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Reinami

Reinami

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Reinami
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  • @Junebug said:

    If you want a balanced game, try go, or checkers, I guess.

    nobody should have ever let nerds pretend that SSBM is a competitive game because it leads to this #########. Games that have a lot of fun and variety to them crushed into rote performances of myriad equivalents to FOX ONLY FINAL DESTINATION in search of The One Best Most Winningest Way To Play, and it's especially bad nowadays because that player attitude influences the developers and can begin to warp the game itself. SSBM will always be fun with friends, because it's never gonna be officially patched. Once sweaty wannabe progamers infest a fun game, it will slowly cease to exist.

    This is a terrible excuse. I guarantee the devs do not feel this way. And saying that "its just a party game" is going to result in a lot of people quitting this game. People play games to have fun, and what is not fun is something that is completely 1 sided. Imagine playing checkers (your example) but one side gets to move twice every turn while the other can only move once. Not much fun for the guy moving only once right? But its just checkers man, its fun its a party game, stop taking it so seriously. it makes it unfun and nobody will want to play that version of checkers.

  • @Raven9 said:

    Man, I will read the subject later, but the DS issue caught my eye. Personally, DS is not strong if you ask me, especially if you are playing rank 1-9, you should definitely stop using ds because the killers do not pick up from the ground for 1 minute. In fact, I was tired of entering 3 perks in this game, I haven't used ds for 3 weeks and I am really satisfied with it now. The maps have not changed at the moment, so the killers who will be nerf have not had any changes.

    If I need to sort them:

    • Leathface
    • Hillbilly
    • Freddy

    Especially if I need to list the ones that are imbalanced should really have change:

    • Old Decisive strike to come back. The reason for this is that when the maps are really sized, there will be no safe places again, the amount of pallets will change, there will be frangible walls, so you have the chance to make a new map at least 4k because that map is balanced. I personally don't know the design problems, but the decisive strike is really the biggest problem that it can't do anything against mori. As I said to everyone to talk about it, it is early, but instead of putting an animation for decisive strike, it would be better to come back to the old decisive strike. Remember that this is about behavior. Report if you are really annoyed by someone. These are being looked at.
    • Legion because no matter where you look at the plugins it doesn't work. Everyone is talking about it. I will not keep this too long because it was given to general information. For example, Pin plugins do not work, no matter where you look because if we give 10 seconds to find a safe place after being hit, it seems to be 38 seconds if we calculate the mend duration from 12 seconds. Of course, this may vary depending on the situation.

    These are my thoughts personally. It is an unstable game because the new map still seems to be in the testing phase, and yes all maps will be redesigned. I don't want to be rude to the developers as it is really hard to make a game and find a bug. As I personally did, do other things at that time or play a different game. The Rift closes after 16 days, if I remember correctly, the update will then come.

    We'll wait and see.

    I didn't mention DS once in my post... Do you have the right thread?

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161134#Comment_1161134

    Where s the proof that its not balanced on optimal level?


    My OP laid out the case, but imagine this scenario:

    You spawn in, survivors hop on a gen within 5 seconds. You start running to the other side of the map where they probably are. Probably takes you around 15 seconds to get there. Survivor hears your TR, starts running, holds W (lets ignore that pallets and windows even exist, all they do is hold w). Takes 40 seconds for the down (remember just assuming holding w). Then you have to pick them up, 3 seconds. Then look for a hook and walk to it, 5-10 seconds, then hook them, 2 seconds. Then look around find your bearings and decide where to go next,1- 2 seconds.


    15 + 40 + 3 + 7 + 2 + 1 = 68


    Even if you knew EXACTLY where to go (maybe you have BBQ, or thrilling), by the time you walk there, even with 115% killers 3 gens likely pop. If survivors play with perfect efficiency it is almost guaranteed that 2-3 gens pop on the first hook.


    At this point the game is completely downhill. This doesn't factor in everything i said above where if survivors play with perfect efficiency then it will be near impossible for the killer.

  • @Kate_Main_01 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161213#Comment_1161213

    What you described though is a very specific type of game though, with a chase taking 40 seconds and three gens popping. In fact, with the toolbox nerf I'm not even sure that a solo Survivor can do a gen that fast. I honestly haven't timed it since the changes.

    But what I'd question is how often that -really- happens. Truly and honestly. Because I am a Survivor main and as it stands right now I see 4k about 3/4 the games that I play. And 3 gens in the first minute? Never. I see MAYBE two gens in the first minute, but that honestly happens pretty rarely. Usually it is just one and even that isn't happening every game for me.

    Maybe I just have extremely bad luck in terms of Survivors on my team. But as a Rank 2 who often ends up with rank 1-8 Survivors what you are describing is that kind of good good that most Survivors are thirsty for these days. 🤣 Though I'll be honest... If I WERE seeing that happen I'd be very sympathetic to the Killer and bored with it.

