Reinami
Reinami
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- Reinami
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@ZFennecFox said:
I just wanted to ask if anyone else on the ps4 side of this game has too wait 10 to 15 minuets for a survivor game?
Its normal. This game is so survivor sided killers are leaving like crazy.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1144045#Comment_1144045
Your initial post just says that survivors drop pallets against you and you cant do anything about it. If you meant something else you need to be more clear. It may sound understable to you because its your issue.
Also : "As soon as i dropped chase the one i would run towards would immediately start running away". What you expect them to do?
Read what was written
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1144003#Comment_1144003
You are latching on to one thing i said. The point i was making is that is you literally don't even have to loop anymore. Did you not see anything anyone else wrote read this one again
https://forum.deadbydaylight.com/en/discussion/comment/1143764#Comment_1143764
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1144006#Comment_1144006
I write an entire paragraph "You are latching on to the one thing I said". No, I wasn't, I wrote multiple paragraphs, but you're just a whiner, and I don't care anymore. If you actually think survivors don't have to loop you're either a terrible killer or you don't play killer at all.
No longer responding to you.
@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1143561#Comment_1143561
You just getting outplayed. There re 2 options survivors can do around pallets: abuse it and not abuse it. And if you cant punish it when they abuse it you simply getting outplayed by better players. There are places where you cant really punish but there are a few ones like one or two and you should know about them. People often look for answers in balance of the game because they simply cant accept the fact that they got outplayed. Quit doing that. 😂
Read what i wrote, its not about being outplayed. it mathematically does not work out in favor for killer, period. read the other posts.
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1143998#Comment_1143998
Yeah not buying it, sorry, you can't whine about something as inane as survivors dropping pallets without looping then try to say "but nah bro, I'm rank 1 all the time, I just think it's cool to complain about this". Spare me please.
I didn't say I was special, the point was if people can regularly make rank 1 killer can't be THAT unbalanced. As I've said, if you expect to win every game you're either an entitled child who doesn't know that when you play against other humans in ANY game you may lose occasionally, or you're as bad as an entitled survivor main who rages in after game chat cause they got sacrificed.
And yes, all you are doing is whining on the forums which is not productive, you provide no suggestions for solutions unlike many others who have discussed the issues with map size, generator speeds, and second chance perks. You whine about survivors NOT looping? Again, not buying your actually red ranks if this would actually make you upset. I would literally KILL for survivor that played like this, the pallets would be gone before the third generator was popped and then it would just be survivor getting mowed down constantly.
And wow, you talk about me thinking I'm special? "I am trying to get through to them and the community" who the ######### are you again? It's funny you mention streamers, I don't see Tru3ta1ent or Not Otsdarva having any trouble playing killer or survivor, as both routinely reach Rank 1 on both sides, so what the ######### is your excuse again for why you can't hack it? Oh right, the game is "unbalanced".
And what the ######### are you talking about? There's been other asymmetrical games that have come out, Christ it's a running joke on Samination's DBD parody videos talking about "remember when last year was going to kill this game?". End of the day DBD for better or worse is the World of Warcraft of this genre, it was the first to get super popular and will unlikely be knocked off the mountain until the inevitable decline of the genre.
No online game in the history of ever has been balanced around top end play, EVER. League of legends isn't, World of Warcraft wasn't, none of them are. Balancing your game around the top end alienates the rest of the playerbase, BHVR knows this, and yes they will tend to side on the survivor side, either adapt or quit.
But clearly you don't want to hear anyone give you help, you just wanna whine. So git gud or don't.
You are latching on to one thing i said. The point i was making is that is you literally don't even have to loop anymore. Did you not see anything anyone else wrote read this one again
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1143560#Comment_1143560
Read the previous comment from @DudeDelicious
- the survivors are on comms.
- They simply take ZERO risks. The moment they hear the heartbeat (or spot you if you’re a stealth killer) they bolt like a frightened little mouse ensuring the chase takes the absolute longest possible amount of time, whilst telling the other survivors the killer is now distracted, get back on the gen.
- They loop, but they take ZERO chance of getting hit at any pallet. They drop it immediately as an obstruction and already know exactly which loop they’re next running to depending on if the killer does or doesn’t break the pallet.
