Avatar

Reinami

Reinami

About

Username
Reinami
Joined
Visits
6,317
Last Active

Comments

  • @WishIcouldmain said:

    At the current moment there's 22 killers with various powers. But the devs have done similar powers Evil within similar to night shroud, wailing bell similar to yamaoka haunting, Chainsaw similar to Blood fury, not the same but similar. But there are some openings left a killer who can fly or climb walls. A killer who can disguise as survivors. So what openings are left?

    There isn't any of these, some of which are classic horror tropes:

    • Werewolf
    • Vampire (Oni arguably counts as a blood drinker, but i mean like, Dracula)
    • Cthulhu type monster
    • Water monster
    • Swamp monster
    • Puppeteer
    • Alien (Could be from the Alien movies or their own)
    • Evil child (i don't count viktor, i mean more like "The Orphan" style, actual child)
    • Psychic/Fortune Teller
    • Something with ice powers
    • Elemental/Magic/Sorcerer type (think like, throwing fireballs/Merlin type magic)
    • Egyptian God/Anubis thing (I'm thinking like the bad guys in the original Stargate movie)
    • Zombie/Undead/Necromancer
    • Satan/The Devil.
    • Divine being, like an angel.
  • @Ivaldi said:

    So with the Nurse projected to be in part of the new tome; I decided to spend the week learning how to play her... currently I run the standard build Infectious/Sloppy/PGTW/BBQ with double recharge addons but i've come across a few issues and i'm not sure if i'm just doing something wrong.

    1) Blinking randomly stops working and gives an infinite audio bug loop that forces you to let go of M2 and wait a few seconds before being able to use it again.

    2) After blinking i'm not able to immediately M1 at times and I have to wait a second before M1'ing again.

    3) When attempting to blink up (knowing its an empty space above me) sometimes she just blinks straight.

    4) When attempting to blink through an object; even though I know im holding it long enough (ie a pallet or wall).. sometimes it just refuses to blink through it and I end up blinking right into the wall/pallet.

    Nurse main here with 1.5k hours. I can answer these:


    1) Nurse bug, happens pretty rarely, but it seems to happen in certain spots on some maps. Has been happening much less to me on the reworked maps so it might be starting to go away.

    2) Classic bug, happens all the time. You eventually learn how to detect it quickly to click m1 again.

    3) When you want to blink down or up you need to look way far down and up. Even when going straight, in order to avoid going down, you will often look up a bit to avoid going down. Practice with the addon that shows your blink location to get a feel for it but don't rely on it too much.

    4) This happens to me sometimes, the problem here is that if you do something that would blink you into the wall you don't go anywhere, you need to make sure you are fully onto the other side. You might find this happens a lot if a survivor is camping a pallet or just around a wall. You eventually learn how to avoid this with practice.

  • @WishIcouldmain said:

    I'm getting sick of nerf BBQ people all they say is killer clutch. A perk with 4 counters. I'm sick of people not going into further depth on why they say it is OP. So all you baby survivors who can't do the four easy counters to a perk. Explain to me how every Killer can effectively use the Aura reading don't say anything that includes every killer. Becausese every killer is different don't treat them the same. So go ahead explain why BBQ is apparently OP and super oppressive on every killer. Saw a Nerf BBQ supporter say it's good on Trapper so someone surprise me.

    I really don't understand why survivors complain about it. Maybe way way back in the day when lockers didn't counter it and there wasn't so many ways to hide your aura, sure. But in the current world, for the most part, it's use is to find someone far away (sometimes) and get some bonus BP. Thrilling Tremors is actually a superior version in every way and would be used far more often if BBQ didn't give the bonus bloddpoints.

  • @jacrispy_dbd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1920252#Comment_1920252

    Thats good to know. I just wanna know why is that the case?

    For the same reason that:


    • Pig Dash
    • Demo charge
    • Legion Power hit
    • Huntress Hatchet
    • Oni Charge
    • Other stuff


    Are not basic attacks.

  • @Jamlpr said:

    I started playing this game after last rank reset. I have both killer and survivor in red ranks. Killer is easier, hands down, than survivor. No idea what people complain about when it comes to killer. Sweaty SWF groups are so rare it’s insane. Usually it’s uncoordinated solos who get absolutely dumpstered on.

    the real 1v4 is when you play solo survivor haha

    Wait till you play 1000 hours. Killer is easier in "red ranks" now play in the top 1% and see how different that statement is.

  • @Shirokinukatsukami said:

    Funny thing about this game.

    Historically, the more killers get the nerfs they want, the less killers proportionally play the game.

    This game used to be a lot tougher for killers, but back then there were too many killers and not enough survivors. Killers got all the nerfs they wanted. Brighter maps, brighter clothes, removal of palette vacuums, bloodlust, removal of most god loops, auto window blocking, Exhaustion nerf, Mettle nerf, BL nerf, DS nerf, another DS nerf, etc.

    Yet somehow instead of improving the play experience for killers it actually made it worse.

    Who knows why, but judging from the queues there are less and less killers playing the game compared to survivors.

    So strictly speaking killers getting the nerfs they want might not actually be the right direction for this game.

    That's because these nerfs never address the fundamental problem of the game for killers. The DS nerf is great, and a step in the right direction. But it doesn't change the fact that at high level play (tournaments are proof of this) there is 1 viable killer. And that is Nurse. EVERY OTHER KILLER, yes even the spirit, is NOT VIABLE at high level, competitive play. The fundamental problem is the ratio between gen speeds and chase time. Chases take too long, and gens go too fast.


    And before someone says "But tournament play isn't common" yes, i understand that. But why should i bother playing a game to try and get better, when at the highest level, the game is stacked against me? What is the point of getting better? There isn't one. And because of that, players slowly bleed out.