    No Killer wants to play a game where they lose within a few minutes. And no Survivor wants to play a game where they lose within a few minutes. And a debuff in speed? Or a SFW penalty? Not the answer to the current problems in the game.

    As for the Killer list - the one thing you're forgetting about Legion (which is the Killer I play) is the Deep Wound status. Obviously as Legion you're supposed to inflict it and run to the next, etc etc. But! In your 'hold w' scenario Legion can Deep Wound and then the person bleeds out in... I think it is 10 seconds? So there is that.

    And then for Dema - doesn't he have a lunge attack? To be honest as Survivor I'm lost in a monotonous sea of Doctor / Deathslinger / Myers. I've forgotten so many of the Killers. LOL

    Almost every game i play, 1 hook, 2-3 gens pop. It happens extremely rarely in my games that it doesn't. Sometimes i can still pull out the 4k, but its very stressful.


    Also, you aren't mathing everything in. You spawn in, survivors hop on a gen within 5 seconds. You start running to the other side of the map where they probably are. Probably takes you around 15 seconds to get there. Survivor hears your TR, starts running, holds W. Takes 40 seconds for the down (remember just assuming holding w). Then you have to pick them up, 3 seconds. Then look for a hook and walk to it, 5-10 seconds, then hook them, 2 seconds. Then look around find your bearings and decide where to go next,1- 2 seconds.


    15 + 40 + 3 + 7 + 2 + 1 = 68


    Even if you knew EXACTLY where to go (maybe you have BBQ, or thrilling), by the time you walk there, even with 115% killers 3 gens likely pop. If survivors play with perfect efficiency it is almost guaranteed that 2-3 gens pop on the first hook.

  • @Junebug said:

    I think that's kinda what bloodlust is supposed to do... But you probably know how inconsistent starting and KEEPING chase is, even when you directly see them. Meanwhile chases just randomly start with survivors on the other sides of brick walls. Go figure.

    Maybe just reduce killer hit cooldown? Survivors got their med vaults buffed, I think it's only fair. Especially with this whole "endgame is 5 minutes :^)" design crap.

    Bloodlust takes 15 seconds to take effect. My "Hold w" strat includes bloodlust.


  • @Kate_Main_01 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161190#Comment_1161190

    There is also going to be variance based on the Killer speed - all of which are faster than a Survivor (as they should be). But my point is that a SFW-specific speed penalty would not be a viable solution and would be incredibly unfair.

    Also the moment that this game starts to punish people for wanting to play with their friends is the moment they lose a majority of their player base (and their income).

    I agree that they are faster and there is variance in terms of powers and such. But think about this. i'm saying that if a survivor literally does nothing but hold W. Doesn't try to loop. Doesn't try to use pallets, does nothing but hold w and walk in a straight line. In the time it takes to find the initial survivor. Get the 2 hits on them, grab them, hook them. 3 gens will pop before the next chase starts. The math adds up. This means that half the killers in this game literally can't do anything about this:


    Pig

    Ghostface

    Trapper

    Myers

    Doctor

    Leatherface

    Clown (Otzdarva also tested this and the clowns bottles only save about 3-4 seconds in that "hold w" scenario because he gets slowed too)

    Legion (can't down a survivor with their power)

    Plague (without corrupt)

    Demo


    Also Arguably

    Freddy (if traps arent set)

    Hag (If traps aren't set)

    Wraith (only saves a few seconds from cloaking and requires addons)

    Deathslinger (his slower movement means he takes longer to catch up, so the gun only saves a few extra seconds if you add up the reel-in animation)


    This basically leaves the following killers to deal with this:

    Nurse

    Hillbilly

    Huntress

    Spirit


    Now, after all of that factor in that survivors have windows, vaults, pallets, god loops, flashlights, sabotage, borrowed time, DS, deadhard,

  • @Kate_Main_01 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161168#Comment_1161168

    I'm sorry, I don't understand exactly what you mean.

    Are you saying that if a Killer starts chasing a Survivor and they just run straight forward for 2 hits that the chase lasts for 40 seconds? Because the speed of a Killer vs the speed of a Survivor doesn't add up to that in my experience. Is there something mathematical that you used to get that very specific time?

    Because then... Maybe? But as a Survivor main I can tell you that a lot of my chases that do not involve any action other than running do not last even half of that time. Killers catch up to you extremely quickly. Also, keep in mind that most Killers have another attack that they will use. Like Deathslinger and his harpoon.

    But as I said in my post - a speed punishment to all SFW is too broad of a stroke and is not equivocal to skill. I SFW and can confidently and honestly say that I'm a very mediocre player. Which is why I pointed out that matchmaking is the issue here. Casual players, new players, mediocre players who don't have the time or desire to become pro at the game should be paired with like killers.

