Avatar

Reinami

Reinami

About

Username
Reinami
Joined
Visits
6,317
Last Active

Comments

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/154233/please-do-something-about-survivors-suicide-on-hook

    It’s just a game, not a term of employment.

    If someone on the hook decides they’ve had enough so be it.

    It boggles my mind that so many expect a big commitment from other players.

    Name a single team based online game other than DbD that has decent amount of player base that doesn't ban people for suicide or leaving the game early.


    Also if thats the mindset then why can't killers just leave with no dc penalty? Devs have already made clear they don't like DCing as they are actively punishing people for doing it. So how is this any different?

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1292284#Comment_1292284

    Only for ranked mode, public lobby's is usually with no punishment. But DBD has no choice in game mode nor is it really a competitive game

    That is untrue for DotA and LoL, which both ban you if you do it in unranked games.


    For CS:GO and overwatch you can come and go as you please for those matches yes, but you often join a game in progress. I'd argue DBD doesn't have an unranked mode in our current world because... well... it doesn't. Every match is "ranked"

  • @sulaiman said:

    But other games give me the option to chose who i play with and who i play against. this game doesnt. And if you open this can of worms, people suiciding would be a small issue, as it already is, because a lot of games would simple get dodged.

    This game does that too, you can queue with SWF. Tell me again that DotA and CS:GO and LoL and Overwatch don't have random matchmaking with people?

  • @sulaiman said:

    Ok, first scenario is my fault, and the other survivor was being a good sportsman and teamplayer by leading him to me?

    Second, i dont know what a bad play is for you, but i walking about this things being done intentionally to grief your fellow survivors.

    And i believe that, if people intentionally mess with me, yes, i have all the right to quit, because i still decide whom i play with and whom i not play with.

    Also, bannable offence is good and nice, only nothing is ever done without video evidence, which i usually dont have.

    People intentionally messing with you is bannable, that is my point. If you were playing CS:GO, and a teammate kept body blocking you, are causing issues, do you deserve the right to screw over the other 3 teammates on your team? They would ban you for quitting or intentionally dying to the enemy team, as they should.


    Does that mean what that teammate is doing to you is ok? No, it doesn't, and that person can get banned as well for causing problems with the game. That is why this behavior is less common in those types of games, everyone gets banned if they cause problems. Why not here?

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/154233/please-do-something-about-survivors-suicide-on-hook

    Can you explain how you know that? I, for one, suicide on the hook from time to time. But i dont do it because i am downed first, and i dont do it because i dont like the killer, i do it because my fellow survivors are people i dont want to play with. Want examples?

    1. I play vs Trapper, and another uninjured survivor is in the chase (i had bound and could see it). I steped into the trap and the other surivor changed his course to run to me and lose the killer who just had to down me, even though the other was still uninjured.
    2. The game starts, and i go to a gen, and see we have ruin. And i see the hex totem. I go there and start cleansing, then another survivor comes, sees me, teabagges me, and rushes in and out of a locker 3 times to alarm the killer (same can happen if you are on a chest or something)
    3. People coming to unhook me, and then are found by the killer. They keep running to me, killer in tow, and unhook me in front of him without bt., then bodyblock me to get away themself.
    4. You are on a gen, and another survivor in a chase comes close. I hide, to go back to the gen once they pass. The survivor sees me, and runs around my hidding place (which was not a loop) several times until the killer finally sees me and goes for the easier target.

    Those things happen time and again, Survivor who come to you while you heal to lose the killer to you, hookfarming, all of it.

    Yeah, i try to stay out of chases, because i am not a good looper, but i do gens, i unhook, and i even do bones. I am not just hidding in the corner.

    If dcs happens to you often as survivor, then maybe you should reevaluate your play style. Maybe the people just don´t want to play with you.

    The 1st scenario you mentioned is your fault, don't step on the trap, you shouldn't be able to intentionally feed because you played badly.

    The 2nd scenario is literally a bannable offense, its called working with the killer and is one of the reportable options the devs ban for.

    The 3rd option is partially your fault and your teams fault, but just because a teammate makes a mistake doesn't give you the right to intentionally feed. if a teammate played badly in CSGO with the bomb do you deserve to just suicide into the enemy team the rest of the game?

    Same as above, someone made a bad play, it happens. Why does a teammate making a bad play give you the right to quit the game? This is a team game, if you don't like it, then you need to play SWF or killer,


    Any other team game will punish you for dying on purpose because your team made a bad play. It's ######### sportsmanship. Do you see any professional sports players throw a game when a teammate makes a bad play? If it's not ok in any other major multiplayer game, why does this community think it's ok in this game? Its stupid, and it clearly ruins the game.


    It has happened to me as survivor at least 4 times in the last 10 games i have played. And each time i'm just doing a gen, someone gets chased somewhere else, gets downed a hooked and then instantly kills themselves because they are the first hooked. No interaction with anyone else, nobody made a bad play, they just got pissed and suicide and its bullshit, and you know it is.

  • @emptyCups said:

    You so entitled to 3 hooks ?

    Unhook them yourself

    Someone didn't read the thread, this hurts both sides and hurts survivor the most. I'm arguing it also hurts killers too.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1291068#Comment_1291068

    Same here. I know, salty suicides exist. But rage quitters exist in every game and you can't fix that. But when bullshit happens like me running the killer for minutes around the whole match while I see the gens barely touched I'm yeeting out once caught. Enjoy the match lol

    You can fix it. Every other multiplayer game worth anything punishes and bans people for leaving the game or intentionally "feeding"

  • @Hugs4trapdad said:

    Thing is, you can't force someone to play the game.

