Reinami
Reinami
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- Reinami
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@DwightOP said:
As majority remembers, bloodlust got added to the game 2016/2017 to band-aid fix terrible map design and insanely strong tiles.
But slowly, bhvr is reworking and creating more and more maps with very short unsafe loops. Bloodlust is slowly becoming outdated and on those maps it's just overkill.
I'm wondering IF and WHEN we will see bloodlust nerfed or even removed. Waiting till the last map is reworked is certainly to long, it might take years.
As soon as they make it so if a survivor just holds W after they get hit and it takes less than 25 seconds to catch up to them? Then yeah, then you can remove bloodlust.
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@Veen said:
We already have a lot of Japanese themed characters already, and uhm... Anime is kinda childish anyways, who would take this as either a killer or survivor seriously.
Anime is childish.
Google Elfen lied and watch the first 7 minutes of the first episode. Then tell me that "anime is childish"
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1446594#Comment_1446594
Then do it. Do you think that if gens were slowed early game than tunnelling/camping/slugging would be discouraged? It would be the exact same thing. It would simply be a 4k at 4 gens left instead of 2.
No, what i think they should do is fix gen speeds and camping and tunneling in the same go. make the game more fun for everyone. This isn't an either or scenario. Both playstyles are a problem and not fun for either side. So why not fix them both?
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/1446421#Comment_1446421
I don't think it's a losing situation, I just think it's taken a lot of the fun, the fear, the atmosphere and the hunt out of the early game. Every match seems to just be looking to see which gen is furthest away and finding 3-4 survivors on it.
It is 100% a losing situation unless you tunnel/camp/slug and the survivors make several mistakes. I hate playing like that, but they make me do it.
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@ZFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/1443378#Comment_1443378
I play both sides Killer currently rank 3 and Survivor currently rank 8. I just hook and go as Killer I never go for the one unhooked unless they get in my way and I still hit red each season.
My logic behind this is that leaving survivors should be punishable not by a large margin but should at least have more counter play than a perk that gets you up once and a "Tunnel me" Perk.
rank 3
Yeah, and i'm always rank 1 with 1000 hours played. In order to win at the high level, a killer HAS to do at least 1 thing that survivors find "unfair" You either camp, tunnel or slug. If you aren't doing one of those, you are going to lose.
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@Vampirox said:
killers love throwing around the word unfun as a means to justify "changes" for some some survivors.
Well then, I think it's just fair we also enlight'em on all the things that are really "unfun" to go against as survivors.
I'll start the list.
- Legion like holy f**k
Hooking a survivor and then not immediately turning around running to the opposite end of the map and staring at a wall until that survivor is unhooked, and healed to full and allow the survivors to all hop back on gens. Oh and then also you can't go after that survivor until the other 3 have been hooked once.
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@Bootlegmoth said:
I doubt "we all gonna quit" over some changes on a killers power, I definitely won't. The new changes to the cool down seem pretty reasonable to me. There shouldn't be any one main killer, and devs aren't killing him by tweaking him. Honestly, it'll be fine, calm your farm.
While i think the "we are gonna quit" argument is stupid, i want to say that it actually isn't a bad idea to pick a killer and make them the balance point. A lot of good competitive games have a character that they design to be dead center of the balance, and then try to nerf/buff everything around them to bring them closer to that center.
A good example is street fighter, in almost every street fighter, Ryu is the balanced character. Every character is balanced around him and how he works.
Billy would be a decent candidate for that, because he has a little bit of everything. He still has to deal with looping, has decent mobility and can 1 hit down often if played well.
Freddy would also make a good candidate i think.
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@Smiler said:
Tell me, who do you think fits? I only have 1 charachter in mind and that is Shin from Dorohedoro.
Elfen Lied.
Lucy is the killer
Bando is the survivor.
Or Mariko for the luls, would be funny to see a killer roll around in a wheelchair killing everyone.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1442903#Comment_1442903
https://forum.deadbydaylight.com/en/discussion/comment/1443561#Comment_1443561
Here in lie the two school, camping is the “smart play,” if you’re trying to get kills I guess. But letting them get I hooked and reset is the better play for emblems, BPs and (GASP) a fun drawn out game.
I have every killer maxed out and unlocked all perks, i don't care about bloodpoints.
The emblem system is a joke because i get punished for playing well, and some killers just can't get certain emblems by their design.
Rank is meaningless in this game when rank 1 is just a matter of playing a certain number of hours.
So the only thing left is to have fun. And you know what is fun for me? Winning. Winning is fun.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1442715#Comment_1442715
That's not the point the op is trying to make. The vast majority of Deathslingers, at least that I face play exactly like this. They proxy the area and wait for you to come to them. Even then they won't chase you. And most of them will run Monitor to avoid BT so they can immediately slug the unhook. Sadly I've yet to have a single enjoyable Deathslinger match.
And why is this a problem? This is the smart play. He has 2 survivors hooked, the last guy didn't show up on BBQ because distortion, so the deathslinger likely thinks the last one is nearby. He is obviously up on a hill looking around trying to find the last one. Why is playing to win such a bad thing? is he supposed to just run to the opposite side of the map, and wait for OP to unhook the other 2, all of them to heal up to full then split up on 3 different gens? What exactly should the deathslinger do here that is more "fair"
Stop worrying about fairness, and start playing the game to win. If you worry about fairness, then you are a scrub by definition:
Introduction I am here to teach you to win. Playing to win is the most important and most widely misunderstood concept in all of competitive games. The sad irony is that those who do not already understand the implications I will spell out will probably not believe them to be true at all. In fact,An excerpt from the book for you on this very topic:
The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.
Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.
The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.
In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.