    It's not fun for a skilled Killer who wants challenging matches to be paired against the likes of someone like me. Just like it is not fun for someone like me, who is not brand new, to go against a Killer who just bought the game today. Player skill discrepancy is far too common in this game. Hopefully the matchmaking system fixes that. Not a game wide penalty to specific players.

    40 seconds might be wrong, might be 30, but there is a video where otzdarva tested this out.

  • @Kate_Main_01 said:

    Punishing SFW would kill this game. I will not clog your thread explaining why as I just explained this in another thread - but if you'd like a breakdown as to why a SFW punishment cannot and will not be implemented I will gladly do so.

    As for the rest of your proposal, Killer speed is already so much higher than Survivors that in a basic foot chase the Survivor literally cannot escape. Without a window, palette, or some good ole Cold Winds corn you are almost guaranteed to be downed. The Survivors who know chase tactics to escape without any of those things are likely going to be high rank/high win characters and they will (hopefully) soon be paired with Killers of their skill level thanks to the new matchmaking system.

    Also, it seems that SWF is the thing you're most unhappy about in your post. Using SWF in an algorithm that punishes players would be incredibly unfair because SWF does not always equate skillful players. My friends and I? Absolute fools. LOL. Sure we are decent on a good day but we play this game to unwind with one another after work, or because some of us cannot hang out locally due to location, etc etc. So we play this game and we have a good time and we make some really stupid plays sometimes. Like going for that unhook in that last few seconds because an unhook is better than letting them time out on hook 2. Pro move? Nope!

    So I should be punished? I'm not very good at the game, don't handicap me further just because gaming is a social experience for me (as it is with a mass majority of other gamers).

    What it sounds like you need (as well as every other Survivor complaining about really hard Killers / Killers complaining about really hard Survivors) is just a new matchmaking system. Which we are thankfully getting soon. In the meantime try to not be too discouraged, it can be frustrating for both sides to end up with unreasonable skill disparity.

    Hang in there, and happy gaming! :)

    If a killer starts a chase with a survivor and they literally just hold w for the 2 hits, it takes 40 seconss to down.

  • @Reborn2020 said:

    The game is balanced on optimal level. You cant expect perfect balance in this genre.

    its not balanced at an optimal level. That's what my entire post is about. Also, i don't expect perfect balance. But i expect that if the devs want a 2K/2E average then they have some work to do.

  • @Rivyn said:

    That would require work. Remember, these devs are fans of bandaid fixes. If it can't be fixed by adding a perk or playing with numbers, then they're against it.

    I mean, it literally can be fixed by playing with numbers if they increase gen times. In general though nobody wants that.

  • @Kind_Lemon said:

    I direct you here (https://forum.deadbydaylight.com/en/discussion/135115/the-grind-as-we-are-about-to-reach-19-killers-and-21-survivors#latest) for various thoughts about the grind and reasons why allowing the ease of bloodpoint gain to become more prevalent is a bad idea.

    Wrong. If those addons are so overpowered that seeing them more often is a problem, then they need to fix those addons. Also, maybe instead of directing people to another thread, you keep it in this one.

  • @Muntcuffinz said:

    TLDR you are saying what everyone has been saying for ages. SWF is OP and at high level, survivor is the power role. Glad you finally caught up with the rest of us

    I'm hoping that reading this some people will take notice. Maybe even we get a dev response that they are aware of the problems. Because if "everyone is aware of this" then why have devs not done something?

  • @Warlock_2020 said:

    Buff solo survivors, buff killers, then it might start to balance out. Have to do both though. If you buff killers and not solo survivor then you make the already unbearable solo play impossible. If you buff solo but not killer then you basically neuter the killer.

    I have long defended SWF and advocate for balance on both sides. This game is moving towards a huge imbalanced tipping point though.

    It used to be that 4 man SWF was rare, but I have seen a huge spike in those groups to where 40% or more matches I have are vs sweaty SWF groups. I'm pretty laid back, so I don't tunnel or camp and those turn into pretty not so fun matches. This is in large part due to the frustration of solo players. It's to the point where you band together or get camped and tunneled out of every match.

    We are nearing a breaking point in the game and something has to be done. Might as well try buffing both killers and solo.

    They should really just either give survivors voice coms (let them disable it if they want) for randos, then balance the gamer around it. Or start giving survivors perks like kindred for free as base kit.