    There's plenty of scenarios where a survivor is just going to want out, for whatever reason. E.g. playing against a killer they find really unfun (be honest, there's a few that suck to go against), teammates are just sitting on gens leaving them to die, bad lag making the match unplayable, etc. If you try and force them to stay, they're perhaps not going to play properly, and/or just feel miserable.

    And how would you enforce action against someone dying on hook? How could you differentiate between someone who intentionally lets themselves die, vs. someone who decided to try and escape off hook, then genuinely failed to mash struggle properly? It might seem unlikely, but it could happen. I've derped on a few occasions and bodged it up myself.

    I think a better solution would be to make it more likely that people will want to stay and complete a match. In an ideal world, BHVR would address the issues that turn people off, but it's BHVR, so they'll probably just add more hats and be done with it. 😏

    Thats what DCing is for. if someone wants out, they can DC and take the penalty, like any other game that exists.

  • @Milord said:

    Then they'll just AFK. I guess that's slightly better, but still, if they want to rage quit there's nothing anyone can do to stop them.

    @StardustSpeedway said:

    https://forum.deadbydaylight.com/en/discussion/comment/1291088#Comment_1291088

    Reporting them does nothing and you know it. I agree with Xzan. I am a solo survivor so if I'm buying the team time by getting chased and I see my team not respecting the time I'm giving them by being efficient, I am by no means staying in that match. I'll give the killer a hook and leave to the next match. The fact that you're promoting people to DC to deny the killer of a hook is in fact a worse alternative.

    You can't force me to play a match that is meaningless, so I'll give you a hook before I go and leave you with the rest of the useless team I got paired up with.

    All of these things can be bannable reasons. In any other game, CS:GO, LoL, DotA, Overwatch. Going AFK or suicide into the enemy team is a bannable offense, and they do it quite often. I see no reason why we should allow it in this game when any other team game does the exact same thing.

  • @Xzan said:

    Nope there are totally legit reasons. If my team is hook farming me or I get chased for 3 minutes and 0 gens are done, I will straight nope out of the game.

    That's not a legit reason. If your team is hook farming you, report them, that is a different behavior, or DC and take the penalty. You shouldn't get a "free" dc whenever you want.

  • @Poweas said:

    Either this is bait or it's a bug.

    probably a bait thread. But i'll bite a bit.


    @VectorRises said:

    I was literally 150meters away and the doc got me with his shock needs to be nerfed to 5m that insane they even allow that

    The blast goes around his terror radius, if you are in it, you get hit, otherwise you wont. With addons and perks it's possible to get docs terror radius to maybe around the high 50s or 60. Nowhere near "150 meters"


    It is also possible doc was running dark devotion, which puts his terror radius on another survivor, making it so the blast originates from that survivor and not him, although it still appears to originate from the doc in the animation, the actual blast originates from the survivor. So he could in theory hit you with it from the other side of the map.

  • @katoptris said:

    The unhooked person has 15 second of immunity according to the dbd Wikipedia for borrow time. "After unhooking a Survivor within the Killer's Terror Radius, for 15 seconds, any damage taken that would put the unhooked Survivor into the Dying State will instead apply the Deep Wound Status Effect".

    Wait a couple of second to hit them or go after the rescuer. Usually when someone unhooked i just shock until madness 3 then hit. They will eventually go down due to the snap out of it effect.

    Someone didn't read the thread.

  • @Macymj6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1283304#Comment_1283304

    I do drop early but what am I supposed to do when every single pallet is fake? Its ridiculous

    If he is using fake pallets you already won, pay attention to which pallets are fake (they don't appear when you are awake) and don't use those ones.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1268465#Comment_1268465

    It's true that they haven't released statistics since then, but I'm quite sure that if kill rates had plummeted after the Ruin rework and never recovered, the devs would have taken notice and done something about it. Also, I have spoken to members of the dev team about it since then (on their streams, to clarify, in case anyone misinterprets that to mean that Trusted members have some kind of direct line or influence that we don't), and by all accounts, statistically, everything has been pretty positive.

    Incidentally, what you're describing is a problem with the Emblem system (if anything), not the absence of Ruin. And it's been explained in the past that Ruin was skewing the statistics so much that it needed to not be so prevalent in order to properly diagnose and fix the actual problems. It may have worked as a band-aid at the time, but in the long run it was impeding the game's upward progress.

    Obviously ruin nerf did do something otherwise they wouldn't have nerfed loops, reduced map size, removed some God loops. It remains to be seen if it is enough. But maybe if survivors stopped getting 2 gens done before I can finish getting the first guy on the hook I might stop running noed. Until then I'm going to do what I have to in order to win. Which is just going to make anger on both sides rage as tunneling and camping are the only way a rank 1 killer can keep the game going for more that 4 minutes against a SWF.

  • I agree. When I use a Mori I shouldn't be punished for it. Survivors get a pip when using a key. But as a killer I'm lucky to black pip on a 4k with Mori.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1268264#Comment_1268264

    NOED doesn't do anything to slow down the game. Survivors thinking that the killer has NOED might slow the game down because they'll be spending time cleansing totems, but they can't know whether NOED is or is not in play until the endgame, so whether or not the killer actually has it equipped is irrelevant in that sense. It works as part of an endgame build, and that's fine, but that's one build, it's not anywhere near the only option. And it works as a safety net, and that's also fine - safety nets are designed to compensate when things go wrong. But relying on the safety net to catch you every single time probably means you're not a very good tightrope walker.

    As for many killers needing old Ruin, again, I think that's largely a matter of perception. Obviously I can't speak to everyone's experience, but the fact that kill rates haven't completely plummeted since the rework would suggest that perhaps Ruin was not quite as crucial to success as many believed.

    You can't say that kill rates haven't plummeted. They haven't released numbers since then.