    The good news for devs is, at low levels of play, killer is way too powerful. So when new killer players come in, they have a great time. And it takes someone hundreds of hours before they get to the point that they realize the game is stacked against them. By then they have probably played, and paid for a lot of content. Either that, or by then they have made several friends playing the game, and now play SWF with them.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1879615#Comment_1879615

    But neither is nurse, and spirit has an extremely extended lunge after phase.

    But wraith does, should wraith's not count as a basic attack?


    I think the difference is that for nurse spirit and wraith, it is actually just a basic attack. With blight, it is a bit different and has different properties.

  • @Orionbash said:

    Killer mains idea of balance is a 4k every game. And if they lose its not because they were trash and didn't apply pressure it was the evil swf.

    This is a generalization and a straw man.


    My idea of balance is that against 2 sides being equally matched that:


    • 2 survivors escape
    • 2 survivors are killed.
    • I was able to get at least 6 hooks
    • I get a brutal killer.
    • I didn't have to camp/slug/play scummy
    • The game is actually fun and we remove bs from both sides.

    Regardless of your personal beliefs and the devs "data" the actual evidence shows that in high level play nurse and spirit are the only viable killers, and even then just barely. Survivors get to use about 6 different perks and killers get to use about 8 as the rest are completely useless.

  • @Chrisko said:

    Between the killers camping and hapless and selfish survivor teammates its a sad state currently...in Solo Q.

    This is what happens when 12 hooking is not a viable option for killers.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847127#Comment_1847127

    That's like, the fifth time you've linked that video.

    You know what all those games are that DbD isn't?

    Symmetrical.

    Why is it that if a game is asymmetrical that it shouldn't be balanced so both sides win 50% of the time when both sides are equal?


    I keep linking that video because it explains my position perfectly, logically, and with evidence.


    Why do you keep ignoring the position i post and actually tell me why it is wrong rather than just throwing out ridiculous ideas that because the game is asymmetrical one side should just always have an advantage?


    Can you explain to me YOUR position? Why should one side win say, 75% of the time, assuming all players are of equal skill. Why should anyone bother playing such a game?

  • @Withered8 said:

    I've seen countless threads and posts of ppl complaining about deathsquads and that the game needs to be fairer so killers can consistently beat them. I understand that they are challenging and all but let me ask people who think these squads need nerfs this;

    If the game was balanced so that majority of killers could decently and consistently beat these teams, then what's actually posing a challenge to you? What's stopping you from just winning everygame? And what's the difference between a 4man deathsquad and an infectious slugging nurse or a ruin undying blight? Sure these cannot be beated by ur average survivors/killers but doesn't that make sense? Why should an average or decent killer with a normal build be able to beat potentailly the most challenging and best teams in the game? It makes more than perfect sense to me that slugging infectious nurses stand a decent chance against these teams and vice verse, because if you were to nerf swfs, what's stopping these insanely strong killers and builds? Because a solo q team sure as heck ain't beating an infectious nurse.

    A game should ALWAYS be balanced around the highest level of play. Think of every major successful game out there.


    DotA 2

    LoL

    CS:GO

    Rainbow 6

    TF2

    CoD

    Fortnite


    Every single one of them is balance at high levels of play. Because if the game is not balanced at high level play, then what is the point of ever playing the game, and getting better. Why would i waste my time on a game trying to improve, when everyone knows the game is unbalanced at the highest level play. There isn't a point anymore and it would kill them game:

    • People wouldn't want to play it as much to improve, so they'd seek out streams less
    • Streams would be more boring to watch, because high level play is inherently unbalanced
    • Streamers would move on to other games and the game would be made fun of in twitch chats everywhere for being unbalanced.
    • The game would get bad press from people because they know it is unbalanced
    • People would see that nobody streams the game, so new players wouldn't play it.
    • The game would slowly bleed off old time players
    • Eventually numbers dwindle and devs stop supporting the game as much because they can't afford to.
    • Eventually the game dies.

    Would this happen quickly? No probably not, but it means that game wouldn't last.


    On top of all of that, there are plenty of ways that you can balance a game around the highest level of play, while not affecting low level play, or even better, by improving it. I bring you, Trickle down balance:

    https://www.youtube.com/watch?v=X1p42KtZOCw
  • @Marigoria said:

    Ok, but what if I'm the one on the hook? "Just struggle", yea, but I will still depip and only get very few bloodpoints. So how is that a strategy for me whatsoever? I feel like people who give that kind of advice aren't the ones sitting on the hook with a killer looking at them. It's easy to say "just do gens" or "waste the killers time" when you can actually play the game.

    I shouldn't depip because I killer decided to stare at me on the hook and make me die on my first. The killer is still getting more BP for facecamping than I am for hanging on there for whatever how long.

    We all agree it sucks. Personally i think they should make kindred base kit. But that still doesn't solve the problem.


    How would you prevent the killer from facecamping with an in-game mechanic that is not abusable by survivors to give them an advantage?

  • @rglarson13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838342#Comment_1838342

    Not everybody has other people paying their bills and a completely wide-open calendar. Some of us have full-time jobs, families, friends, pets, hobbies other than DBD, etc.

    I don't mind things that take effort. I like a challenge. I mind things that demand to be treated like a full-time job.

    Lol, I have a full time job, 50 hours a week and where i am on call for 1 week a month. I have a 5 year old, and another baby on the way. I still manage to finish every rift usually with 15-20 days left to spare. The reality is, in order to get to level 70, you need to get 1 level per day.

    Ignoring rift challenges completely, this means you are going to have to play for a 3 hours a night. When you factor in challenges. This means you need to be playing (in game) for 1 hour a night. I generally have time to play about 1-2 hours a night and sometimes can binge for 3-4 on the weekends.


    Not sure what your excuse is.