  • @SurvivorsAreRuined said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160560#Comment_1160560

    That’s not true stop playing the victim here. Killers are plenty good enough if not need nerfs sir. Consistent 4Ks need to be eliminated as a thing tbh. Too many killers are OP

    This proves you are in the low ranks. It's nothing to be ashamed of, but its plain to see.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/137434/this-game-is-not-balanced

    You say the truth and i agree, but you forget one thing:

    We are talking here about top player level without flaws and basicly wallhack and stuff? Like 2 engines (One playing killer perfectly and the other one the survivors) that are crafted for perfection and analyse purpose?

    Then the killer would always play the nurse and would always win without loosing more then 2 gens.

    Nurse has her own flaws where someone can dodge blinks, an i'm not talking hacking or cheating. I'm saying the best players in the world.

  • @CandyCornBread said:

    It's not supposed to be balanced. It's an asymmetrical game. You can't make a game that feels fair to everyone no matter what the game is, so you just have to work for the majority. 80% of the people in a match are survivors, so that's who they focus on.


    Devs have literally stated their balance point is 2k/2E on average, they already have that as a target. That IS their focus.

  • @Rivyn said:

    I've finally gotten back into Nurse after the devs nerfed her. Had a lot to say about that, but because I didn't have much experience, most of it was just opinion. Decided to suck it up, and give her a go. Went through her addons after a dozen matches, to see what we were dealing with. . . . and my god, they are bad. Seriously, it's as if the devs really didn't care at all when they made a good portion of these. So, this is going to come off as a bit of a rant, but I'm honestly frustrated at this.

    To start, the farming addons, which themselves annoy me. Why would you take the killer with the highest skill ceiling, and give her farming addons?

    White Nit Comb

    • Increases Bloodpoints for Blink Attack Score Events by 100 %.
    • Moderately decreases post-Blink Lunge range.

    Dull Braclet

    • Increases Bloodpoints for Precise Blink Score Events by 100 %.
    • Moderately decreases maximum Blink range.

    Anxious Gasp

    Blinking past a Survivor causes them to scream and awards 200 Bloodpoints in the Deviousness Category.

    Just why? I can see the top of the top Nurse players 'maybe' using these in a meme build, but really?

    Then you have the addons that perks already cover.

    Metal Spoon

    • Moderately increases Grunts of Pain Volume after hitting the Survivor with a successful post-Blink Attack.
    • This effects lasts for 60 seconds.

    Bad Man Keepsake

    • The Aura of a Survivor healing or being healed is revealed to The Nurse within  after hitting the Survivor with a successful post-Blink Attack.
    • This effect lasts for 60 seconds.

    Stridor covers what Metal Spoon does, and doesn't rely on landing a hit. Nor does it have some arbitrary time limit. Nurses Calling is her bread and butter. Every Nurse player worth their salt uses it, as it's just that good. Especially if you match it with M&A. Why give her an addon which a perk already does? Like Metal Spoon, why use this at all?

    Then you have her two brain dead addons.

    Spasmodic Breath

    • Temporarily disables Spencer's Last Breath and increases The Nurse's Movement speed to 4.6 m/s after hitting a Survivor with a successful post-Blink Attack.
    • This effect lasts for 60 seconds.

    Matchbox

    • Increases The Nurse's Movement speed to 4.2 m/s.
    • Removes 1 Chain Blink Charge.

    These two really bug me, and one of them is an iri. You give up your blink to turn into an M1 killer. Why? Are these two supposed to be some kind of joke the devs were pulling? Where, outside of a meme build, would you be using these? You give up what makes her strong, just to chase survivors around pallets for a minute at a time? Sure, you can run builds with Nemesis and PWTF, but you're still just messing around with these. The fact that one of them is even an iri is what bugs me the most.

    That's seven addons right there that are just awful, at least in standard matches. The fact that three of them are meant for farming is ludicrous. I understand Nurse needed her addons looked at and redone, but can it be said this was an honest attempt to keep her fun? I'm personally convinced that the reason they slapped a timer on her blinks (which is just a cooldown on top of her cooldown), was due to their lack of creativity with her addons. The lack of creativity 'forced' them to go the extra step with her power.

    On a slightly different train of thought, wouldn't the time the devs took to 'rework' her have been the best time to iron out her bugs that have been plaguing her for years? Half the time I play her it feels like it's Me Vs Survivors Vs Game.

    Edit: Grammar.

    Nurse main here. Let me explain some:


    Several killers already have addons that weaken their power but grant more bloodoints. Bubba/Hillbilly have speed limiter and there are others as well: https://deadbydaylight.gamepedia.com/Bloodpoints#Add-ons I agree that they aren't great and in general shouldn't exist. It could be argued that they are there to add "challenge" to the killer and give you a small bonus for doing so.