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@SambaSaw said:
https://forum.deadbydaylight.com/en/discussion/172070/penalty-for-campers
Do you know what 20 seconds can do?
20 seconds is half a generator. If you have 3 survivors doing their gens the killer is guaranteed to get only 1k. Lets say he finds first survivor 20 seconds into the game. The survivor gives him a 1 minute chase. 1 gen poped, second halfway done. The surivor is hooked and is on the hook for 2 mins. If each of survivors is on their gens 1 gen left. About 10 seconds is left until the survivor is dead on hook and 3 last survivors are on the last gen but the killer doesn't have his power. He can just stand there and watch the last gen being done.
Look, i'm a killer main and all, but 20 seconds is not half a generator, its 1/4th of a generator.
@Name123 said:
I don't think this is too game changing but it could be. If a killer is within 0-8 meters of a hooked survivor for more than 35-40 seconds, their weapon and secondary power (if it can injure or down a survivor) will be taken by the entity until the unhook +5 seconds. In this time, the killer cannot interact with the survivor. If the killer leaves the area, he will have his weapon returned after 20 seconds. This seems like it would be an interesting mechanic but it could be a little broken on the timers. Also, there could be a hindred penalty for the killer so they can't just follow the survivor until the weapon comes back and repeat the process until the survivor is killed.
This is a terrible idea. Sometimes camping is a legitimate strategy. Facecamping for no reason on the first hook, sure, i'll give you that one.
But if i hook someone, and walk 10 meters away and then the guy on the hook immediately gets saved 2 times in a row, that tells me that the survivors are being overly altruistic, so for that 3rd hook, i'm gonna camp, and it is the proper play there.
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@liquidlight said:
I don't know if it's just me but when I'm phasing on Spirit her hair is blocking the majority of my field of view, mainly the center. It's frustrating and on dark maps makes it impossible to see anything. Does this happen to anyone else? Is it intended? If it is intended... why? It doesn't seem fair since no other character's ability (to my knowledge) is directly hindered like that. If it's not intended, please fix it.
This happens with the crown head. If you use any other head it wont happen.
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@Eleghost said:
https://forum.deadbydaylight.com/en/discussion/comment/1442867#Comment_1442867
That's a bit different as you do get brutality points for injuring them with sickness. I'm just talking consistency among insta-down powers.
You do, but only once. If survivors don't cleanse the whole game (which is most games) then you only end up getting about half brutality in a normal game. Imagine a normal game. 2 hits x 3 hooks x 4 survivors = 24 hits x 300 points = 7200 points. That's probably a little more than average but still pretty good. With plague you only get
(1 hit x 3 hooks x 4 survivors ) + (4 plague sickness) = 12 + 4 = 16 hits x 300 points = 4800
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@Eleghost said:
Since Ghostface and Oni both have a 500 point addition when they get a down on a marked target or a demon strike hit/down. Why doesn't myers or billy get the same addition for when hitting with T3 evil within or chainsaw? I feel it should be consistent with their powers to award extra brutality points for the instadown hit. What does everyone else think?
While you're at it, do the same for plague if she downs someone who won't cleanse.
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@Zaitsev said:
Yall did great with the Bubba basekit buffs. Now, can we get some love to our favorite band of Hot Topic middle schoolers?
Every killer added since Legion, has just pushed them further into obscurity. New Bubba, for instance basically makes Legion irrelevant, and has better teachables, so why, as a new player, would I purchase Legion, and then buy their beautiful cosmetics, if I have one chonky boi with a chainsaw who does everything they do, but better?
Legion is mostly fine, i'd like to see some kind of buff to hitting multiple survivors, like, for each survivor hit in killer instinct it reduces the cooldown fatigue you get when you cancel the power. That way if you hit all 4 of them you can be rewarded heavily for doing it. it would give their power a use when survivors never heal which keeps them from just being an m1 killer with a 1hit down.
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"good game"
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@DetailedDetriment said:
FOR THOSE JUST ARRIVING, ACTUALLY READ THE ENTIRE POST. OVER 80% OF PEOPLE HERE READ THE FIRST PARAGRAPH AND WENT INTO THE COMMENTS.
ALSO PAY ATTENTION TO WHAT I AM SAYING. Many people just go into the comments blaming me for the penalties when I've constantly said to people that I have good internet and no particular problems with my game. Rather, it's the other people who lose connection that I feel for. I've lost connection and received bans for fighting games before, and I know how it feels to be falsely punished.
I should probably also point out that I play on PS4, not PC. Many people are getting confused about that.
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The DC penalty, most people have experienced it whether it be from exiting a match, losing connection, or the game crashing, but that's just it. The penalty doesn't affect dcing as much as it affects poor connection or the game dying, meaning innocent players will receive bans for unfair reasons. Not just that, but the game is in such a 50/50 state that it could almost be considered early access by some. A game that has been out for 4 years, has over two thousand dollars worth of dlc, and is riddled with glitches is...not good?
I mean, the game is stable, but it's foundation is weak, and the path it is taking can closely resemble that of DayZ, a game that has been in early access for years upon years. The only difference between the two is one isn't glitch infested and doesn't have a month's pay worth of dlc.
With all that being said, this game does need a dc penalty, but the state the game is in, and how the penalty was implemented is bad. The penalty should at the very least reset over a period of a week. Or even just go back by one penalty period.
These posts are repetitive, but they pinpoint a huge issue that is plaguing the game, and if it doesn't get fixed, then much of the playerbase (that's even left) will always be left with a "sour taste" in their mouths.
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Please be civil in the comments. Danke.
Every other online mutliplayer game not only has a penalty for DCing, but will often BAN you for several days if you continue to do it. DCing ruins games, even if it is your connection. You are still ruining a game.