  • @azame said:

    https://xboxclips.co/azame-san/0cdbfa44-271d-40ca-8b0c-3f7a63f37d3a

    Look I'm not here to complain, I just want to know how this hits and why the devs wont fix it already. You're gonna tell me the game is survivor sided but you can abuse this? Inb4 all the "its your wifi" look at the top left there was no wifi circle.

    I just tried to come back to playing survivor and this bot freddy outplays me I guess. I still escape which was nice but they need to focus on punishing killers who have bad connection.

    You waited way too long, if you the killer gets into the doorway, and you aren't already vaulting over, you are gonna get hit.

  • @Yamaoka said:

    The game isn't balanced solely around red ranks.

    Average kill rate across all ranks is 56%

    https://us.v-cdn.net/6030815/uploads/68NFHE5K59C2/image.png

    That's with active challenges. If survivors don't mess around, ignore challenges and just repair / loop the kill rate will be even lower.

    This is how you know that being data driven rather than being data INFORMED is wrong.


    Nurse is 40% kill rate, yet by far the best killer in the game and needs a nerf.

    Freddy is mid tier at best, and they are going to nerf him.

    Pig is easily TOP of the BOTTOM tier yet she is number 2?

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1825006#Comment_1825006

    They do not. Nurse is weak averaged across all players, even across ranks 1-4. But when considering the very best players, she's top tier. Not quite #1, but close.

    Keep in mind I have access to way more information. The periodic snapshots we share are because they are interesting, not because they are the sole criteria by which we balance things.

    Your data is wrong then. This is the problem with looking only at the data and not at the entire picture.


    You should be data INFORMED not data DRIVEN.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1824665#Comment_1824665

    ^^ exactly what's said here please, the more information the better - thank you.

    Hitting a survivor with a huntress hatchet, you hear the scream, you see the blood, but they don't actually get injured. No video unfortunately.

  • @GrimReaperJr1232 said:

    Exactly what the title says.

    People like to say, "buff X killer" or "nerf Y killer."

    So, I'm curious what everyone has to say. How would you change The Pig?

    Make her traps less RNG.

    Basically, she has 4 traps.

    • Make 1 trap, get removed with 1 box search
    • Make 1 trap get removed with 2 box searches
    • etc.

    Then randomize the order when they get placed on their head. This means you always get the same number of box searches per game. Then i would remove the Timer addon and rework it to do something else.

  • @Deadman316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819572#Comment_1819572

    Your scenario is only based on your theory. The reality is that in no way are the other 3 survivors working on a gen during that time. I'm a survivor main and I'll tell you that this never happened. There will most likely be 2 survivors working on a gen at the start.

    Also, your killer data is inaccurate. See, there's this thing called Bloodlust and it makes the killer faster to catch its prey. It does not take a killer 17 seconds to cross from one side of the map to the other and your lunge time seems to be based on a normal killer attack, which killers rarely use and why should they when their lunge is very effective against the poor hitboxes of the survivors?

    Bottom line is, while some killers are much stronger than others, they all can end a match in 4 minutes or less. Yes, survivors can end a match quickly, but in all the games that I've played, the ratio for fast killer victories to survivors is at least 3 to 1, so I disagree with your data.

    Right, i'm removing as many variables as possible, so we aren't counting looping, pallets, windows, perks, or killer powers. But i'm saying that when you factor those back in, the problem is just as bad, which is why only a handful of killers are viable at top level play.


    The other thing you bring up about saying that the other 3 survivors aren't working on gens. This is a low level, solo queue problem. I'm talking about the ideal scenario, when both the survivor and killer play perfectly, that it is impossible for killer to win.

  • @Raz_ said:

    i keep listening and reading to people saying this game is completely survivor sided now tell me please why is this game sooo survivor sided, but before you telling me how survivor sided this game is i wanna share something with you.

    1.Devs made Ranking way easier then before so ranks doesnt matter and you get atleast 2 people who shouldnt be even close to red ranks means the devs made it easier for killers so they dont have a hard time anymore.

    2.Dedicated servers, most killers have such a high latency that they will get undeserved hits on you 90% of the time.

    3.Maps, reworked or new maps are full with unsafe pallets, dead ends and as if that isnt enough there is a game mechanic named "Bloodlust"

    4.Hitboxes, the survivors hitbox are the double size of the actual model + the killers weapon also is the double size of the model combine that with dedicated servers, have fun.

    5.SoloQ + the ranking i mentioned before.

    6.Killers become stronger with every patch + new good perks like the new meta Tinkerer, Undying, Ruin while survivors get useless perks.

    7.except the meta perks DS, UB, BT, IW, Adre etc you're screwed and rely on your teammates (have fun relying on the urbaning and self caring megs) also as soon you dont use that perks you get either hard camped or tunneled.

    and here comes the next issue, devs havent done anything about camping and tunneling meanwhile they rework maps with deadends, keep bloodlust in the game, make the ranking completely a clown fiesta, 90% pallets, dedi servers, hitboxes etc

    8.Ressources are limited (pallets, windows) while there are no good tilesets spawning anymore, reworked main buildings and IF you just need to break a wall.

    you also need to deal with 90% of unsafe pallets, aka bloodlust pallets + everything i mentioned like servers, hitboxes, dead ends etc

    9.did i already mentioned huntress hitbox? one hit hatchets, exhaustion addons like for clown what doesnt take a little bit of effort to hit, in general addons. when did you touched any addons? meanwhile devs try to destroy flashlights with every patch by changing the animation and fov for literally no reason.

    so.. why is the game survivor sided again? devs made one good change and that was the mori change.

    Spirit with stridor is fine.

    Pyramid head spamming his ability is fine.

    Huntress hatchet hitbox is fine.

    Leatherface able to chainsaw for 30 meters is fine.