    Many killers also have addons that are also perks. For example legion has several that causes status effects on their power. Huntress has things, clown has things, bubba/hillbilly have gen speed reduction on chainsaw. There are many reasons that these exist and they actually aren't bad. They can give you the benefit of having a perk without actually having a perk giving you room to put other perks in your build. For example, the legion one allows you to have sloppy butcher without having sloppy butcher. Yes, it lasts a short time because it isn't a perk, but it still buys you time.


    Spasmodic Breath and Matchbox are unironically pretty fun to use. Nurse base movement speed is 3.8 m/s. Survivors move at 4.0 m/s. this means that nurse is slower than a survivor. Matchbox makes her faster. She loses a blink yes, but she also gains the ability to actually chase. On some maps this can be a godsend with so many LoS blockers like Lery's.

    Spasmodic breath is actually really fun and it catches survivors off guard all the time. You blink, hit them, then they break LoS expecting another blink when you come flying around the corner at full speed, it leads to a lot of downs. If used incorrectly it does mean you can get looped, but it does create some interesting gameplay and choices.

  • @Sluzzy said:

    Sorry, Nurse has the worst add-ons. Imagine if Huntress had an add-on that caused a survivor to scream if you missed. Imagine if she only had two hatchets but had an ultra rare that reduced it to one but was still the slowest killer in the game. Imagine.....if Huntress or Doctor had an add-on that if you land a successful hit, your power is disabled. Unable to shock, unable to throw hatchets.

    As a nurse main, i can say that most addons are fine. The ones you mentioned do have their place, and i actually like the spasmodic breath addon. It can really throw people offguard when they suddenly see a nurse moving fast at them.

  • @leyzyman said:

    So, why do I not believe that the basement hook is the best hook? Well, the main reason is of the gens as of this moment. Because of how fast they CAN go, giving up the 15-20 seconds to hook someone in the basement (for going into and out of it) can be a difference between a gen getting done or not. The only killers who could benefit are freddy, nurse,billy somewhat, and hag with the Mint Rag. but for most killers, I cannot see the benefit of using the basement compared to a regular hook.

    Obviously, if the basement is the only good hook around, then you should use it. But if you have another close hook, It is probably better to just use that.

    An unpopular opinion is supposed to be one that most people don't agree with. What you have here is a "popular opinion"

  • @XRuecian said:

    Feels like it'd be hard to convince the devs to do this. Just because i'm willing to bet that they sell bubba like hotcakes because he has BBQ.

    I would gladly give up the aura reading ability of BBQ if i could get a 4th perk slot. As someone who still has a lot of grinding and unlocking to do, i basically have to run BBQ/WGLF every game.

    It actually blows my mind that WGLF doesn't have any secondary effects. You would think any competent development team would have instantly realized that this is wrong and fixed it LONG AGO. Why would they give the killer a BP doubling perk that actually has some other quite useful effect, while the survivor version does.... nothing at all? Why doesn't it show you the killers aura for 3 seconds after unhooking, making it effectively the same as BBQ. But people have been pointing this out for years now and the devs obviously aren't listening. WGLF has only ever been nerfed, never buffed.

    What is more likely is that they will just nerf WGLF completely to not give BP bonus at all, and instead release a new survivor behind a paywall that actually has a useful BP perk instead, that way you have to buy it.

    I doubt that they sell bubba much these days and there really is no monetization benefit for bloodpoints, you can't buy them like you can skins.

  • @Steve0333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159684#Comment_1159684

    Most people use bt and rush hooks to farm with it. If WGLF was base kit this would be encouraged even more.

    There are also some slight tweeks you could make that balance this out. For example. maybe you make it stack up to 8 to get the double amount and have all survivors share the same stacks. So if anyone gets the save or a protection hit, all survivors get the bonus.


    Point being though, farming hooks with BT and WGLF is pointless. You end up getting <10k points, and oh look, you got double so you barely break 15k. You could get more than that if you just play normally.

  • @Aven_Fallen said:

    Oh, a tru3-video where he gets a 4K.

    How unique.

    Yes, because he should get 4Ks almost every game. Because he has thousands upon thousands of hours on killers. Of course he is going to 4k. Stop focusing on the 4K and focus on what happens while he gets there. It's ridiculous that 2-3 gens pop on the first hook every time.


    Keep in mind that he also plays survivor, and do you notice how often he escapes (or has the ability to if he isn't screwing around?) Almost every time, and it is far less stressful and he almost never gets 4ked against. Now look back at his killer plays, even with thousands of hours, he still has games that he gets completely destroyed, and gens fly in minutes before he can do anything. This shows what everyone already knows.

  • @Steve0333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159564#Comment_1159564

    One of the worst things survivors can do is hush hooks and that is what this would encourage. While you dont want survivors to let the hooked survivor die or get into second phase, you generally do want to let them wait a little bit before going to the hook though.

    rushing hooks has always been dumb, even with WGLF, its a multiplier, if you rush hooks 2 x 0 is still 0.