- it becomes apparent (as 1 or 2 gens pop) that this chased survivor is going to be untouchable while the other gens will continue to pop.
- Killer abandons the chase to find a different survivor.
- Survivor 2, 3, and 4 just rinses and repeats the above scenario.
- Yes this may seem like pallets are “wasted”, but at the rate of survivor efficiency it’s impossible for the killer to expect to get to endgame and have it a be barren pallet wasteland even if the killer DID break dropped pallets, AND the killer will have probably wasted more time doing so. There will still be many MANY pallets available to the survivors at this point of the game, and they’ll just use the exact same strategy for one of the exit gate switches.
Just think about how a game goes.
- With how maps are it probably takes about 20 seconds to run across the map to where survivors spawn and find one.
- A chase starts, it probably takes ~10 seconds to catch up.
- The survivor drops a pallet.
- If it is a safe pallet, i must break it, if it isn't they just immediately run to the next pallet.
- Insert a few seconds for breaking a pallet, and another 15-20 to catch back up (just running in a straight line)
- Do the same thing at another pallet, another 15-20 seconds.
- Realize what is happening. Break chase.
- 3 gens now pop before i find the next guy, rinse and repeat.
If survivors play at peak efficiency, this game is near impossible for killer.
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1143984#Comment_1143984
I don't know where you got this idea that I said the game was balanced. It's not. But my points were to give you the best chance to win games over time. Think of it like playing poker, even if you play perfectly you will not win every time, your goal is to make the best possible decisions and ideally make better decisions than your opponents over time in the long run.
I got bad news for you there champ, there may be games where you just flat out lose against 4 completely solo survivors who just know how to loop and make you look like a chump for 7 straight minutes to the point where you want to quit the game, it's happened to everyone, hell it's happened to me and I've hit rank 1 over multiple reset periods both before and after Ruin's changes. There will also be times where you will beat an SWF because they get cocky, make mistakes, try to meme too much, or get too altruistic or they just flat out aren't that good or you're that much better.
Is SWF frustrating to go against? Most of the time yeah, but that feature isn't going away when the side of the playerbase buying most of the cosmetics demanded it be included in the game. Not to mention all the free publicity they get from streamers doing SWF with subscribers and followers. To be blunt, adapt or quit, but howling on the forums isn't going to do much more for you. People have given you advice and pointers, either practice and get better or stop playing killer if it makes you that unhappy.
Don't act like you are special I am regularly rank 1 as well, been playing since Jan 2018, i'm rank 1 basically every time. I know how to play this game. The point i am making is that it is not balanced, and it is plain not fair. Howling on the forums is exactly the only point of contact i have with the devs, and i am trying to get through to them and the community, because if they don't do something about it, this game wont last. You NEED high level players (and streamers) to keep this game alive, and the more and more they put off actually balancing this game, the more likely it is that it ends. The only reason that it is still around is there hasn't been another asymmetrical game that has come around to take its place. But if they don't do something, it will happen.
You can talk about "advice" and "pointers" all you want. That's not what this is about. This game is unbalanced at top level play, period, and everyone knows it.
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@Kwikwitted said:
As others have said, the solutions are pretty straightforward.
If playing a killer that can't bypass/mindgame loops, break the pallets, but be mindful of where the chase is happening, if it's one jungle gym with a distance to the next obstacle pursue the chase, if they just ran into a killer shack with no generator in there I say let them have it and break contact.
Knowing when to chase is almost as important as how good of a chaser you are.
Another thing that may help is stealth-based killers. At the end of the day if they know you're there until you're on top of them that's often a free hit. Even if your'e not running a stealth character, a perk like Monitor and Abuse can work wonders in just letting you get that first hit quickly, cutting down your overall chase times.
This is pretty much how I play my Legion, feral frenzy lets me score injuries easily enough and then M&A combined with maybe Nurse's calling let's me sneak up for easy hits while survivors are healing, or sneak up on them doing generators.
Another solution that is a little counter-intuitive is bloody party streamers, yes you heard me right.