    Freddy spamming his snares and having 3 meter long arms is fine.

    now combine all that stuff together, have fun.

    and NO im not a entitled survivor main, i play probably killer more then survivor.

    here is what survivors have SWF and keys thats it.

    now please tell me "why is this game so heavily survivor sided" im really wondering.

    but i know what people will say "SWF exists" thats all what they will say. and my respond to you stop acting like everyone plays SWF. stop blaming your bad decisions on SWF all the time.

    but honestly let me hear what you have to say. maybe you can change my mind.

    Let me break down some math for you, i have posted this before so i'll just copy what i have because the point still stands:


    The problem is that the game actually is survivor sided when you look at tournaments and top level play. If it wasn't, then nurse wouldn't be the only viable killer. The math itself doesn't add up and shows that under optimal conditions, a killer can't win. Let's look at what a perfectly efficient team does.


    Facts:

    • Gens take 80 seconds each.
    • Survivors move at 4.0 m/s
    • Killers (most) move at 4.6 m/s
    • Killers (most) have a 32 meter terror radius.
    • Killer lunge range is 6 meters (generally you wait until 4-5 meters for dead hard, and to not get spun etc.)
    • A survivor moves at 6.0 m/s for 2 seconds after getting hit.


    The scenario:

    • Match starts, every survivor splits up onto different gens.
    • Killer runs to opposite side of the map (where survivors likely spawn)
    • Crossing the maps takes 15-20 seconds depending on the map and killer.
    • Assuming you instantly find a survivor in that time (which can be rare) this takes about 15 seconds.
    • Lets pretend for a minute, the survivor doesn't use windows, or pallets, or anything, and they just hold w, as soon as they see the killer.
    • As soon as the killer terror radius at 32 meters, survivor looks around for the killer. Human reaction time can be around .25 seconds, but let's say you have to look around to find which direction the killer is coming from and it takes 3 seconds (which is very generous). The killer is now 32 - (4.6 x 3), or 18.2 meters away.
    • You now know where the killer is coming from, and hold w in the opposite direction.
    • Killer needs to get within 4.5 meters of you to lunge (accounting for lag, getting spun etc.). The killer gains .6 meters per second. Getting within 4.5 meters takes 22.8 seconds (i'll even round down for you)
    • It is now 15 + 22 = 37 seconds for the first hit (remember no pallets, or windows, or anything, just holding w).
    • Killer is able to gain 1 meter while cleaning their weapon for 3 seconds. The survivor uses their speed boost to move 16 meters, which means the killer is 15 meters away.
    • It takes the killer another 17.5 seconds to get within 4.5 meters to lunge. Again, i'll even round down for you.
    • This is now a down in 15 + 22 + 17 = 54 seconds.
    • It takes 3 seconds to walk up and pick up the survivor, and another 10-15 seconds to walk to a hook, and it takes 1.5 seconds to hook the survivor. This time is 3 + 10 + 1.5 = 14.5 seconds (again i'll even round down and say 14 seconds)
    • The first hook now took 15 + 22 + 17+ 14 = 68 seconds.
    • Gen times are 80 seconds.
    • During this time the other 3 survivors work on a generator, you now lose 3 generators
    • Rinse and repeat, but now you have 1 survivor on a gen, 1 survivor on hook, 1 in a chase and another rescuing and healing, so it is a bit slower, but you still lost 3 gens in that early game.

    Keep in mind. This ignores pallets. It ignores perks. It ignores windows. It ignores looping. This is literally just holding w for as long as possible. If a team plays efficiently, and hits the gens hard like they should, a killer can never win. The only exception to this, is killers who can shorten that chase window, like nurse, spirit, huntress (arguable), deathslinger, etc. Because you can't hold w against them. Now when you factor in pallets, windows, looping, etc. This basically means nurse and spirit are really the only viable killers at top level play, because all it takes as a killer is for you to guess wrong ONCE in a chase, and you just lost 10-15 seconds either catching up to that survivor again, or abandoning the chase to find another one.


    Now, you might say "well you should get the first hit, then go find another survivor on a gen". And you are right, this is generally optimal. But now imagine that scenario i mentioned, where you do that. It took you 15 + 22 seconds, to find the first survivor and hit them once. It takes a survivor 16 seconds to heal. Now all they do is heal, and start hitting a gen and the scenario repeats itself. Now you can maybe do this only once or twice depending on your medkit. But by the time your team runs out, you easily could complete multiple generators.


    This is the problem with the game. When survivors play perfectly, a killer can't win. A killer has to win by survivors making mistakes. There isn't a way for a killer to truly win a game against an efficient team if they play perfectly.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817950#Comment_1817950

    Tournament level play isn't really comparable to your average match of DBD.

    Tournament play shows what the best of the best players can do. If at the highest level, 1 side has a very clear advantage, that trickles down throughout the rest of the game.


    There are ways you can balance the game for both top level play, while also improving low level play

    https://www.youtube.com/watch?v=X1p42KtZOCw


  • @Almo said:

    It's up to Survivors to punish camping. When I camp, if nobody comes for the rescue, I stop because I'm losing ground. But when they come running, even if they don't rush the hook and just hang around and they're not repairing while the one on the hook is dying, I'm still profiting.

    It is true that the Emblem system does not look favorably upon camping... but the best way to stop it to not to reward it.

    I know all the arguments and counter arguments about it; I've heard them over and over. :)

    One of DbD's core values is "player agency". We want players to have as much input on what happens in matches as possible. Eliminating camping as a strategy removes choice from both the Killer and the Survivors; it limits gameplay possibilities. Deciding to do gens instead of rescuing the one being camped is a moral decision: choosing the good of the many over the good of the one. Sometimes, the Survivors choose the good of the one over the good of the many; when they do, they often suffer dire consequences. But all of that arises from player choice.