  • @Todgeweiht said:

    Duh, its an assymetrical game.

    Precisely. But the devs have stated that they want a 2k/2e average every game which they would define as balanced. I am arguing that under the current model that will never happen at top level play. Thus the game is not balanced.

  • @SurvivorsAreRuined said:

    https://forum.deadbydaylight.com/en/discussion/137434/this-game-is-not-balanced

    are you really telling me you’re not getting anyone all game? 😂 someone’s over exaggerating. Don’t fall for loops if you know where they are. Map knowledge. How is it fair for survivors that killers can kill them as fast as they can if it were that easy to get them? I’m no pro at looping but I can tell you from a personal standpoint I want to play the game too and Complaining because you’ve been looped for 10 seconds and gen rushed is stupid. You and I both know you got someone at least every match, it’s almost impossible to go all match and not get a single survivor. You’re just really bad.

    I never said i was never getting anyone. The examples i gave are how the game would play out if you had the best killer in the world play against the top 4 best survivors in the world.

  • @JoeyBob said:

    The game isn't suppose to be balanced.

    Missing the point like always.

    If that's the case, devs need to come out and say that so we can all quit and move on to another game.

  • Having these in play all the time would also encourage good play. Survivors would be more likely to be altruistic and help each other, rather than just let their teammates die. Killers would be more likely to go after a different person then the one that was just unhooked to get another stack, etc. It promotes fun gameplay on both sides.

  • @Respectfulnancymain said:

    Why do the games where they get gen rushed get like 30 posts about them and survivors get called op but all the games where they 4k in like 3 minutes never get mentioned

    The difference is both of them are extremely high level players. Take Tru3 for example. He plays both killer and survivor. When he plays survivor, it is extremely rare for him to not escape (or have the potential to if he is throwing himself at the save because sometimes he plays that way). He does it almost every single game.


    But when he plays killer, he doesn't get 4ks nearly every single game, and he has to constantly fight an uphill battle to do well. Sometimes he gets completely obliterated and destroyed and gets a 4e on him in 5 minutes. That never happens to him on survivor, yet he has been playing killer for longer.


    If he almost always does well as survivor, but still has to struggle as killer despite having thousands of hours in it, it shows something is a problem. Based on how much Tru3 plays, i would expect him to 4k nearly every game, because the dude has thousands of hours in this game.

  • @Mo4ntus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159145#Comment_1159145

    But in chess ultimately the goal is the same for both sides and both sides have the exact same power and rule set

    That is true, but, by it's nature it does not start out the same. Both players don't make a move at the same time. One player is attacking and the other defending. While i understand what you are saying they aren't the same. Devs want a 2k/2E average game which would be balanced in this asymmetrical game. I am arguing that in the current world, at top level play, that would not happen 90% of the time. I doubt it would even happen 20% of the time.

  • @Mo4ntus said:

    Comparing this game to chess is a little wrong because unlike chess this is asymmetrical so its a million times harder to balance that being said a lot of times their balance really only comes in applying or ripping off band-aids like why nerf ruin after training survivors for 2 years to hit great skill checks if they aren't going to add a way to remove these skill checks you can easily take a gen that is 80 sec base solo and with skill checks make it 65 seconds

    Chess is also asymmetrical in a way. One side is typically the attacker, and the other the defender (white vs black) if black plays well and equalizes, then the tables turn yes, but it definitely starts out asymmetrical. I'm also comparing it to chess to look at the best of the best players. In the chess world, at the highest levels of play (or even in games where using a chess engine is allowed) the draw rate is nearly 90%, which indicates that it is a balanced game (even with the 1st move advantage)

  • Saving this post for a later edit.

  • @toxcitynacl said:

    https://forum.deadbydaylight.com/en/discussion/136842/can-we-make-the-cypress-memento-mori-base-kit

    More low skilled killers needing more crutches to get a 4K...bravo...well played.

    You realize we are talking about the mori that lets you mori the LAST survivor? At that point the killer has already won the game. It would just be a fun conclusion for a 4k.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153481#Comment_1153481

    he correctly points out flaws with your strat and you get upset

    these forums in a nutshell

    He was rude about it. And i made this thread specifically to share different ideas on how to play the killer. Not crap on each other's ideas while offering none of their own in return.

  • @chrimsonDragon0 said:

    The deathslinger imo is fast enough as he is because he has a range weapon why should he be fast enough to shoot us when he right on us although he already does and a longer range is unnecessary because his range is already well outside his terror radios. I'm my opinion he can be an overpowered killer.

    His range is not outside of his terror radius. His TR is 24 Meters and his gun range is 18.

  • Why is this exploit in particular not, but when killers have an exploit with nurse, that is bannable?