    Ruin was required though for me to have fun. Now 2 gens pop after the first hook and I'm playing from behind in a very stressful game almost every time. If I make one mistake I lose. Survivors get to make several and still pip even if they don't escape. I'm lucky to black pip on a 3k

  • @Kolossoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1268235#Comment_1268235

    I only see 1 DS in every 3 matches or so and DH is a little more frequent than that.

    But NOED is just everywhere at this point.

    I don't mind it, but it is pretty getting boring...

    It's the phenomenon that intrigued me.

    You must be low rank then. As a rank 1 killer. Every game I see


    3-4 DS

    2-3 DH

    1-2 UB

    2-3 BT

  • @Nicholas said:

    They might as well visually change them to have aggressive tracking that goes around corners, at least it would match the actual experience. It sometimes feels like they hit if she throws one at where you used to be a few seconds earlier.

    Few seconds is probably an exaggeration, but thats how the internet works. You walked around the corner, on your screen you are around the corner because your client simulates it. But it takes a bit of time for that information to get sent to the server, which then has to crunch on it, and update your position, granted this all happens in a matter of milliseconds, it can often be enough to make it seem like you got hit around the corner. Because to the server, you weren't around the corner yet.

  • @Criminal_89 said:

    • The Doctor is good killer but after they changed his abilities they made him hard to play against. From what update 3.5.0 Patch Notes said (Added a 3 second cooldown to Shock Therapy. This means it will take 3 seconds before The Doctor can hit with his primary weapon, use Shock Therapy or use Static Blast.) 3 sec cooldown!! I DONT SEE THAT!!!?? All I see is he prevents me as survivor from vaulting, dropping pallets or even Dead Hard for 3 SECONDS. And he still can go back to primary weapon and down survivors!!!?? Most Doctors mains do it this why because they know they can stop the normal gameplay. This is broken and must be fixed, seriously it make no sense after being shocked and screamed still I cant do ANYTHING.
    • All killers have either perks to prevent you from vaulting a window or traps by the pallets, but wait THE DOCTOR can bring 4 perks at the top of preventing you form vaulting, dropping pallets, dead hard!! DEAD HARD!!! Wow
    • Not all Doctor mains are good but most of them, I’am a Rank 1 survivor and I am literally sick of playing against a broken killer with what I called BUG and its killing t he fun of every game against Dr. For me personally I will start to DC against Dr, no matter how long I’ll be banned or hours or days It doesn’t matter. I’m not gonna let a rank 10 Doctor killer get 4K just because he can prevent survivors from doing what the game is all about chasing and surviving.
    • just bring the shock therapy effect the way it was before, we had no problem before but now!!! Its not fun at all.

    DOCTOR = DC


    If the doctor couldn't use his power to stop you from vaulting or using a pallet and then hit you, it would literally be pointless. It slows him down to use the power, if it didn't do that, his power would literally have no point and he'd just be an m1 killer with madness. Yeah, some killers have traps, trapper also has 4 perks, is he OP too? I don't get the point here. You can call it a "bug" all you want. Shock therapy is actually basically the same now, he just doesn't have to switch stances.


    YOU = GIT GUD.

  • Probably just add spirit fury/enduring to most of my builds.

  • @rubixscube said:

    the 1% you're talking about is for hitting great skillchecks. did you miss the part where they set the speed penalty for multiple survivors working on the same gen to 15% from 10% ?

    which maths out to a whole extra 3 seconds added when 2 survivors are on the gen. Might as well make no difference.

  • @NullEXE said:

    Hag.

    Freddy is Balanced

    Nurse is Balanced

    Spirit is Balanced

    Hillbilly why are people even talking about him is Balanced

    The only reason that people are not tearing Hag apart is because not enough people play her that she dodges statistic's, but I know of the godly builds you can do on her that ensures the 4k every game - no matter the skill of the survivors.

    Care to share those builds? I'd be happy to try them out for a while, but i can't find a build that makes hag good in this world of gen rushing.

  • @BlooperReel said:

    To set the record straight, I play both sides, survivor and killer. I don't really wanna flamewar so I'd like to phrase it a different way:

    "What is it with you guys and keys?"

    Keys hardly ever pop up, as a survivor I've used them once in a blue moon and most of the time the keys I see others bring in are broken keys no good for escaping. For some reason though a lot of killers seem to think that a key is automatically toxic. Why? It's a game mechanic for starters and it's no more or less toxic than say NoeD or MoM, it's no more toxic than running anything in particular.

    When a survivor brings in a key most killers I see, will tunnel and/or camp the survivor with the key, bring Franklins for no other reason than "you brought a key," and for the first time I have ever seen: Camping the ACTUAL key. I died, I dropped my key, whoop-de-doo, no big deal. It was a throw away broken key...

    so "What is it with you guys and keys? What makes them that big of a threat?"

    Because as a red rank killer, if someone brings a key and i don't play like a dick to counter it, then i am guaranteed to depip. If you bring a key, i'm bringing ebony mori and tunneling.


    What's worse IMO is survivors finding a key in the match. There is literally no counter to it, it is pure RNG, and i setup a 3-4 gen in an area of the map with no pallets left, i lose because of RNG.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246046#Comment_1246046

    Killers want to be able to kill survivors more skilled than them, perhaps to compensate for the wack matchmaking.

    Perhaps because the game is a 1v4? So inherently a killer SHOULD be able to beat a survivor better than them, because they have 3 other teammates.

  • @PigMainClaudette said:

    Mate, I hear you.

    This part of the reason I play Pig, and tend to slug those with RBTs applied. I can never get accused of tunnelling that way, and it applies WAY more pressure.

    Unfortunately the devs have called them "legitimate tactics", so there's nothing we can do. But on the other hand, George Lucas calls lightsabres "laser swords" when they have clearly been shown and proven to be plasma, so even a creator can be wrong about their creations.