    I will not say "camping is good gameplay in DbD" as many construe my comments to mean. But the possibility, the choice leading to it, and the choices it requires Survivors to make are all part of what makes the game great: player agency. Removing those choices only reduces the range of decisions to make, which isn't good in the long run.

    We have experimented extensively with anti-camping measures. In the end, the result was always that the camper just camped harder, or we had to break fundamental systems to accomodate the anti-camping measure.

    This strategy is sound and effective, but not in solo queue.


    Can we make kindred base kit yet?

  • @rafajsp said:

    I really don't get yet the nerf on keys.

    What's going to happen ? Do 5 gens, gate and then scape and use key ? (Joke)

    Really what is your opinion because i never care about keys and i completely don't understand the rages.

    • Only 1 person can go through the hatch with a key.
    • Once the hatch has been closed by a key, it cannot be opened again for 60 seconds (to prevent whole team key escapes).
    • Once the killer closes the hatch, they actually break it, preventing a key from being used on it.
    • Unlocking the hatch now has a 5 second animation before it happens.
    • Franklin's Demise no longer has the 90 second timer reset when a survivor picks up the item.
  • Tournament play proves it is. Stop thinking like a rank 20 solo player.

  • @Komodo16 said:

    Springtrap..................................

    Get Jabaited

    STOP














    MAKING













    THESE














    THREADS

  • @Mr_Madness said:

    Kinda feel like gens pop way too fast at the start of the match and I been playing survivor only for 3 months.

    So was wondering if the community has an idea to make it slightly difficult for survivors to pop gens quickly at the start of the game or make the game last longer at the start.

    And no I do not mean perk wise I mean base killer kit since would be kinda boring to either have 1 killer slow gens at the start or having Corrupt which takes a perk slot which guarantees a slow early game but leaves you with only 3 perks once it runs out.

    1 example is Trapper because he can only carry 1 trap without addons and relies on Corrupt so he can gather traps and place them where he wants but also not to worry about gens popping so fast. He needs to plan ahead thus requiring more time at the start to see what trap can catch a survivor.

    2nd example is Blight because sure he can patrol gens real fast and can make crazy hits but most of the time relies on Gen perks like Ruin or sometimes Survalience to make sure gens won't pop so much when chasing somebody with his power because if ya miss your in cool down and if ya hit then cool down again so you won't be able to go back to the gen that was being worked on unless ruin.

    3rd is Death Slinger because he is slow due to his long range attack [Which may or may not even hit]. I have seen shots go through me but yet catch me and has no Gen pressure so you can pop a gen before he comes along even if you don't hear his short terror radius.

    Not saying this game is Survivor sided but needs some way to slow the game for killers besides running Ruin or Corrupt.

    So if ya got any ideas put them in the comments since hopefully other survivors feel this way since kinda boring when the game starts but its almost over in 4 min.

    Some ideas:


    • Everyone spawns in the middle of the map (including killer) for 10 seconds, the killer can't move, and survivors don't get to see/hear the killer and can't perform any actions. Adjust maps to not have any objectives near the center of the map, or maybe even make them spawn when the killer does. This gives the killer a chance to see what part of the map each survivor is running to.
    • Trial warmup, similar to Scott Jund's idea. Block gens, or greatly reduce repair speeds until the first chase starts.
    • Require that each generator has to have a part that you go and find before you can start working on it.
    • Make Dull totems (and hex totems) apply a debuff to gen repair speeds per totem still up.
  • @BigBrainMegMain said:

    They're 7k for the pink one.

    5k for the green one.

    And no, Syringe got nerfed as well and it still costs 7k.

    EVERYTHING should cost less. The grind in this game is insane.

  • @Schulz484 said:

    When will this get fixed? The que times are horrible. I use to be able to play at anytime and find matches right away. Didn't matter what time.... Now ques start to suck as early as 6-7pm central. When will the devs fix this issue. Heck, even doing the rift would be easy if ques didn't suck. I and Im sure others want to know when this will be address and worked on. I honestly feel ques have been bad for the past year in a half.

    Given the fact that this game is survivor-sided, it shouldn't be much of a surprise that there aren't enough killer players.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1812522#Comment_1812522

    I just want to point out that the post-hit "Sprint Burst" lasts for 2 seconds, not 3 seconds.

    Fair enough, instead of getting 18 meters of distance you gain 16. Which means instead of taking 20.8 seconds it takes 17.5. Not much of a difference, but i appreciate you pointing it out. Edited the post to fix this.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805339#Comment_1805339

    People should really stop acting as if Moris and keys are connected. They are not, they are not counters of each other, period. Moris, as they were before, had to be changed long ago. Fun experience being chased and bloodlusted of an eternity, then die after your first hook because the killer isn't good enough, right? The only time I'd use Moris, personally, would be for challenges or to get some pressure off my back while trying to get the Adept achievement with very bad killer perks. Other than than, I am perfectly fine with this change. As a survivor, I am more than happy to at least have to go through 2 hook phases. As a killer, I don't really care, as I don't depend on those. I'd rather kill people because I was successful in mindgaming and applying pressure than to do it because I let the game do the job for me. If they end up escaping, too bad, I'll move onto the next game. As much as survivors are not entitled to escape everytime, killers are nowhere near deserving a 4k every match.

    Again, keys are not related to Moris, and it comes in hard having to specify that once more, in 2020. BUT, I do hope they get changed ASAP, as many things could be done no nerf them.

    Oh, and one last thing: confirm it or not, but my experience has proven that an Ebony Mori is far more likey to spawn in the bloodweb than a purple key is. Fact.

    They are slightly different, but both of them allow 1 of the sides to end the game earlier than intended. So they are comparable.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805974#Comment_1805974

    Except that it locks them into place for 10 seconds so you know where they'll be and even if you don't get to the locker in time you still have a headstart. I mean how long did you honestly think the devs were going to make it so survivors literally couldn't do anything? 20 seconds? 30?