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@TAG said:
There's a Nurse add-on that essentially does what you describe. Last I checked, it was meme-tier.
There is, and it is. Personally i'd like to see it buffed to make her a 120% killer during that time. Or reduce the duration significantly to like 20 seconds and make her a 130%. Would make it less memey.
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@Munqaxus said:
I've noticed a lot of players saying "You should balance toward the highest level of play". This game play fallacy is has been around forever and I'm going to explain why it doesn't work. It's actually very simple...
When game play is balanced toward the "Highest Level of Play", you exclude the casual player base, that makes up 90% to 95% of your game, in your balancing decisions. It basically causes the skill-cap to become so high, that only 5% to 10% of players can actually play the game.
Examples...
- Starcraft II was balanced toward the highest level of play and the game became a spectacular failure. It became so skill-capped for high end play that all of the casuals left the game because it was literally unplayable to casuals. This game alone, should be a text-book reason why you don't balance toward "The highest level of play". The game had everything it needed to become one of the top games ever. It has a massive loyal fan base to both Starcraft and Blizzard. The esports world was hungering for Starcraft II, after the popularity of Starcraft. Yet Developer decision after decision, made the game harder and harder for casuals to play, because every decision was based on the most skilled player.
- The Nurse in Dead By Daylight. Here's another great example in our own game, where "Balancing Toward the Highest Level of Play" doesn't work. The Nurse has become so skill-capped, because she was balanced towarded the highest level of play, that new players won't even attempt her, casual players stopped playing her and only the best Nurse players pick her up. However, when the best Nurse players do play her, she gets 4ks within minutes of the start of the game. The only reason she works in DBD is because there are many other killers that casuals can play.
The better option for game play balance is balance game play around casuals and use high-end game play to adjust game play that can be exploited by very skilled players.
The game should always be balanced at the highest level play, but you don't completely ignore low level play. This video explains it best
https://www.youtube.com/watch?v=X1p42KtZOCwSpecifically about 3 minutes in they talk about the parachute that you can deploy. It was extremely powerful in high level play, but useless in low level play, so they nerfed it in a way that only affected high level play. There are a few other examples there but it can be done.
For example, in this game which is clearly survivor sided at the highest of highest level play (very few people get here mind you) some things can be done to even the playing field for lower level players. Why do low level survivors have a hard time? Because its hard to loop. Why do high level survivors do so well, because looping is so strong. So what they could do for example is nerf looping, but provide more resources/pallets/windows that can be used. This would help low level players as it is much easier for them to find a safe place, but nerf high level players because looping is weaker, or maybe the pallets and windows themselves are weaker.
If every pallet/window was weak and mindgameable but more plentiful, it might help things. It makes high level play more interesting, balances it more, and doesn't affect low level play.
Low level killers aren't doing crazy mindgames around every pallet and window, and low level survivors aren't doing 3 gens in 2 minutes, so its ok for them to have more resources.
High level killers ARE mindgaming all the time and having more places to do that creates more survivor/killer interaction.
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@LordGlint said:
Decided to start lvling my Nurse today since she's one of 2 killers that I didnt even have at lvl 50. After about 5 games, I'm startin to feel abit more confident, lol. This was from my last match.
https://us.v-cdn.net/6030815/uploads/B7ACZULWIM8S/20200713000939-1.jpg
Sidenote, can we stop blaming VPN/lagswitching/ect every time you have lag? This Nea had two separate cases where she just stopped running and decided it MUSTVE been from a VPN. Nevermind that no one else from her team had a problem. I feel like I'm gonna hear similar complaints when we get cross play.
I'm still a nurse main even after her
reworknerf. She is still by far the best killer in the game. All they did was make her even harder to play. -
@MrCoffee said:
If you could buff Pig how would you buff her?
- Make Amanda's secret base kit.
- Change traps so they aren't RNG anymore. You have 4 traps, each one requires a different number of boxes to open. So your traps always work like this:
- 1 trap requires 4 boxes
- 1 trap requires 3 boxes
- 1 trap requires 2 boxes
- 1 trap requires 1 box.
- If you use addons to get extra traps, the extra traps require 2 boxes.
- The order the traps get applied is random.
- This means that you always get the same number of boxes searched, on average. So you don't get 4 traps that require 4 boxes, or 4 traps that require 1 box. It smooths out the RNG.
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@PlagueBestGirl said:
https://forum.deadbydaylight.com/en/discussion/comment/1432857#Comment_1432857
Math doesn't work with DBD, all game is a completely different game, stop writing bull #########.
Uh. What?
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1433665#Comment_1433665
Right. But thats a level almost no one is at. And optimal survivors should beat optimal killers. Its a four v one. Equally optimal players in this game means survivors win. Luckily for killers though, most survivors are potatoes.
That means that the game is inherently unbalanced. This is a terrible argument for why they shouldn't fix this game. If chess was imbalanced at high level play and white won 80% of games, but at low level play black won 80% of games, do you think chess would have lasted as long as it has? If they don't fix this, this game will have no staying power.
It sucks for everyone in it's current state. You are right, it's a level very few people are at, so the game sucks to most survivors who think killers are OP. But at the top level play, there is nothing you can do as a killer to beat top level survivors who play perfectly. No matter how perfect you play. This sucks for killers.
What they need to do is tweak the game. Nerf looping/pallets/windows, in some way that affects only high level players but not low level players who are gonna get hit anyway.
Personally i'd like to see that the game has a large number of pallets in a map, but all of them are extremely unsafe.