See, times are hard for them survivor mains, points are at a premium, and unhooking gets them a lot of them, bringing a party streamer really gives them an incentive for someone to go down for some hits. A lot of time streamers gets survivors to play a lot more altruistic, and as a killer you can exploit that. Just some thoughts.
Will there be times where you just get merked by an SWF sweaty group on comms playing super safe? Possibly, but at worst each game you can only lose one pip.
I'm tired of hearing that excuse
Will there be times where you just get merked by an SWF sweaty group on comms playing super safe? Possibly, but at worst each game you can only lose one pip.
It doesn't MATTER. if that exists as a possibility, a team that can't be beaten, then the game is inherently unbalanced.
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@ohkarl said:
Would you mind posting a video of this happening?
I've been playing since nurse release and this hasn't been a problem for me unless it's late game and there are a bunch of unused pallets.
It's not that I don't believe you I just can't imagine survivors wasting resources not being a good thing.
Read the previous comment from @DudeDelicious
- the survivors are on comms.
- They simply take ZERO risks. The moment they hear the heartbeat (or spot you if you’re a stealth killer) they bolt like a frightened little mouse ensuring the chase takes the absolute longest possible amount of time, whilst telling the other survivors the killer is now distracted, get back on the gen.
- They loop, but they take ZERO chance of getting hit at any pallet. They drop it immediately as an obstruction and already know exactly which loop they’re next running to depending on if the killer does or doesn’t break the pallet.
- it becomes apparent (as 1 or 2 gens pop) that this chased survivor is going to be untouchable while the other gens will continue to pop.
- Killer abandons the chase to find a different survivor.
- Survivor 2, 3, and 4 just rinses and repeats the above scenario.
- Yes this may seem like pallets are “wasted”, but at the rate of survivor efficiency it’s impossible for the killer to expect to get to endgame and have it a be barren pallet wasteland even if the killer DID break dropped pallets, AND the killer will have probably wasted more time doing so. There will still be many MANY pallets available to the survivors at this point of the game, and they’ll just use the exact same strategy for one of the exit gate switches.
Just think about how a game goes.
- With how maps are it probably takes about 20 seconds to run across the map to where survivors spawn and find one.
- A chase starts, it probably takes ~10 seconds to catch up.
- The survivor drops a pallet.
- If it is a safe pallet, i must break it, if it isn't they just immediately run to the next pallet.
- Insert a few seconds for breaking a pallet, and another 15-20 to catch back up (just running in a straight line)
- Do the same thing at another pallet, another 15-20 seconds.
- Realize what is happening. Break chase.
- 3 gens now pop before i find the next guy, rinse and repeat.
If survivors play at peak efficiency, this game is near impossible for killer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1143378#Comment_1143378
No, you’re just not understanding the situation the OP is encountering.
I encounter this frequently.
- the survivors are on comms.
- They simply take ZERO risks. The moment they hear the heartbeat (or spot you if you’re a stealth killer) they bolt like a frightened little mouse ensuring the chase takes the absolute longest possible amount of time, whilst telling the other survivors the killer is now distracted, get back on the gen.
- They loop, but they take ZERO chance of getting hit at any pallet. They drop it immediately as an obstruction and already know exactly which loop they’re next running to depending on if the killer does or doesn’t break the pallet.
- it becomes apparent (as 1 or 2 gens pop) that this chased survivor is going to be untouchable while the other gens will continue to pop.
- Killer abandons the chase to find a different survivor.
- Survivor 2, 3, and 4 just rinses and repeats the above scenario.
- Yes this may seem like pallets are “wasted”, but at the rate of survivor efficiency it’s impossible for the killer to expect to get to endgame and have it a be barren pallet wasteland even if the killer DID break dropped pallets, AND the killer will have probably wasted more time doing so. There will still be many MANY pallets available to the survivors at this point of the game, and they’ll just use the exact same strategy for one of the exit gate switches.
It’s quite frankly quite impossible and the least fun thing for a player to deal with in any game I’ve ever played.
This is the exact scenario i experienced. And it shows how awful this game is balanced. Yes, this doesn't happen every game, and solo players can't do this. But SWF death squads need to be dealt with.
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@JoeyBob said:
Like your gens are going to fall fast and if you get a kill or two the hatch will spawn if you're doing very well.
queue-dodge.