    The whole point of this killer is that you can be in two places at once. Most maps take you 15-20 seconds just to cross the other side. With a 3 second switch time, you couldn't even get across half the map before they get out of the locker. It needs to be long enough so you can at least get to another part of the map. If not, then this killer will be relegated to just being a killer that can facecamp without facecamping, and it is going to be unfun.

  • @Canas said:

    I've been in a debate lately with another player regarding their behavior in a previous game. I had managed to down all 4 survivors and was about to hook them one by one when the 3rd survivor dc'd just to give the last remaining one the hatch as they crawled to that location.

    My argument on that topic was that the ability to dc was never intended to facilitate the escape of another survivor. Opening the hatch by breaking one of the rules of the game (dcing is punishable after all) can't legitimize any win gained from this. It is by definition an exploit.

    What's your opinion on the matter? Do you consider hatch escapes from dcs a legitimate way to win for survivors?

    Yes, i report people for dcing. I think this game needs harsher punishments for people DCing like games like DotA and LoL. Let's start banning these people for 3 days if they leave too much.

  • @AggressiveFTW said:

    HOW WOULD YOU CHANGE

    is a mini-thread series which I've created in order for the community to tell and explain how they would change things in the game.

    Today's pick: Stake Out

    • Increase to 5 tokens.
    • Can gain tokens in a chase.
    • Lose half your tokens (rounded down) for getting hit.
    • Double or even triple the progress the skill checks give you when using a token.

    This rewards you for using it in a chase by escaping and allows you to build stacks more quickly, but also gives it a risk losing stacks for getting hit in a chase.

  • @MythMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813719#Comment_1813719

    YEEEEEEEESSSSSSSSSSSSSSSS.

    At this point, I don't care who or what you are, marry me

    Lol, i just want a fun game for both sides. I think people tend to look at things from 1 side and ignore the other. Admittedly i'm a killer main, but i do play survivor enough to usually get rank 1 and i recognize how boring it can be and how frustrating tunneling and camping could be.

  • @SilentHillOnDvD said:

    Want people's opinion on killers that can go addonless and still take on a swf in a balanced map

    Addon-less:

    • Freddy
    • Ghostface
    • Pyramid Head
    • Bubba
    • Nurse

    Killers who can get by with a white addon only

    • Demogorogon
    • Pig
  • @MythMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1812522#Comment_1812522

    Yes, yes, yes, so much yes. This is why gen times need to be drastically increased.

    In a way, yes, but i don't think directly. From the survivor side, holding m1 for 80 seconds is boring. The fun part of this game is the chase. What they should do is some combination of:

    • Add a secondary objective, like having to find a specific missing part for a generator to repair it
    • Increase the amount of gens on the map and that survivors need to repair by like a lot, 2-4 more gens.
    • Decrease actual holding m1 on gen speeds to 40-60 seconds each.
    • Add a stricter penalty for multiple survivors working a gen.
  • @madradfox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1812522#Comment_1812522

    This is a reasonable breakdown, but is also the absolute worst case scenario. You also chose to ignore or forgot multiple issues like:

    1. Corrupt intervention will prevent the survivors from immediatelly jumping on their own private gen. In fact. it is not uncommon to get your first hook with before the first gen is even close to popping with CI equipped.
    2. Survivors will spend time getting to a gen. If you want to break down the time into descrete seconds you have to take into account that even being within only 16 meters of a gen will take you 4 seconds to get to one.
    3. Only finished gens count. Hook+Pop can turn the tide. The same can be said for hook+ruin+pressure (with some luck).
    4. If you watch Otz or NoTofu streams, you will see that losing 3 gens can simply be the cost of doing business. Ending up with 2 gens and 3 survivors puts the killer at an incredible advantage, and in the situations when there are 3 survivors with 3 gens then it is practically impossible to not get 3K as killer. 2 gen 4 survivor situation , is the situation killers try to avoid

    1) Generally not at high ranks. Good teams will either wait out the timer or wait for a chase to start to hit a gen. This really only makes it so instead of losing 3 gens, you'll probably only lose 2, and then now you have no perk for the rest of the match. It isn't as good as you think against optimal teams. Remember, i'm talking about OPTIMAL survivors, not randos.

    2) True, but again, i'm talking about OPTIMAL survivors. Everyone will split up and do what they need to do. If you want, take 15 seconds off while everyone finds a gen, but then instead of 71 seconds, you are looking at 56, which still is enough time to pop 2-3 gens before you start your second chase.

    3+4) Again, true, but you need to get that pressure first, as i mention a big problem of the game is that you need to basically apply pressure and then snowball the game. if you can't do that, you lose. This game punishes mistakes far too harshly. A single mistake costs you the entire game as a killer, but a single mistake as a survivor typically doesn't. I generally think a match should last around 10-15 minutes, and should not basically be decided within the first 3 minutes.

  • @Ghoste said:

    https://forum.deadbydaylight.com/en/discussion/comment/1812522#Comment_1812522

    I appreciate you spelling out the math! Everyone should read this post. One thing you left out though: how would you go about solving this equation?

    Early game warmup, something similar to what scott jund suggested. The game balances itself out after the first chase much better with 1 survivor on hook, 1 going for the save/healing, 1 getting chased, 1 on gens. The other thing i would do is probably contrary to what people think.

    I think they should increase the number of generators survivors need to repair by 2 (add 2 more on the map) and decrease gen times to 60 seconds. Or instead of adding gens, create a secondary objective where you have to find a missing part for the generator and take it to the right one, and have gen speeds be lower.

    This would make survivors spend more time moving around the map, and less on a gen, creating more opportunities for interactions with the killer.