This video in general is really good and i'd recommend it, but this part right here is a perfect example of nerfing something that is really good at high level play, but terrible at low level play.
http://www.youtube.com/watch?v=X1p42KtZOCw&t=3m23s -
@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1433619#Comment_1433619
Whoa...there are still nurse mains? I thought you kind was extinct. Lmao. On a serious note though, the reason why you should always use infectious is because it counters flashlight saves, and if someone is actually there, you should slug. Three people at most are off gens. One chased, one slugged, and one healing the slug. At that point, the game is slowed down by at least 75% by two chases. Thats why I call killer easy mode.
math doesn't lie. Optimal survivors will always beat optimal killers. The problem is, most survivors aren't optimal. I know, i 4k in probably 9/10 games i play. And i don't disagree that it is hard. But as soon as you go against a SWF depip squad, you are gonna lose, every time.
The point i am making is that at the highest level of play, survivors are OP. This is why they need to balance the game beter.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1433456#Comment_1433456
I play both sides, and I think killer is easy mode. I get a 4k almost every time easily. Also, apply gen pressure is super easy. Get good at chases, down survivors, get early hooks, slug sometimes. Only hook if theres no one around, and always use infectious. Slug as much as you can. Getting two slogans and that only one person is on gens at most. I personally think that the game is in its most balanced state. It takes skill to win on both sides. Just GIT GUD.
Some of this is relevant, but always use infectious? A single perk shouldn't be required on every killer, but it is. There is a reason you see every game is BBQ + Pop + Corrupt + insert perk here
The problem is the current meta is genrushing. Its basic math. Early game doesn't exist.
Look at it this way.
Match starts, survivors and killers typically spawn on opposite sides of the map. As a killer, i immediately run to the other side of the map where survivors spawn ( i have 1000 hours so it's generally easy for me to know exactly where everyone spawned). Depending on the map size, it takes 20-30 seconds to walk to that point. Assuming survivors all spawn apart (which they typically do), its probably going to take them around 10 seconds to find a gen. Let's say it's a small map.
10 seconds to find the first survivor. they run and hold W.
Takes 15 seconds to catch up to them (all they are doing is holding W) I hit them.
Take another 15 seconds to catch up to them (again, just holding w) i down them.
Take a couple of seconds to pick them up watching for flashlight/pallet saves.
Take another 5 or so seconds to walk to a hook.
Another second or 2 to hook and get my bearings.
Now lets do that math.
10 seconds + 15 seconds + 20 seconds + 3 seconds + 5 seconds + 2 seconds
10 + 15 + 15 + 3 + 5 + 2 = 50 seconds
Now, a killers power can slow this down depending on the killer, but survivors also have pallets and such they can go to, which i didn't even address yet.
Now, factor in that walk speed walking to another generator, and you have most likely lost 2-3 gens (if survivors smashed them immediately, which at thousands of hours played they all do).
Now factor in that if the survivor can loop, find a pallet, a window. All of which, if they are unsafe, will add maybe 5 - 10 seconds to a chase (for the mindgame), or add another 20 if it is a safe pallet.
If you do the basic math, you see that early game doesn't exist. There is a reason ruin was strong and used so often, because it was the only perk in the entire game that addressed this problem and slowed down the early game. Corrupt does not address this problem because survivors will often either wait out the timer or just hammer the gens anyway, maybe instead of losing 3, you only lose 2. This is not to say survivors are OP. Once that first hook is down, pressure is getting applied and the game starts to naturally slow down. But until that early game is addressed, i have no options.
This is why i'm a nurse main, because those 2 15 second halves of the chase become 5 seconds and means survivors might not complete 60% of their objective in the time i complete 8% of mine.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1433278#Comment_1433278
- That's why you quickscope
- That's why you reel backwards
- That's why you bring reload add-ons
- That's why you don't miss too many shots
- That's why you don't want your chain to break (unless you want to save stacks for a perk)
- I'll give you quickscope.
- Still takes a long time
- Add-ons shouldn't be required to make a killer viable. Esepcially in an age where every addon is becoming terrible anyway, look at billy rework, look at PH's addons
- Fair enough.
- True, but sometimes you can't help it.
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@TheWind said:
Is this the killer equivalent of calling survivoral candidates tunnelers or campers? I am legitimately asking what this means.
Logically, I'd think that a try hard is someone who's trying to win. Isn't that... everyone? Killer is trying to kill you (I would imagine) and survival candidates are trying to well... not die. So ######### is a sweaty tryhard anyway and how is it different from any other player or insulting?
I feel like understanding could do me some good so help a guy out.
I enjoy it when they do that. Because i play to win. And when they say stuff like that, they just tell me that they are a "scrub" by definition.
So far you have learned only obvious and mundane things. I know that taking the first step can be the hardest part of the journey, so I wanted to coddle you a little just to get you going. The coddling stops here. You must now understand the cold, hard truth of competition. This is the difficult par -
@Ibbs said:
Hey y'all, so me and a friend thought of what Sirenhead would be like as a killer, and what Trevor Henderson would be like as a survivor. It's just a thought I wanted to share with yall, so feel free to workshop it.
Just an Idea for a Sirenhead Killer with Trevor Henderson as the survivor:
Sirenhead- DBD Edition: The Siren
Passive: Mimic
-Can mimic other killers, but can't choose what killer it mimics, only mimics when survivor walks into terror radius .
Active:
-Can change the size of his terror radius. Max increase: 2x it's base terror radius.
Perks:
Amplification: Makes any noise made by survivors a lot louder. Gen fails and rushed actions leave a large noise indicator for 20 seconds.
Echolocation: Sirenhead can't see auras, instead it sees sound coming from (the area?). Sounds bounce towards it, allowing it to easily find survivors. (Made to counter aura reading/disrupting perks)
Deafen: When you damage a gen, mark it. The next survivor that interacts with it is Deafened.