    Every survivor exploit is never bannable, but all the killer ones tend to be. Why is that?

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153481#Comment_1153481

    Oh give me a break. At what point did I "crap" on your suggestion? I just gave my opinion on it. And my idea would be to not run those perks lmao. I don't feel like he has any sort of unique "strategy" outside of having a consistent aim and flicking and ending chases quickly which are kind of a given. Again, the interaction with PWYF and his power is cool, it's just that I personally don't see it being too effective.

    Look at the title of the thread and look what i wrote, i said, lets share our strategies. And instead of coming in and giving one, you just start saying other people's ideas are bad. How about you share something, or if you wanna just keep being toxic you can do that too and i'll just stop responding to you.

  • @ALostPuppy said:

    It's cool until you realise just how much time you're wasting saving stacks. Good survivors will also know not to struggle so it's taking you over 10 seconds to get them off your spear, followed by another few second stun and then yet another second for reloading the gun...all for saving 2 STBFL stacks or one PWYF stack. You really don't have many seconds to waste with Deathslinger either, his map pressure is already abysmal

    So, share your ideas on things to try instead of just crapping on other peoples?

  • @Accullla said:

    In my hands he needs a buff. In a bunch of other people's hands he needs a nerf. He's a very fun killer to play and verse that requires certain mechanical skills which I lack on a controller.

    In other words, I'd be happy if he gets a slight buff or something that helps with aiming, but I don't think he needs it.

    Edit: I just read the other comments - @honestlybaffled @Reinami i think increasing his range is an unreasonable ask. His current range is already 2 meters higher than his terror radius with monitor and abuse. Do you want to pull people back to you from across the map?

    Yes, yes i do, because then at least his power and speed would be justified. He has no map pressure as a 110 killer, and his power isn't even that great at ending chases like huntress because he still gets shut down completely by pallets.


    Devs think so too because he has addons that decrease his terror radius while aiming. So obviously they like the idea. In his lore he is a hunter and hunters tend to quietly stalk their prey from afar.

  • @Babyyy_Boyy said:

    what do you guys think? I’m currently stuck in between and can’t tell or decide what he needs. I’d say nerf.

    He either needs to be a 115% speed or his range on his gun needs to be longer. He is the only <115% ms killer that has to respect pallets, and his power doesn't justify that slow speed. Hes like how old legion was slower for no reason.

  • @scarslookgood said:

    I thought mori spamming was an offense, though? Blows my mind how stream sniping can't be an offense, that's just blatant cheating. But I guess the idea is that the streamer is choosing to publicly stream, so streameat emptor?

    It used to be when mori spamming prevented bleed out. Since they still bleed out and EGC is a thing it isn't holding the game hostage.

  • @BigBrainMegMain said:

    I saw Puppers use the Spasmatic Breath and no one got banned.

    I've heard of NO ONE that got banned for that exploit. Calm down here.

    It probably happened to him only once. Now tell me what happened to the guys who used it every game?

  • Nice strawman.

    I didn't say running a loop was. I said specifically an infinite is an exploit. Looping is fine.

  • @JawsIsTheNextKiller said:

    I've spent a lot of money on this game. If I got banned for just playing the game I would be furious.

    I sometimes point at people cowering in a locker. I suppose I should be banned for that too.

    The player base is too low as it is. Stop trying to reduce it even further.

    Cowering in a locker is not an exploit though.

  • @Rivyn said:

    It should be fixed. If it's there, why should it not be? Doesn't mean it's alright, but you can't ban somebody for something the devs are okay with.

    Then next time an exploit occurs where nurse can move at 500% movement speed i can exploit it without being banned?

  • @underlord99 said:

    What's your opinion on survivors doing this ? is it good? bad? toxic ? a strat?

    Let me know down below!

    If several of them swap to toolboxes or someone swaps a key, i will alt-f4 out, match cancelled no leaver penalty.

  • @ZoneDymo said:

    Pretty much same opinion:

    Mori's only work on deathhook

    Yellow Mori is standard/base, I think this is actually not a bad way to end a match for either side, by a mori.

    Keys:

    Imo only broken keys should exist.

    You can find the other part in the match (rare) or drop your key part for another survivor who then combines it with their part to make a whole key.

    This would make an early hatch escape a tad more tricky but not so that its basically removed from the game.

    (in general I dont really have an issue with keys, so they escape early, so what?, next game)

    Death hook moris would be pointless. Because its slower than hooking and means you don't get perk benefits like BBQ/PGTW/Thrilling/Blood Echo etc.