    Basically, they need to do something to slow down the early game (as Monto would say) just a little bit. In general, i would also like to see them slow the whole game down somehow, to make matches last longer, and then do something to "fix" tunneling and camping. 2 suggestions i have always thought of is:

    • If a killer is near a hook for too long (same rules as the emblem), all other survivors repair gens twice as fast.
    • When a survivor gets unhooked, they get a new status effect that basically gives them something similar spirit's power for 15 seconds. They run super fast, the killer can't see them, they make no scratch marks, they make no noise. If they heal, or perform an action or get healed etc. it get's cancelled, and then rework borrowed time.

    This means you can't tunnel or camp a survivor.


    Lastly, they need to bridge the gap between SWF and solo. Best thing for that is, give more information. Give survivors a totem counter, give them more ways to communicate with their team. Make kindred and bond base kit.


    After you do those things, you can add more generators, secondary objectives, or an early game warmup phase and extend the game. Because as it stands right now, the game basically needs to get won by both sides within the first 3 minutes and then snowball from there or the other side wins.

  • @azame said:

    Anyone else remember when killers didnt really complain. Dont get me wrong. Survivors were super toxic back then and deserved nerfs but for what it's worth I respect the og killer players. They barely complain despite the ######### they went through.

    This is off topic but legacy killers are generally better than legacy survivors. They just went through more. But I digress.

    New age dbd is pretty bad in all honesty. You get nerfed for 4 years and still get complaints. "Game is survivor sided" or whatever. It makes me laugh to be honest. Ive been maining killer and havent seen the survivor sided stuff yall been trying to say.

    Anyways this probably sounds entitled or whatever but it's just my thoughts. The new killer players are some of the biggest complainers I see. But I can say the newer survivor players have to stop claiming killers like bubba are op lol.

    The problem is that the game actually is survivor sided when you look at tournaments and top level play. If it wasn't, then nurse wouldn't be the only viable killer. The math itself doesn't add up. Let's look at what a perfectly efficient team does.


    Facts:

    • Gens take 80 seconds each.
    • Survivors move at 4.0 m/s
    • Killers (most) move at 4.6 m/s
    • Killers (most) have a 32 meter terror radius.
    • Killer lunge range is 6 meters (generally you wait until 4-5 meters for dead hard, and to not get spun etc.)
    • A survivor moves at 6.0 m/s for 2 seconds after getting hit.


    The scenario:

    • Match starts, every survivor splits up onto different gens.
    • Killer runs to opposite side of the map (where survivors likely spawn)
    • Crossing the maps takes 15-20 seconds depending on the map and killer.
    • Assuming you instantly find a survivor in that time (which can be rare) this takes about 15 seconds.
    • Lets pretend for a minute, the survivor doesn't use windows, or pallets, or anything, and they just hold w, as soon as they see the killer.
    • As soon as the killer terror radius at 32 meters, survivor looks around for the killer. Human reaction time can be around .25 seconds, but let's say you have to look around to find which direction the killer is coming from and it takes 3 seconds. The killer is now 32 - (4.6 x 3), or 18.2 meters away.
    • You now know where the killer is coming from, and hold w in the opposite direction.
    • Killer needs to get within 4 meters of you to lunge. The killer gains .6 meters per second. Getting within 4.5 meters takes 22.8 seconds (i'll even round down for you)
    • It is now 15 + 22 = 37 seconds for the first hit (remember no pallets, or windows, or anything, just holding w).
    • Killer is able to gain 1 meter while cleaning their weapon for 3 seconds. The survivor uses their speed boost to move 16 meters, which means the killer is 15 meters away.
    • It takes the killer another 17.5 seconds to get within 4.5 meters to lunge. Again, i'll even round down for you.
    • This is now a down in 15 + 22 + 17 = 54 seconds.
    • It takes 3 seconds to walk up and pick up the survivor, and another 10-15 seconds to walk to a hook, and it takes 1.5 seconds to hook the survivor. This time is 3 + 10 + 1.5 = 14.5 seconds (again i'll even round down and say 14 seconds)
    • The first hook now took 15 + 22 + 17+ 14 = 68 seconds.
    • Gen times are 80 seconds.
    • During this time the other 3 survivors work on a generator, you now lose 3 generators
    • Rinse and repeat, but now you have 1 survivor on a gen and another rescuing and healing, so it is a bit slower, but you still lost 3 gens.

    Keep in mind. This ignores pallets. It ignores perks. It ignores windows. It ignores looping. This is literally just holding w for as long as possible. If a team plays efficiently, and hits the gens hard like they should, a killer can never win. The only exception to this, is killers who can shorten that chase window, like nurse, spirit, huntress (arguable), deathslinger, etc. Because you can't hold w against them. Now when you factor in pallets, windows, looping, etc. This basically means nurse and spirit are really the only viable killers at top level play.


    Now, you might say "well you should get the first hit, then go find another survivor on a gen". And you are right, this is generally optimal. But now imagine that scenario i mentioned, where you do that. It took you 15 + 22 seconds, to find the first survivor and hit them once. It takes a survivor 16 seconds to heal. Now all they do is heal, and start hitting a gen and the scenario repeats itself. Now you can maybe do this only once or twice depending on your medkit. But by the time your team runs out, you easily could complete multiple generators.


    This is the problem with the game. When survivors play perfectly, a killer can't win. A killer has to win by survivors making mistakes. There isn't a way for a killer to truly win a game against an efficient team if they play perfectly.

  • @th3 said:

    Translation: I play like an ######### but be mad at the game and not me.

    You are probably the kind of person who complains that people "camp" on CoD or "spam fireballs" in Street Fighter.

  • @Miralis said:

    Do you guys agree that beibg forced to die while the last person alive on hook is bs? Like it shoukd give you a chabce to deliverance or at least attempt escape.