Deafened: You cannot see competed gen, there are no skill check noises, you won't be notified when gen are complete or when the exit gates are available/open. Last 30 Seconds Rank 1, 60 Rank 2, 120 Rank 3.
Things to Note
-One of, if not the tallest killer in the game.
-Very slow, a lot of range.
-Small lunge radius.
-Base terror radius is 24.
The Siren- The Survivor: Trevor Henderson
Perks:
Headphones: When interacting with a gen that would Deafen you, instead complete a difficult skill check. Once completed, you will not get deafened.
Secrecy: When completing a gen, there is a chance that the killer will not be notified. The number will not go down, no noise indicator or anything. The only thing that will happen will be that the highlight goes away.
One and Done: The less you help people, the better. When you do things solo, you work faster. Get anything by yourself %4 faster. When completing totem cleanses, chest searches or when you've been on a gen by yourself for 30 seconds get a token. Each token increases your chance of getting of the hook, however, you one have one shot. At four tokens, if you are the last survivor and you get put on the hook, you are granted one chance to get off the hook. If you get off the hook, you get 12 seconds of Haste.
(1 Token: increase to %15, 2 Token: increase to %20, 3 Tokens: increase to %33, 4 Tokens: increase to %50)
Map Ideas: Heavily wooded area with killer shack, a cemetery and some rocks and hills i guess
Cool idea, but would never happen. SCPs can't be licensed without giving people the ability to use and modify said content in any way they see fit. So you can in theory sell it, but from a legal perspective you still have to allow people to acquire it for free as well as modify it in any way they want.
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@UberSolus said:
Now feel free to correct me if I'm wrong about this but I'm 90% sure that the mechanic of survivors losing more blood when vaulting or other actions was intentional. So why in the ptb patch notes is this marked as a bug fix? If it was why has it taken MONTHS to fix?
They tried to do the same with myers, claiming that the addons like this: https://deadbydaylight.gamepedia.com/Hair_Bow were bugged and only increased the time to get to level 3 the first time.
After pointing out multiple times by myself and other people that literally that is not a bug and is LITERALLY part of the description of the addon, they "changed" the bug fix line to say "fixed the descriptions of the addons to say that it did that" when the addons already literally already said that.
So i dunno man.
Oni's power has worked this way since his release, so i dunno why they are claiming its a bug fix. it's also listed in the wiki as part of the power: https://deadbydaylight.gamepedia.com/Kazan_Yamaoka#Power_Trivia
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@Sunri said:
I can't understand why killer main's complain about state of the game its so easy to get 3/4 kills there are people with insane win streak's on killer's like 100+ ######### wins in a row show one streamer or anyone that escaped 100 times without dying once its impossible solo q survivor is much harder than playing killer and Billi nerf made him A tier killer instead of S tier I don't think those people that cry all over reddit/forum played ptb i hope the devs won't get pressured and the nerf goes live.
Because it is. Once you have played thousands of hours, you will see that the best survivors always will beat the best killers. The only exception to this is probably nurse, or maybe spirit. (the only killers who can truly ignore loops/pallets).
It's a basic math equation that mostly relates to early game not existing.
Match starts, survivors and killers typically spawn on opposite sides of the map. As a killer, i immediately run to the other side of the map where survivors spawn ( i have 1000 hours so it's generally easy for me to know exactly where everyone spawned). Depending on the map size, it takes 20-30 seconds to walk to that point. Assuming survivors all spawn apart (which they typically do), its probably going to take them around 10 seconds to find a gen. Let's say it's a small map.
10 seconds to find the first survivor. they run and hold W.
Takes 15 seconds to catch up to them (all they are doing is holding W) I hit them.
Take another 15 seconds to catch up to them (again, just holding w) i down them.
Take a couple of seconds to pick them up watching for flashlight/pallet saves.
Take another 5 or so seconds to walk to a hook.
Another second or 2 to hook and get my bearings.
Now lets do that math.
10 seconds + 15 seconds + 20 seconds + 3 seconds + 5 seconds + 2 seconds
10 + 15 + 15 + 3 + 5 + 2 = 50 seconds
Now, a killers power can slow this down depending on the killer, but survivors also have pallets and such they can go to, which i didn't even address yet.
Now, factor in that walk speed walking to another generator, and you have most likely lost 2-3 gens (if survivors smashed them immediately, which at thousands of hours played they all do).
Now factor in that if the survivor can loop, find a pallet, a window. All of which, if they are unsafe, will add maybe 5 - 10 seconds to a chase (for the mindgame), or add another 20 if it is a safe pallet.
If you do the basic math, you see that early game doesn't exist. There is a reason ruin was strong and used so often, because it was the only perk in the entire game that addressed this problem and slowed down the early game. Corrupt does not address this problem because survivors will often either wait out the timer or just hammer the gens anyway, maybe instead of losing 3, you only lose 2. This is not to say survivors are OP. Once that first hook is down, pressure is getting applied and the game starts to naturally slow down. But until that early game is addressed, i have no options.
This is why i'm a nurse main, because those 2 15 second halves of the chase become 5 seconds and means survivors might not complete 60% of their objective in the time i complete 8% of mine.
