yoursername said:

    https://forum.deadbydaylight.com/en/discussion/comment/542688#Comment_542688

    Ah, I'm dumb. I thought your response to a banned cat, was to me. The way this message board quotes things is counter intuitive.

    That was for A Banned Cat. Not you. I even separated the quotes...

  • If properly optimized Legion is a mid-tier killer. Without addons or perks they are low-tier as they have absolutely nothing that other killers don't do better. They just happen to have the ability to sprint and vault, but lose the ability to down in exchange. Legion's ability to stall the game with mending alone is very weak now. If in a position where they can't use ruin or thana then slowing the game down isn't something they can adequately achieve. You'd have to resort to slugging which puts you in the same place as Wraith or Trapper. Yet, those two have the benefits of complete stealth and area denial respectively. In terms of speed with addons Wraith can outpace Feral Frenzy even though he can't attack. He can also vault nearly as fast or slightly faster than current Legion with the right addons.

    Trapper with Brutal Strength can break pallets probably about the same speed as Legion can vault them. While he can't move as fast as Frenzied Legion he doesn't need to as he can just deny loops and windows with well placed traps.

  • At first, I thought that Ghostface had 115% movespeed when both crouching and standing cause being close to the ground distorts perspective.

    This is a common misunderstanding from the anniversary stream. People took the statement that, "That Ghostface moves at full speed and crouch". as he can move at 115% while crouched. He actually has 3.6ms crouching movement speed.

  • @yoursername said:

    https://forum.deadbydaylight.com/en/discussion/comment/542638#Comment_542638

    Any chance you can show me where you read this? Because while trying to figure this out, the lobbies I created didn't fill any faster than they used to. All that's different is having to wait 4 minutes for a lobby to be created, then wait for survivors to join as they did before this timer was added.

    I do remember them saying something like this about match making with dedicated servers, but does anyone know if those are up yet?

    NEW MATCHMAKING SYSTEM In the coming weeks, we’ll deploy a new matchmaking system.

    @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/542638#Comment_542638

    Wrong. If that was the case, 4 survivors would spawn into the lobby as soon as it gets created. But thats not the case. In reality, the game lets the killer wait minutes until the lobby opens, and THEN it searches for survivors. I have no idea why, but thats how it works now.

    This is the current matchmaking system we are using.

    @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/542638#Comment_542638

    Wrong. If that was the case, 4 survivors would spawn into the lobby as soon as it gets created. But thats not the case. In reality, the game lets the killer wait minutes until the lobby opens, and THEN it searches for survivors. I have no idea why, but thats how it works now.

    You need to take into account that the game even with matchmaking is still p2p and even if has a group of survivors they don't all load in as quickly as you'd think. The game is notorious for dropping you out of queue back to the main menu and it keeps trying to fill those drops as they happen. You're thirst to prove someone wrong is admirable.

  • @YaiPa said:

    Well actually they're not stealthy killers sound. Its just killer breath, everyone has its own, you never hear them cause terror radius.

    Despite this, it was probably made for spots in closed building without any way of seeing whats happening, for example that gen in badham's house, near the dropdown in that small room.

    Their talking about Ghostface. He emits a special directional sound in an 8m radius.

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