    And if you read this devs, the only people who support hardcore tunnelling and camping in this community are the ones who use it. I get STRATEGIC uses of camping, like say when you've seen two survivors run at you near a hook, or even tunnelling your obsession so that they're on death hook instantly with Save the Best for Last, but just doing it because you can literally ruins games. I don't know how some people can find it fun, and even something like saying that the emblem system is a better guide to a win condition than just "KILL. ALL. SURVIVORS." would massively help alleviate this problem and help with the divide between your balance team and the community.

    And then people will complain that you slug.


    Survivors basically think you are playing unfair unless you hook someone and then immediately run to the opposite end of the map and stare at the wall until they rescue them.

  • @not_Queef said:

    People like to interact with the game. Any time they are lying on the floor, their interaction is just staring at the screen, waiting, waiting, waiting...

    Killers don't understand because they always have something to occupy them. If anything, they often have too much on their plate.

    This is where i get confused. Because how is that any different then getting hooked? You can't do anything, you just stare at your screen, and maybe you have to mash spacebar, but its worse to me then being slugged. At least if i'm slugged i can move around.

  • @Victor_hensley said:

    yes, it no longer resets after this patch.

    Oh really? I didn't see that in the patch notes.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200241#Comment_1200241

    Yeah yeah yeah

    Punish survivors for doing their objective sound good to me

    "Punish camping and tunneling"


    Yeah yeah yeah


    Punish killers for doing their objective sounds good to me

  • @Chaoutzu said:

    Can we come up with some kind of implementation that somehow deters killers from tunneling? From a survivor standpoint, you have to run a pretty limited selection of perks. There are no addons that give survivors the edge like there are for killers, and that's not up for debate.

    I'm a rank 4 survivor, and for the past 2 weeks, over 90% of my games have a killer that camps hooked survivors, ruining the game for at least one person. I don't want to flame anyone, but I think something should be done. Unless you bring a full party of survivors, you have an EXTREMELY small chance of getting a decent amount of points. I brought bps to a match, 2 games ago. I was the first one found, and we went up against a billy. I lost him, we still had 4 gens to do, and he found a Claudette. Hooked her, then when she got unhooked, she was instantly downed and the other survivor nearby was ignored. The killer then just ran around the hook while I did gens, and the other 2 saved her. My brother was the one who unhooked her, and the billy was ignoring him just to get the claudette on the death hook. So, the killer got an INSANE amount of points for camping and tunneling Claudette. I believe we escaped, and got no one got more points than the billy with one kill. One kill is all he got, and somehow walked out of that match with 7k more points than the highest survivor.

    Can we please stop rewarding killers for this behavior? Maybe a buff to gen speeds if the killer stays within a certain radius of the hooked survivor? Diminished returns on points for re-hooking within a certain time, that way killers can still re-hook, but aren't rewarded for it? I mean, a killer can facecamp a survivor, and if the other survivors aren't in a party and communicating, 1 or 2 others are going to try to save them. If they don't, then one person gets to watch the killer look at them all game till the entity comes down.

    There are punishments. Tunneling is countered by many perks in the game such as DS/BT/UB.

    Camping is punished by 3 other survivors escaping and the killer probably ending up with less bloodpoints then the person they camped.

  • @toxicmegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1195947#Comment_1195947

    yeah, we'll see how healthy these changes are when we don't even get to use our brains just bloodlust every unsafe pallet, no mindgames nothing just mindlessly 4k every match. sounds like so much fun.

    until they balance this game correctly without any stupid bias i'm out. can't have fun as survivor and can't have fun as killer neither. for some people easy 4ks might be fun but i prefer a real game instead of a killing simulator on it's easiest mode. uninstalled. hope they fix their damn game and learn to think further than this moment.

    Yeah, kinda like when they nerfed ruin before they fixed gens speeds, and toolboxes, and god loops, and god windows and infinites? it's kinda like that maybe. Maybe you need to make smaller changes and see how it works before you decide to nerf something else too.

  • @senki527 said:

    then please also nerf the super mobility powers of killers. for example give hillbilly a cooldown. and also hag will dominate whole map with all the traps. so reduce the amount of traps for example.

    so think before you do something, those map controling killers need a nerf to compensate map size nerf. and it would be unfair for all the M1 killers as well, to have even more disadvantage compared to mobility killers.

    If maps become smaller his power becomes weaker, also i love how survivors complain about B tier killers at best.

  • @Calisto_667 said:

    So now all maps are getting super small? How is that going to make the game fun and balanced for everyone in the game?

    -I have played in huge maps and still gotten a 4k as a killer now it will make it ultra easy for some killers to get a 4k in a small map.

    - Anyone with the doctor, Legion or killers that put pressure could actually very easily now get a 4k in this small sized map since the doctor has been made so strong. This will just get annoying.

    -A friend said that bloodlust should be eliminated if all maps are being reduced and loop areas are being nerfed. Makes sense. How is it fair that on top of getting loop areas nerfed, pallets reduced, maps reduced in size, now killers are also going to still have bloodlust to help them in a chase. Makes no sense at all

    -If all these changes for survivors are now getting nerfed, the developers should start making nerfs to killer perks that with these changes are just going to be extremely OP and anyone who is a terrible killer will pretty much be able to kill anyone without even trying.

    -Honestly tired of killer mains complaining of everything in this game when you still have to work very hard to escape some matches. I can play killer and still do really well without all this adjustments. The game should be balanced on both sides. I dont see survivors complaining that much about many things that are actually unfair but killers are always complaining about every small detail.