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@Nebula said:
https://forum.deadbydaylight.com/en/discussion/comment/1430008#Comment_1430008
Honestly like it would be so much easier to comprehend "Extends undetectable status by 25% after exiting a portal" rather than "tremendously increases undetectable"
Yeah, actually it would. All they have to do is on the actual description of the power, instead of say. "Grants undetectable for a a few seconds after exiting a portal" make it say "Grants undetectable for 2 seconds after exiting a portal"
Now the addon is easy for me to understand, that it increases that by .5 seconds. That's very easy to understand. Right now, i have to go look it up.
and on top of that the verbs aren't consistent across killers. For example, pig https://deadbydaylight.gamepedia.com/John%27s_Medical_File
says it "slightly reduces the charge time" when it actually cuts it in HALF. Which is HUGE. Especially since it stacks with another addon that makes the damn thing charge almost instantly. And they both say it only "SLIGHTLY reduces the time"
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@SailedSavage said:
DH only activates while injured and doesn't work half of the time. If you are using a 1 hit killer like Billy, Oni or Bubba it's not a problem. There's also Devour hope to counter it once it's activated, STBFL and PWYF to make you faster so chases don't get to that point. DH is strong because of the last second potential save you get but it's no different than sprint burst l, lithe or BL in the fact that you can only use it one time in chase to give you a small advantage in getting away. Deathslinger, huntress and doctor are great counters to DH. Just learn to be more versatile and you won't have as much trouble.
DH causes deathslinger and huntress projectiles to just go through them. It not only dashes forward but also gives you invincibility frames. Also the amount of times that i shock someone as doctor and they still vault a window after the shock makes it unreliable.
The problem with DH is it has no counter. With sprint burst, i can counter it multiple ways, i can try to lead the survivor somewhere else i want them to go, i can abandon chase and go for someone else, then re-engage when it is on cooldown.
With Lithe, i can prevent them from getting to a window and loop in a different direction.
With Balanced, i can choose to not chase that survivor in an area where they can use it.
With headon, there are various perks and powers that counter lockers, or i can bait the stun.
Lithe and Balanced are also more situational and can be used in less situations than the others, making their strength more justifiable.
Dead hard can be used in every situation, in any part of the map, and in every chase. You can't avoid it, all you can do is bait it, and at high level, people usually use dead-hard for distance to guarantee extra loops.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1432825#Comment_1432825
Killers can still use Ruin, it is still a decent Perk. Obviously only if you are somewhat decent as Killer, it is no mindless Slowdown like before. But if someone is good at Killer, Ruin is way more annoying than before.
And well, I guess its up to you if you decide to chase someone for 3 Gens.
The problem is the current meta is genrushing. Its basic math. Early game doesn't exist.
Look at it this way.
Match starts, survivors and killers typically spawn on opposite sides of the map. As a killer, i immediately run to the other side of the map where survivors spawn ( i have 1000 hours so it's generally easy for me to know exactly where everyone spawned). Depending on the map size, it takes 20-30 seconds to walk to that point. Assuming survivors all spawn apart (which they typically do), its probably going to take them around 10 seconds to find a gen. Let's say it's a small map.
10 seconds to find the first survivor. they run and hold W.
Takes 15 seconds to catch up to them (all they are doing is holding W) I hit them.
Take another 15 seconds to catch up to them (again, just holding w) i down them.
Take a couple of seconds to pick them up watching for flashlight/pallet saves.
Take another 5 or so seconds to walk to a hook.
Another second or 2 to hook and get my bearings.
Now lets do that math.
10 seconds + 15 seconds + 20 seconds + 3 seconds + 5 seconds + 2 seconds
10 + 15 + 15 + 3 + 5 + 2 = 50 seconds
Now, a killers power can slow this down depending on the killer, but survivors also have pallets and such they can go to, which i didn't even address yet.
Now, factor in that walk speed walking to another generator, and you have most likely lost 2-3 gens (if survivors smashed them immediately, which at thousands of hours played they all do).
Now factor in that if the survivor can loop, find a pallet, a window. All of which, if they are unsafe, will add maybe 5 - 10 seconds to a chase (for the mindgame), or add another 20 if it is a safe pallet.
If you do the basic math, you see that early game doesn't exist. There is a reason ruin was strong and used so often, because it was the only perk in the entire game that addressed this problem and slowed down the early game. Corrupt does not address this problem because survivors will often either wait out the timer or just hammer the gens anyway, maybe instead of losing 3, you only lose 2. This is not to say survivors are OP. Once that first hook is down, pressure is getting applied and the game starts to naturally slow down. But until that early game is addressed, i have no options.
This is why i'm a nurse main, because those 2 15 second halves of the chase become 5 seconds and means survivors might not complete 60% of their objective in the time i complete 8% of mine.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1432807#Comment_1432807
The Ruin-Rework resulted in more variety instead of Ruin + PGTW + BBQ + Perk X.
That's a lie. Now instead its just PGTW + BBQ + Corrupt + Perk X.
Maybe if killers didn't lose 2-3 gens during the 1st chase people would be more inclined to not stack gen regression perks.
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@Aven_Fallen said:
Yeah, nerf even more good Survivor Perks so that all we have left is Deja-Vu. Even less variety sounds great.
Yeah, nerf even more good Killer Perks (Ruin) so that all we have left is Monstrous Shrine. Even less variety sounds great.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1429715#Comment_1429715
If i ban DS, BT, Adrenaline and Unbreakable, i doubt i'll ever find a game as killer
Thatsthejoke.jpg
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@WisteriaButterfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1429728#Comment_1429728
I almost never see dead hard at all and Im rank 5 as survivor and out of my 16 games today I've only seen DS once and for dead hard I was the only person to use it in 3 to 4 games compared to my teammates. More than half of my games were teammates below rank 8 as well so it's been a variety of players not a specific group.
No offense, but that is because you are rank 5. Wait till you get to rank 1 and play with everyone in the game having thousands of hours. You are gonna see 3-4 DH and 2-3 DS every game.
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1429706#Comment_1429706
Wrong, this is not a competitive game so it doesn't need nor should it be balanced around toplevel play. The devs themselved aknowledge this so there's no point in arguing, make your own asymetrical horror if you want it to work this way and watch it die in less than a week.