  • @martyr2090 said:

    So I just read a thread about a some info about mories being nurffed. (Dont worry it was proven false already.) But I was gonna comment on the post but figured I'd just start a new thread so it wont get lost in the shuffle. I was thinking of a way to make that thread more constructive than how it is now so I wanted to give my thoughts on the subject of how to change keys and mories in a positive way. *disclaimer: dont know what the proper way to balance a game I am just spit balling and excuse me for not knowing the proper names of the items or offerings dont play the game much and just associate them by color*

    Changes to mories:

    Yellow: fine where it is in my opinion. Being the last survivor means you are dead on hook so being mori'd as the last survivor is fine

    Green: can mori any one survivor. Mori activates on death hook for that survivor.(I think that needs to be specific because we all have had those survivors that wont go rescue and you got into 2nd state, so saying on death hook makes sense to me rather saying on on 2nd or 3rd hook)

    Red: can mori all survivors. Mori activates on death hook for each survivor. (Reference the green mori for the specifics)

    Changes to keys

    Green: add more time to the key at least as much as the red key this way the green key can be used more for aura reading since it cant open the doors. (Just felt I needed to put something for the green key because green key is bad. Also dont know if its balanced because I dont use any of the keys thus never used any of the aura add ons to know if they are op or not)

    Purple key: keep the charges as it is now but now can open the door faster or instantly (not sure on the specifics but similar to using charges from a toolbox on a gen, not the speed but to utilize the charges on the key) and can open the hatch if the killer has already closed it.

    Red key: keep the charges as it is now but now can open the door faster or instantly, and can open the hatch if the killer has already closed it. In addition if all four survivors have a red key they can burn all their keys to open the hatch for everyone. ( I only added this last part because red key needs to be stronger than purple and I think charge time wouldn't be enough. And it will help keep that achievement in the game.)

    Again I dont know if its balanced or anything. These are just thoughts from a random joe that hasn't even played the game that much in months. I would like to hear thoughts on the subject and please be constructive. We all know both sides are unbalanced. Let's see if the devs can get some ideas.

    P.s. please excuse typos or error I'm using my phone and my fingers are to tired to go back and edit

    So you want to buff keys, and nerf moris?


    If you make mori only work on death hook then there is literally no point to a mori. at that point it's faster to hook the survivor, so a mori would actually be bad to bring, because it would be slower.


    The way you fix moris is the following:

    • Make the yellow mori base kit, its the last survivor and it changes nothing in terms of gameplay because you already will kill them on hook, and makes mori more common in games and a bit more fun
    • Make the other 2 moris stay the same, but activate after obtaining a certain number of hooks total (like 4-6 hooks total) but NOT require all survivors to be hooked once because thats very difficult for a killer to control. This prevents the killer from tunneling someone immediately off hook and mori them.
    • Make mori's not secret, so survivors can prepare for them in the game.

    The way you fix keys is the following:

    • Make it so keys can no longer be found in the middle of a trial (no more losing to survivors by RNG)
    • Make keys more clear to see in the lobby so you can prepare better (franklins, bring a mori, etc.)
    • Make it so a key only lets one survivor go through (the one who used the key)
    • Make it so a key is destroyed when the survivor holding it dies on hook.
  • Unless you are talking about just bug fixes, she is mostly fine. She has a few bugs that need to be dealt with like blink randomly not sending far. That annoying visual bug with charging a blink.


    It would be nice if maybe they upped her movement speed to be the same as survivors rather than slower like it is now so that it doesn't feel as bad on some more indoor/enclosed maps. She still wouldn't be able to loop without her power but it would just make it a bit less painful.

  • @[Deleted User] said:

    unlike the legion one. that " exploit " is pretty hard. to pull off. unless you caught a blendette in a corner right after " activating " that add-on and bodyblocked her. I think banning is the right thing to do right now. because when someone does it. then there's a huge chance that it was done on purpose. and he/she knew about the exploit.

    That is entirely untrue. i had it happen to me in 3 games as nurse and didn't know ######### was going on. Then i went online and found out how it was done. It is very easy to accidentally happen.

  • @Larikal said:

    Just use even a little strategy : if they just throw down every single pallet... destroy them and force them to go around one area, spend that 10 or 15 seconds on it, gratz, now its death zone with no pallets, no windows, no loops, no chance to escape. First minute of match and from now on every survivor catched in this zone is dead, thanks for that guys! Oh, and there are also 3 gens in that area? Thank for free game :P.

    Its all about brain, if you gonna chase that 1 survivor for whole map then you must be brainless as he knows where he was and where he wasnt. But others dont know it. They gonna run to that sweet jungle gym with 3 pallets... sorry, there is no pallet left, you are free kill. Also hook one in that area to force others go to that side. Its pretty easy

    During the time they drop 3 pallets it takes around 50-60 seconds. Adding in the initial chase time, finding the survivor, and 80 seconds go by. Guess what else also takes 80 seconds?