    How will all this changes make the game balanced on both sides? It only keeps the game getting more sided on one side. In this ocassion it will be killer sided. Game keeps killing it self and killers still want more nerfs for survivors that will make the game not competitive and super boring. It should be balanced enough to make sure that both sides have the same amount of possibility of winning.

    For months, especially after the ruin nerf killers have been begging devs to do something about gen speeds. the response was always "Maps should be smaller" and "git gud"


    So the devs listen and make maps smaller.


    Now you guys complain that they are making maps smaller.


    Wut?

  • @GHOSTfaceP3 said:

    https://youtu.be/xKGcw04vWhc

    I was playing solo. In this situation pls tell me how this is fair ? The only reason he even got one kill at all was because of noed but still the gens went so fast “just pressure gens” dosnt work because people would have gotten on another gen if he chased someone there was nothing he could have done here

    TFW you do gens so fast the game doesn't even register the first one.

  • @Dead_by_David17 said:

    I come on these forums unsurprised at what I see all the time. I swear that large majority of all posts are all the same thing: killers whining about SWF, gen speeds, survivor meta perks, etc. Also claims that the devs are survivor sided and that they don't care about the killer player base.

    So, I figured I'd try to compile my evidence against such claims.

    1. The pallet vacuum removal

    2. The Exhaustion nerf

    3. The DS Rework/Nerf

    4. The Mettle of Man nerf, probably the most hard hitting nerf to the survivor meta in the game, ever.

    5. The Balanced Landing nerf

    6. The mere existence of the Spirit

    7. The mere existence of Iridescent heads and how they still havent been nerfed in years.

    8. The mere existence of literally wall hack add-ons such as Myer's Mirrors.

    9. The nerfs to Medkits, toolboxes, and insta heals. Admittedly yes, instas were OP and toolboxes played a large part in gen rushing. But now, both are worthless.

    10. The mere existence of the endgame collapse.

    11. The mere existence of second chance perks like NOED.

    12. The fact that bugs/glitches/exploits that benefit killers (i.e. Legion walking backwards after a survivor while their Deep Wound ticked down) don't get patched for months while ones that benefit survivors (i.e. when Wake Up buffed ALL speeds) get patched in a day.

    13. The fact that the match runs off the killers connection. If there is even a SLIGHT drop in connection quality, the survivors feel it. I literally faced a Legion playing on a Wifi Hotspot some time ago. The worst lag I ever experienced. He said he didn't lag at all.

    14. The fact that killers can get away scott free with holding the game hostage because they're scared of getting Decisive Striked/want their 4k/etc.

    15. The double standard regarding DCing. Why is okay for a killer to DC from the map they don't like, and yet it's frowned upon when survivors DC bc, say, they don't want to face a particular killer?

    16. The fact that camping and tunneling is considered strategic and yet, for example, jumping into a locker to force your DS isnt.

    Lets go over these:


    1. Yeah, it is a nerf, but vacuums were really really stupid.
    2. Again, i'd say stacking the exhaustion perks was pretty broken as it rendered certain parts of the map flat out infinite (many infinite still exist btw)
    3. I'd argue it was a buff. Before i only had to deal with it on 1 person, and enduring could counter it. Juggling also countered it.
    4. Wasn't this patched pretty close after release? Wouldn't call this a nerf, more of a correction of something they overlooked.
    5. Sure, its a nerf, but not a huge one.
    6. Spirit has been nerfed pretty heavily, so crying about this one is even funnier as she is nowhere near as powerful as she once was.
    7. Yeah, you can use them, and you might get the 4k. But enjoy barely black pipping and getting 12k BPs. Killers are punished for using these.
    8. These are gimmick builds and you know it. They only work on like 2 maps.
    9. Insta-heals were dumb, you even admit it. Toolbox sabo got massively buffed, and i'd argue toolboxes weren't nerfed just modified. They can now repair much faster but for less total amount. Makes it possible to clutch out a last gen with a toolbox very quickly.
    10. This isn't a buff or a nerf to killers, it literally exists to force the game to end at some point. Hatch standoffs weren't fun for either side and survivors need to figure out how to leave without making the killer watch them teabag.
    11. How about the mere existence of survivor second chance perks? Killers have one second chance perk, survivors have like what, 8? How about DS/UB/DH/Adrenaline that reward bad players?
    12. This one is really funny to me, because you listed 1 thing, which isn't really a bug or an exploit but is a feature, and probably just an oversight. Legion has now been nerfed into the ground. But let's talk about all of the bugs that have been in the game for killers huh? How about sounds being bugged for literally over 6 months. Or how about the first lunge of the game being randomly short for no reason? Or how about grab animations bugging out because of dedicated servers? Or hag "double teleporing." Or the fact that nurse is a buggy mess whose blinks don't work half the time. Or clown bottles fizzing out randomly because you slightly clipped something, even though it shows them going over the wall. Or how about pop/surge being bugged together. I could go on and on, but we only have so much time.
    13. With dedicated servers, this isn't a thing.
    14. Its not "holding the game hostage" if i am waiting out DS for 60 seconds. You guys are the ones who always say if you get hit by DS you are tunneling, so i'm making sure not to "tunnel" But seriously, holding the game hostage is when you prevent the game from ending. Now that endgame collapse is a thing there are very rare circumstances where this is possible for killer. Only thing that really exists is if you body block all of the survivors into a single place and prevent them from repairing gens. At this point, all forms of holding the game hostage are done by survivors. How about we talk about when there are 2 left and they both spend 10 minutes hiding and not doing anything because they both want the hatch.
    15. I don't think anyone likes DCing, but i'd argue that since there are maybe 4 killer sided maps and almost every other map is survivor sided might be why attitudes are different. Regardless i think DCing is dumb.
    16. Camping and tunneling are considered tactics because they literally lose you the game. It takes 2 full minutes for a survivor to die on hook. During that time, the 3 remaining survivors can do all 5 gens (especially since the first chase typically loses 2-3 gens). Also jumping into a locker with DS isn't the problem, its being immune for a full 60 seconds where you can just do a gen and can't be stopped, especially if a locker is present. Tunneling, because DS is a thing, and because leaving 3 other survivors alone to do gens usually results in a loss as well. But at the end of the day, i would be fine if they "fixed" camping and tunneling, as long as they fix genrush too. When i find the first survivor, chase and down them, and the 3 gens pop. i just finished 8% of my objective, and survivors finished 60% of theirs. Camping and tunneling is sometimes the only way to deal with that situation (only because survivors get cocky and altruistic, if they just did gens they'd win every time anyway)
  • @ohheyitsbobcat said:

    Seems like the Meg didn't have a great connection. When he lunges at her, she ends up moving just as fast as he does and when she vaults the window you see her reappear for a split second. At the beginning she also takes off pretty fast randomly from the car to the street.

    Not saying this game isn't buggy and that the stalk issue on dedicated isn't a problem but this seems more an issue with that Meg.

    Thats not lag. it seems to happen on some killers more than others, but for some reason sometimes your first lunge of the game is just super short. It happens to me a lot when i play legion or spirit, and sometimes when i play doctor. What's worse is on legion its not just your first lunge but your first normal lunge and your first frenzy lunge are super short.

  • @Respectfulnancymain said:

    When i get 3 gens popped instantly instead of crying on the fourms i actually "apply pressure" by slugging or camping as ghostface its really not that hard since most survivors at red ranks are bad and i dont tunnel so no ds. Honestly i have no idea where these gen rushing survivors are i litrally never see them. Am i just lucky? Do you gen rushed every game?

    Because we don't want to have to camp/tunnel/slug to win, and having 8% of your objective done when the survivors do 60% of theres is very stressful.

  • @hex_genrush said:

    For me I’d want the recharge mechanic completely redone. Make it so blinks don’t recharge while not in a chase and holding a blink allow you to recharge your second one while you charge your first one. Or, they could just remove the recharge mechanic and change the recharge addons to movement speed addons because those were fun to play around with lol.

    Fix her bugs, and up her movement speed to 4.0 so shes the same speed as survivors, doesn't change much for normal maps, but really helps on maps like lery's

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1168505#Comment_1168505

    @Reinami

    If you’re approaching a previously hooked person and they hop into a locker, they no longer have 60 seconds. The problem is you’re seeing these through the eyes of DS being Strictly an anti tunnel perk and it isn’t.

    I play survivor and i use DS+UB combo all the time, as soon as i get hooked i get a free gen almost every game, or if they try to come after me i have DS, or if they leave me on the ground, i use unbreakable. During which time my team does a gen if they pop my DS and i send them on another chase. or if i use UB, then i just finish the gen i was doing.


    Its meant to be anti-tunnel, the devs literally stated that, and also agree with my statement that if you start doing a gen then you are no longer being tunneled and are putting yourself back into the game by choice.


    And yeah, they still have 60 seconds. if they hop into a locker and i leave them, then they just hop out and keep doing the gen they were doing. If i dance around with them and try to catch them not in the locker, during that time 3 gens pop because DS lasts 60 seconds and a gen takes 80.

  • @Johnny_XMan said:

    DS is fine as it is. I don’t understand how it’s so hard to slug (something 90% of killers already do) to counter it.

    Because survivors will do a gen and then hop into a locker when killer gets close. Then you are forced to eat the DS or let them do the gen. meanwhile they get a 5 second head start on a chase that could last another 30 seconds. Pair it with unbreakable and you can't even slug.


    DS should be cancelled if you perform an action like doing a gen. If you go and do a gen, or heal another survivor, or do a totem, then you aren't getting tunneled.

  • @Sasorii19 said:

    Well I'd say for Ebony moris should be 2 hooks before usage not just one. That way survivors still get that additional chance. Running a Mori and going against the entity is fun.

    The way I see it you outta run Spine Chill or a key to avoid comming in contact with the killers in the first place.

    And as for Insta gen perks that would be dumb because then if you played killer and heard 1 or more gens popping within the first 10 seconds it's a whole new situation. Just bring a brand new part and run Prove Thyself with a toolbox.

    If they made mori require 2 hooks it would be pointless. Not only would it rob you of perks related to picking up and hooking like thrilling, BBQ, Hangman's etc. but many of them actually take longer than picking up a survivor and putting them on the hook. I have said this in many threads already, but if you fix moris you need to fix keys, and both are easy to fix:


    The problems with keys are the RNG factor of finding one in the game and being able to do nothing about it. Additionally having a free escape for the whole team at the end is bad, however, keys require survivors to work together to do at least part of their objective (depending on how many are alive)

    The problems with mori is that you can use it to hook someone, then tunnel them out of the match completely very quickly, since DS doesn't even counter it.


    Moris and keys can easily be fixed:

    Keys:

    • Make it so keys can't be found in a trial
    • Keys only allow 1 survivor to go through the hatch
    • Keys are now consumed once a survivor with it dies on hook.

    Moris:

    • Make yellow mori base kit
    • Ebony and Green mori stay the same but require you to get 6 hooks (no longer requires you to use it on a survivor that is already hooked)


    These changes solve both problems in preventing RNG keys, and allowing killers to prepare for them, as well as them having a way to remove one from the match completely. It also prevents the issue of the entire team getting a free escape when a killer works at getting a successful 3 gen. It stops moris from being oppressive in the early game, and makes them a mid to late game option, while still requiring the killer to get a good amount of hooks (remember 6 is half their objective) and makes it more in line with keys for survivors, requiring them to do a significant portion of their objective to be used. Yellow mori also does nothing in terms of gameplay and is just a fun way to end a match.