Wrong.
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@WisteriaButterfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1429715#Comment_1429715
That's way too hardcore than what I suggested. Banning something completely throws the game out of loop I brought up how it should just allow them to have a lower chance to avoid a specific killer but if a ban system comes to play I would assume it would be something less than a whole 4 perks and less than 4 killers.
Fine then, give me a system to "avoid" dead hard and DS every game too. Although the reality is if you do, it means i won't get matched in a single game, because those damn perks are in every single game.
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@WisteriaButterfly said:
We're getting to that point where we have a variety of killers to choose from ranging from terrible to over powered in terms of balancing and different abilities to use but should we start suggesting a system for survivors to prevent being matched with 1 to 2 or even 3 killers on a list such as a "ban list" of a sort.
Other games have such systems like if a player would not want to play on a certain map (Rocket League, as an example, you can choose up to 3 maps to avoid playing on.) or if the player wanted to avoid going against a certain character (Rainbow Six Siege "ban system" before a game you can pick what operators you don't want in the match to be played, up to 2 characters.). Implementing such a choice would affect gameplay and matchmaking whether it be choosing from the options on what killer you don't want to play against or some type of banning system in a random game or SWF game. This system could allow a player to choose up to 2 killers they want to avoid being matched with and to ensure that this does not completely affect matchmaking the player CAN still be matched with the killer but it's less likely that they will.
This would need some polishing if done but after a couple games I believe it would be a great idea. I am by no means a bad player but I also do not put enough time into the game to be considered the best, but with how matchmaking is unbalanced via being rank 5 and being put with rank 16+ teammates or rank 1, 2 or 3 teammates and then being put AGAINST low or high rank killers I realized that certain ranks the opposing player choose specific killers who are considered unbalanced and personally I do not enjoy constantly being put against same killers almost every match when I have high rank teammates.
This does not affect perks, obviously, the killer can use the teachable perks from other characters so it would not be unfair and it should not, like I said before, completely affect their matchmaking or time to find. It would be just a small implementation to lower chances of being put against specific killers.
Please leave feedback if this is a great or terrible idea and give a genuine comment rather than the "You're bad get good" excuse.
I have not heard of any other discussion with similar ideas or if this is planned so I just thought I'd put it forward either way.
Sure, but only if i as killer get to ban perks too. Survivors get 4 killer bans (1 each) and i get 4 perk bans.
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1425801#Comment_1425801
Ad hominem, no I'm just not a blueyed worshipper of personalities, how many times do you people need to get burned to see that people who seem the most genuine and loving can be the biggest asssholes ever, not saying otz is but just saying "oh he's so nice he must be right" is beyond dumb.
You are literally doing the definition of an Ad hominem attack: https://www.merriam-webster.com/dictionary/ad%20hominem#:~:text=1%20%3A%20appealing%20to%20feelings%20or,personal%20attack%20on%20his%20rival
Instead of attacking the argument itself and presenting evidence, you simply attack the character of the person, which is irrelevant to whether the argument is good or not.
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1425623#Comment_1425623
Except those games do not happen regularly enough for 99,9% of the playerbase so why even talk about it, it's the same argument as with marth88's experiment, the devs know that a survivor squad will always beat ANY killer except nurse, should they balance a non-competitive game around 0.01% of the community? hell n.
Wrong, games should always be balanced at top level play, or there is nothing to ever strive for. Look at any competitive game worth anything, they always strive for balance at the top level.
Imagine if chess wasn't balanced at top level, and white had an 80% chance of winning at the highest level play. Do you think chess would be a game that has lasted as long as it has? I doubt it.
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Nurse main here, even after the
addon pass/reworknerf, Nurse is by far still the best killer in the game. If they fixed her bugs she'd still be in a solid state. -
@fcc2014 said:
I stating this based on the video and what other have stated. He could stalk from a distance and not be in "chase". WE have all seen if either side can exploit something to their advantage they will.
Could easily be fixed by making it so if the killer uses their power on a survivor it counts.
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@LetsPlayTogether said:
So its right to blame the killer, cause the Nurse did tunnel though there was obviously the chance to down another survivor easily. Tunneling isnt defendable.
Tunneling is always defendable.
http://sirlin.net/ptwExcerpt from the book for you:
Introducing... the scrub.
The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.
Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.
The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.
In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub.
You my friend, are a scrub.
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@Peanits said:
There are no details on it just yet. We'll reveal more about it when it's a little closer.
Any chance at us seeing a minor change sooner to make early game exist even if it is only temporary? Like the small change with clown which presumably will have greater changes at a later date.
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@Luxoshamy said:
This is a statement i've been hearing a lot. Survivor have been nerfed multiple times (maps included), and usually killers complains of DS, SWF, BT, BL, and all kind of initials. For me survivors now are on a rough place. Killers have a lot of perks that are game changing, don't mean those are OP, but they change so much the pacing of the trial. Instead survivors have no counter play at all, a lot of perks can counter killer but you are always flipping a coin if those are going to work. Killers are always on the offensive side, so they can go whatever they want. Survivors need to choose perks that can work early, mid and end game. Or cover a lot of tasks.
Survivors task are simple: Do gens, help teammates, waste killers time. Always will be a survivor that knows how to juke, mindgame, and waste killer's time, that's why they are higher rank. Like always will be a killer that knows how to pressure the map. But as some killers just complain about how DS is annoying, or that survivor gen rush every single time. This things are entirely faults of the killer. Like i've said before, killers control the pace of the trial, they can counter a lot of the survivors perks and strategies. If you get DS is like "ok, ill chase you again" or maybe you should wait and sludge or just bait him by picking him up and down.