    There isn't much of a point. If you are the last one, the killer is going to stand and watch you die. If you don't, now they have to wait 60 seconds for no reason. If you do unhook yourself, they just immediately down you. If you have DS, they wait the 60 seconds.


    This only really affects you if you get hooked right at the exit gate that is open, and downed and can crawl out within 60 seconds. It is extremely rare. Because of that, it is better to just end the game.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1811626#Comment_1811626

    https://us.v-cdn.net/6030815/uploads/K9TKQMCELP8K/meg2-png.png

    Yeah, you must be new here.

    I'm a killer main. Always have been always will.

    Does my name state "Survivor Main" hell no. I'm a Big Brain Meg Main.

    Oh no, you are a rank 1 killer, how could i not think you are a survivor main.


    Bro i'm rank 1 survivor too even though i'm a killer main. ranks don't means #########.

  • @BigBrainMegMain said:

    Oh stop being so dramatic, Jesus Christ you killers.

    I'm a killer main and I've had 0 issues with keys. My GOD you overreact.

    you killers.


    BigBrainMegMain


    I'm a killer main


    Yeah, i'm gonna go ahead and go with no on that one.

  • @DragonPhoenixRage said:

    Iv noticed with the twins that once they send the little one out victor as they call him that the spine chill does not work which i think is well wrong they say he's not classed as a killer but yet can take you to the ground like a killer does this should be changed and give the players a fair chance at playing the game.

    Twins being to op..


    I stopped reading right there.

  • @Jyn_Mojito said:

    I was Bill and you were Wraith. As the last survivor I waited for you sweetly at the Hatch to communicate GG. I was crouched submissively and dropped my med-kit. You closed the Hatch and sacrificed me to the Entity.

    2 games later, I was Bill and you were Pig. I saw you crouching slowly towards me while I worked on a gen. I came off the gen and crouched over towards you to sweetly give you boop snoots. You downed me and sacrificed me to the Entity.

    I hold no ill will, but for those screaming all survivors are toxic- really? I've been such a nice survivor this year, I hope Santa sends me some luck as I cry in the Fog 😭

    You standing on the hatch, teabagging or pointing, is toxic.

    You can't expect players to not play the game the way it is intended. That is not toxic to attack you as pig.


    Every other game i play has a guy in the game who

    • Has as script to spam flashlights
    • Teabags constantly, bonus points if they have OOO
    • Calls me the "N word" after the game is over
    • Harasses me in chat for being a camper/tunnel/insert other thing.

    As a survivor, i often get killers who offer me the hatch at the end, or do other nice things. Rarely are they toxic to me.


    Survivors are more toxic IMO. Especially SWF.

  • @chieften333 said:

    Could be confirmation bias, but I've been seeing a lot more of our friendly neighborhood ketamine goblin.

    The level 4 tome challenges play nicely with him like hitting 25 survivors, chasing survivors for 300 seconds, breaking 25 pallets etc. Plus he is probably one of the more fun killers to play. Most of the other killers that do those challenges well are bad (Myers/Wraith/Trapper) etc.

  • @ILoveDemo said:

    https://us.v-cdn.net/6030815/uploads/P35Q422V7DFB/screenshot-20201209-143836.png

    Mandy has to 100% right. Keys are so much weaker as Moris the only thing Keys (maybe) need is a 3 secound Animation. They have so much and also hard conditions. So pls don't make them useless. With the Mori change the game is so much less toxic now and I'm Happy with that.

    It doesn't matter if they are prevalent or not. Same with OOO. It was mentioned that "But people don't escape often with it and it is rarely used" These things can both be true, but also be unfun to deal with. The fun factor needs to be changed.

  • @Slendy4321 said:

    I run

    -Balanced Landing or Sprint Burst

    -Kindred (A must for Solos)

    -Iron Will

    Inner Strength or Blood Pact (I don't like wasting time with SC)

    Any tips on making my solo build anymore solid?

    If you get really good at looping, and sacrifice some defensive style perks, i like:

    • Kindred
    • Windows of Opportunity (You never know what pallets solos are dropping)
    • Dead Hard (Or other Exhaustion Perk)
    • Open Handed (Extra range on auras) / Borrowed Time / Other
  • @Dweet_Unfairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809990#Comment_1809990

    DBD is not like other games, other games with harsh bans aren't pay to win, bug riddled messed plagued with hackers and bad balance. Punish quitters when i don't spawn unable to move/use my power

    dbd is not pay to win. By that argument League of Legends, or Valorant are "Pay to win" but they are not. Bad balance is not a good excuse, they ban people for doing that in DotA as well which general has "bad balance".


    The point i'm making is. Does DBD have problems? Sure, but games like DotA can often have balance problems, or bugs and such as well. And those games can last upwards of an hour. They ban you for leaving them. If you can't put up with 8 minutes of a crappy match you are having with DBD, you shouldn't be queueing up.



    I'd argue a good compromise is a "surrender" option. Where you leave with whatever bloodpoints you have now. Survivors have to vote on it, and if all the living survivors agree to do it, they surrender. The other side then gets some bonus BP for the match ending early, and the side that surrenders gets to keep whatever they earned (maybe even penalize them a bit to discourage abusing it)

  • @sqmuxl said:

    Its between Pyramid Head, Clown and Oni. Im thinking about just getting Pyramid Head with my auric cells then saving up shards to get Clown and Oni.

    some notes about each:

    Clown:

    • Has the best perks (Pop is top tier for almost every killer)
    • Is getting reworked soon (likely pretty buffed)
    • Is the worst of the 3


    PH:

    • Can't be bought with Shards, so you can't buy him later unless you spend money
    • Has a nice ranged style attack and is a decent killer
    • His perks are terrible

    Oni:

    • Most fun of the 3 to play
    • Probably the hardest of the 3 to play
    • Perks aren't great
1 … 107 108 109 110 111 … 127