  • @UberSolus said:

    Quick summary. Got into a game, very quickly was downed due to me not paying attention. (Fair enough) I then get farmed off hook and instantly mori'd. This seriously needs to be looked at because it's probably the most unfun thing in the entire game.

    The problems with keys are the RNG factor of finding one in the game and being able to do nothing about it. Additionally having a free escape for the whole team at the end is bad, however, keys require survivors to work together to do at least part of their objective (depending on how many are alive)

    The problems with mori is that you can use it to hook someone, then tunnel them out of the match completely very quickly, since DS doesn't even counter it.


    Moris and keys can easily be fixed:

    Keys:

    • Make it so keys can't be found in a trial
    • Keys only allow 1 survivor to go through the hatch
    • Keys are now consumed once a survivor with it dies on hook.

    Moris:

    • Make yellow mori base kit
    • Ebony and Green mori stay the same but require you to get 6 hooks (no longer requires you to use it on a survivor that is already hooked)


    These changes solve both problems in preventing RNG keys, and allowing killers to prepare for them, as well as them having a way to remove one from the match completely. It also prevents the issue of the entire team getting a free escape when a killer works at getting a successful 3 gen. It stops moris from being oppressive in the early game, and makes them a mid to late game option, while still requiring the killer to get a good amount of hooks (remember 6 is half their objective) and makes it more in line with keys for survivors, requiring them to do a significant portion of their objective to be used. Yellow mori also does nothing in terms of gameplay and is just a fun way to end a match.

  • @thefallenloser said:

    Seriously, they ruin the game.

    It's not fun to do next to nothing special and basically guarantee a win.

    This is especially true for Moris, as after only a single hook you can completely remove someone from the game, and it's especially unfun when the person has to wait 10+ minutes to play a game only to get booted from it in less than 5.

    Keys, on the other hand, can basically guarantee an instant escape as long as the survivors do enough generators (which doesn't take long at all) and then find it.

    So, when are keys and Moris getting changed or removed? Neither is fun for either side. Moris completely turn the tide of a game, whilst keys secure and easy escape.

    The problems with keys are the RNG factor of finding one in the game and being able to do nothing about it. Additionally having a free escape for the whole team at the end is bad, however, keys require survivors to work together to do at least part of their objective (depending on how many are alive)

    The problems with mori is that you can use it to hook someone, then tunnel them out of the match completely very quickly, since DS doesn't even counter it.


    Moris and keys can easily be fixed:

    Keys:

    • Make it so keys can't be found in a trial
    • Keys only allow 1 survivor to go through the hatch
    • Keys are now consumed once a survivor with it dies on hook.

    Moris:

    • Make yellow mori base kit
    • Ebony and Green mori stay the same but require you to get 6 hooks (no longer requires you to use it on a survivor that is already hooked)


    These changes solve both problems in preventing RNG keys, and allowing killers to prepare for them, as well as them having a way to remove one from the match completely. It also prevents the issue of the entire team getting a free escape when a killer works at getting a successful 3 gen. It stops moris from being oppressive in the early game, and makes them a mid to late game option, while still requiring the killer to get a good amount of hooks (remember 6 is half their objective) and makes it more in line with keys for survivors, requiring them to do a significant portion of their objective to be used..

  • @BlueFirebilly said:

    What are your thoughts on wraith?

    Personally I think he needs some buffs and windstorm needs to be his base kit, plus two of his perks are trash

    He really just needs windstorm to be basekit and to rework the windstorm addons to do something else, maybe make them do the opposite, where the slow you while cloaked but increase the movement speed bonus you get when uncloaking.

  • @Joelwino said:

    DS should be an exhaustion perk. Since it's a one time use, it should override the exhausted status effect like adrenaline, with the traditional 60/50/40 seconds of exhaustion. But what if the time you're exhausted for is the amount of time that has been taken off the timer? If a killer downs you right after you got unhooked and picks you back up with 55 seconds left on your timer, you would only be exhausted for 5 seconds after hitting the skill check. But if the killer picks you up with 2 seconds left on the DS timer, you'd be exhausted for 58 seconds. This would ensure that ds can counter actual tunneling, camping or downing someone right after being unhooked, and give a penalty only when the timer is mostly depleted. The special exhaustion time doesn't have to be included and the exhaustion time could stay the same as all other exhaustion perks, it was just a small idea and not the main point of my argument.

    They should just make it deactivate if you do something else. A Gen, heal a survivor, unhook someone, a totem etc. If you are able to do an objective, then you aren't getting tunneled, you are putting yourself back into the game at that point.


    Everyone agrees it should be good as an anti-tunnel perk, but it should not give you complete immunity. For example, if you run both DS and unbreakable and you get unhooked you literally become immune for 60 seconds to do w/e you want. That's almost a whole gen where the killer literally has no counterplay.

  • @PrettyFaceKate said:

    BBQ is in a licensed character dlc and it's one of the crucial perk to get bp. Do you think bhvr is gonna give up that cash cow so easily?

    I don' t think at this point that they make that much money from Bubba for the DLC

  • @DwightOP said:

    So the major complain of some people is that although DS is an anti tunnel perk there are some moments where it becomes the quite opposite. For example repairing a gen next to the killer just to hop into the locker as soon as the killer turns to them. Or the classic: hooking someone else and still getting stunned.

    I personally rarely encounter this or at least know how to deal with it as killer, but I can see where some frustrations come from.

    My idea: make the timer different.