Survivors would never control the pace of the trials, and if they do, is because killers are let them do it.
Now SWF is a weird place. For starter i'll like to say that this game let's you invite people. So is not a crime to play together, that would be a better experience either you win or lose. The problem is that this shows how powerful survivors can really be if they are coordinated. But that's something the killer should expect ALWAYS. A coordinated team. No need to be mad against players who are enjoyning the game with friends or introducing new ones to the community. If you have a feeling is a SWF, then go and tryhard a little.
Something i'll like to mention also is camping. After all what i've been trying to explain about how killers control the pace, makes survivors adjust to his strategies and how game changing some perks are. I don't see the point on camping, and take this as a good thing. It is a strategy? Or is playing cheap? Face camping is a strategy also? You are risking gens just to let one survivor die, and i think every time i've tried to safe someone from camping was just for the good of that guy playing. No one likes to be targeted and been in a chase at the minute he left the hook. That's why a lot of players go for borrowed time, you never know if the next killer will be face camping someone just because he was looping right, or wasting your time when the other survivors did objectives. That's on you, not on him. It will be a stop for camping? Don't think so, is something that works because other survivors want to do what they have to, is a team after all.
Camping should be punished. I'm not talking about reports, it's stupid to report someone for taking advantage of that. But maybe by losing BP. When i want to get some easy BP i'll just queue killer do a challenge, make an offering and i'm good to go, 25k secure. Survivors getting camped get like 8k BP because someone was standing right next to him. I've played friendly killer and got more points than that. Make punishment for anti-fun actions. Add that to the emblems. If the killer stays on certain range from the hooked survivor make him lost BP, it's just for a good cause. Newer players don't need to suffer this anti fun mechanics, no one actually. And also, if you don't camp, and just go for every single survivor, you get more BP. Really don't know why there's people who still doing those things.
Survivors already lost a lot of points by don't doing certain tasks and sometimes there's no need for him to do it but the game will take away almost 6k for that. So i think it will be fair.
Tl;DR: Killers can control the pace and have more advantages over survivors. People just don't use them right. Camping should be at a cost of BP so they don't get rewarded by spoiling the fun to someone or whatever excuse you have.
Most of these complaints are unfounded. The biggest problem i have as a killer is that early game against good survivors doesn't exist.
It's basic math.
As soon as a match starts, killer spawns away from survivors, survivors hop on gens within 10 seconds. Takes the killer 20-40 seconds (depends on map size/shape) to walk to the other side of the map. Killer finds the first survivor. 1st part of chase lasts about 15 seconds, get a hit. Spend 15seconds just holding w to catch up to the survivor and get a second hit. If they get to a pallet, add another 15-20 seconds to break the pallet (or mind game if it is an unsafe pallet) and repeat. Now, do the math.
10 seconds (walking to first survivor, assuming small map, assuming it takes them a bit of time to hop on gens) + 15 seconds (1st hit) + 15 seconds (2nd hit) + 3 seconds (picking them up) + 5 seconds (walking to hook) + 2 seconds (hooking them) =
10 + 15 + 15 + 3 + 5 +2 = 50 seconds (assuming the survivor just held w the whole time)
Now if you add in that a survivor likely gets to 1 pallet/window during that chase, which is very likely to happen, and you have 3 gens being lost during the first chase if survivors are perfectly on gens. This is the problem with the game. Now the only way for me to come back is to camp that hook and play like a dick. There's no gens left to use pop on or any other gen regression perks, because they finished all the ones that had progress, i'm next to my 3 gen that has no progress on them, so why even bother leaving the hook?
Now you might say, i can injure that survivor and then move on to another one. This is true, but people usually bring medkits/self-care/inner strength. And that 1st hit which cost me about 30 seconds to get can be healed by survivors in almost half the time.
Unless you are playing a killer that can shorten chases and have good map pressure, forget about it. This is why nurse is so godly when played well (and why i am a nurse main). A good nurse can shorten that 50 seconds down to about 30 seconds. Suddenly the game is playable now.
Early game needs to exist again.
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@nursewannabe said:
There's no such thing as "genrush", if you can't down a survivor in a reasonable amount of time you can only blame yourselves for being B A D, not survivors for doing the only thing they can do while the killer is not around.
Stop complaining about Camping/tunneling
There's no such thing as "camping/tunneling", if you can't run away from a killer you can only blame yourselves for being B A D, not killers for doing the only thing they can do - which is to kill survivors.
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@Aven_Fallen said:
So your first chase was 80 seconds at least. Thats too long, and up to you. Especially with Doctor.
Also, it's simple math.
Game starts, survivors generally spawn in on the opposite side of the map. They are all usually a bit split up. Killer walks immediately to that side of the map. Most maps take ~20 seconds, the larger ones take nearly 40. You find your first guy. They see/hear you because terror radius exists. You start a chase. takes about 10-15 seconds of just holding w. If they make it to a pallet, add 20 seconds.
Lets ignore the first 10 seconds, because survivors take a second to start a gen and find one, especially if they are split up.
10 seconds + 15 seconds (1st hit) + 15 seconds (2nd hit) + 3 seconds (picking them up) + 5 seconds (get them to a hook):
10+15+15+3+5 = 48 seconds
All it takes is for them to get to 1 safe pallet, and between the 2 hits, catching up between them, you are gonna lose 3 gens. At an unsafe pallet you can mindgame, but even then its usually a 50/50.
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@Aven_Fallen said:
So your first chase was 80 seconds at least. Thats too long, and up to you. Especially with Doctor.
Thats my point. With as many pallets and vaults and windows there are. If a survivor gets to 2 pallets, its over, you lose 3 gens.