    For example, the timer should go slower if the survivors runs (survivor is actually trying to escape and not get tunneled) and make the timer go faster if the survivor stays in one place (survivors repairs a gen, jumps into a locker or wants killer attention on purpose). This would also break the deadly DS+Unbreakable combo since staying still to recover for unbreakable makes the DS timer tick down faster.

    The timer would vary between 30 seconds by just standing still, in a locker or repairing and 80 seconds if the survivor is actually getting tunneled and chased right after the unhook. These are just random numbers tho, I'm totally open to discuss the timer. It's just a 1st concept to get the idea across.

    Additionally I would add an iron will effect for some seconds to encourage the survivor to use this valuable seconds to escape.

    I personally think it's neither a buff or a nerf, just a QoL rework.

    Too many downsides. With this, now i will no longer know exactly how long they have on their DS. Now i can wait out the 60 seconds if i keep a mental note of when they were unhooked, but with this, i have no idea and i'll be forced to wait the full 80 seconds.

  • @ad19970 said:

    I know there have been posts regarding what killer or what map people consider balanced. But I would really be interested in knowing what killer and what map combined people consider to be a balanced match up, so that the killer and survivors have a fair chance of winning in that match.

    In the end, maps and the actual power level of a killer are the two variables of a matches balance. Of course there's also RNG but that should be disregarded here.

    I know many people are unhappy with gen times, but I personally do believe that the right match up of balanced maps and strong killers make for quite balanced matches in this game, despite the fast gens. So I would love to know what map and killer people think is balanced.

    Obviously this is only a shallow estimate of what people consider balanced. Different killer powers are differently well suited for certain maps. For example, Rotten Fields, considered to be one of the most unbalanced maps, is actually not that bad for Hillbilly. Similarly Huntress could be considered more powerful on maps like the Autoheaven maps than on maps like Lerys, even though Lerys is definitely more killer sided than the Autoheaven maps in general. So keep that in mind.

    Personally, I would probably consider a killer like Doctor, Oni or maybe Hillbilly on the Badham maps, the swamp maps or the newly released Dead Dawg Saloon map quite balanced, with those killers being able to deal with the fast gen times. That's just a rough estimate though.

    Basically only Nurse/spirit/billy/huntress on most maps (a few are still terrible like haddonfield) Other killers can come in and be somewhat more fair on the new map, Coal Tower, Autohaven isn't bad depending on how stuff spawns (if they get a god window its dumb) Shelter Woods.

  • @Warlock_2020 said:

    The world is a scary place right now and many are stuck at home. We need and want an escape. Why not try something new for the next two weeks in DbD. Treat each other like human beings.

    The challenge is simple, pretend the other player is like you. Pretend they are playing this game trying to forget what's happening outside. Don't try to ruin their fun, but still play. Maybe take mercy on a team you are destroying or a killer you out class. Say something humane after the match. Try to make a friend, or at least a human contact you can be proud of.

    I get this is competitive for some and some enjoy the toxicity, but let's pretend for a minute that the person you are playing is someone feeling the same way as you. Pretend it is just a game for a couple weeks.

    We can go back to being toxic azzhats later.

    Oh, and @Peanits , carry the message in the linked post to the devs. Can we get something fun going? Heck, fire up random events from the past. Link below:

    https://forum.deadbydaylight.com/en/discussion/137518/since-we-are-or-will-be-soon-all-at-home

    Yeah. No. Survivors are entitled toxic little teabaggers. They get the hook.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161432#Comment_1161432

    This is taking out of context.

    The average if 2k/2e is over all matches played. This account for all matches including 4k's and 0k's to get there. It doesn't mean that each game played has to finish with a 2k/2e.

    The issue is more about who you verse when it comes to that and how quick players can rank up on either side.

    Take chess per your example you wouldn't see a grand master verse a new player who is still learning but in DBD this happens.

    There is also the attitude of players due to that scenario. Some feel when they hit a set rank rhey should be able to compete more but unfortunately that's not the case as they may have 100h and verse someone with 5k+hours.

    This isn't as easy to balance as a 1v1 game since the player base isn't large enough and no one wants to constantly verse the same players over and over. It would mean slowing down the feeling of you progressing which agamers don't like as much since they want to feel like they have a goal to work towards. Then there is queue times which could stay increased at set ranks. I see all these as issues which compound the problem.

    The other issue is it being competative. It's really not as it has so many factors which work against this with items, offering and a perk system which goes against this. The game was designed more with fun in mind than being truly competative. It depends how you view it though. If anything making it too streamlined for competative play may make more leave the game as this means more are less likely to play around and the ovee powered gaje changers which change up the play need to disappear. These complaints aren't new to the game and have been mentioned now and again since the game came out but it hasn't hurt it in any way in terms of player count.

    Maybe the game is where the devs want it to be for the most part and its the players who need to see it for what it is and enjoy the journey from start to finish rather than just seeing where they end up.

    The point i'm making is that the rate at high level play (including 4ks and 0ks) is not 2k/2e

  • @BadMrFrosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161399#Comment_1161399

    I said this in another thread but will basically TLDR it here:

    • BVHR is not aiming for balance in the slightest, they're aiming to simply keep their live service cash cow afloat while making minor, low effort changes within their 'comfort zone'. See: Lazy in the thesaurus. After 4 years of this game being out, thinking or saying anything else is merely willful ignorance or delusion. If you need further proof of this claim, look at how many maps per year are being reworked. That alone should say everything. Most of their budget likely goes to hiring more artists for their cosmetic department rather than game testers/designers.

    The devs have literally stated that they strive for a 2k/2e average. its literally here on the forums. Unless you are calling them liars. And even if they are malicious like you think they are, it is a terrible idea to let their "cash cow" be extremely unbalanced, otherwise it won't last much longer and then it wouldn't be a very good cash cow.

1 … 121 122 123 124 125 … 127