If i see 2 or more toolboxes or a key, i bring a mori. If i see both, i'd dodge.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1143285#Comment_1143285
And the ones that drop down every pallet on thompson house? And wait till you break it or bloodlust for thirty seconds?
If it was safe i broke it immediately, if it wasn't i would try to mindgame, then they would just run to the next pallet they could drop. I'm not an idiot. I have played this game enough to know. Look at any streamer with thousands of hours and they all say the same thing. Gens are too fast and this game is survivor sided.
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@[Deleted User] said:
Try playing nurse haha
I main nurse, but sometimes i want to play other killers.
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@gibblywibblywoo said:
I dont want to start conflict here but if you're being beaten by survivors who just panic drop pallets and dont even loop you are either brand new or awful at killer.
I'm rank 1 with 600 hours. I'm not saying they didn't loop me, i'm saying they would immediately drop pallet and run to the next one. After the 3rd pallet, combined with trying to find the first guy and starting the chase, 3 gens popped before i could down him. its ridiculous 8% of my objective done 60% of a survivors
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1143178#Comment_1143178
However, using coms with friends is game breaking as stated by the devs themselves in dev stream #6.
You got a timestamp for that?
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eh, i clicked the wrong person, but they guy right above that post necroed the thread. This is made back in january.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/120811/killer-is-too-easy-ruin-change-was-necessary
Just curius, what perks did you use?
nice necro
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@PeenutsButt3r said:
Idk what the hell was that, probably new type of lag switching or some kind of cheats, no clue. The game was fine for me and the other 3, every time I got close to this one they lagging like hell.
Thats just lag, hackers are much more obvious than that. I caught one of video recently that increased his movement speed on a regular basis.
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This looks like lag, hackers are much more obvious than this.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1132616#Comment_1132616
The guy compared his model to trickle down economics..... You know that system is a complete failure that only benefits the people at the top right?
Typical liberal.
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@Seanzu said:
The issue I have, and I play both sides is that killers want EVERYTHING and it's going to put the game out of whack.
They want gens increased, maps smaller, killers buffed & survivors meta perks nerfed.
I don't think you can change all these and still keep the game reasonably fun for survivors, they're clearly working on maps and bringing weaker killers up a level or two every couple of patches and that's what they're focusing on
I think the point is that we all generally agree that something needs to be done. I'd prefer maps become smaller instead of gen times increased (M1 simulator lol). On top of that, there should be no infinites or "god loops" in these maps. Someone shouldn't be able to loop you in any place on the map until bloodlust 3, it shouldn't be possible. Unmindgameable loops need to be removed. Every loop/pallet should be mindgameable by every killer. But the reality is that it takes forever for the devs to rework maps, so in the meantime, something else needs to be done, or we will be in a state of imbalance for a year or more.
I honestly think most killer perks are fine outside of the obviously terrible ones (monstrous shrine.) There are a few changes that need to be made to some survivor perks. Like how DS should not be 60s of immunity and should cancel when someone else is hooked or something. Something should be done about survivors stacking all their second chance perks. The meta combo of DS/UB/BT/DH is dumb, it basically makes it so a survivor can cover literally every situation a killer can throw at them, and they shouldn't all be able to be stacked. Just like how BHVR doesn't want killer gen slowdown perks to all be stackable, all the survivor second chance stuff also should not be stackable.
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@RakimSockem said:
So there seems to be this ridiculous impression a large part of the community has regarding SWF. And I understand the frustration of bad matchmaking, coordinated teams, flashlight saves (which can be pulled off by solos), and seeming like you have no chance in a match.
But here's the reality around I would say 95% of SWF teams. They aren't tactical Special Ops teams running super toxic and super efficient builds.
SWF teams are hella altruistic to the point where we make stupid ass plays and get ourselves killed to save our friends. Or to meme. Or the just mess around. Like, I can go into my streams or my friends streams and show all the many many times we lose because we're just running around doing dumb stuff and making stupid saves and vault spamming pallets to get the killer to stop tunneling our friend and chase us, even though we know it's not going to help us win. SWF is not about bullying. SWF is about having fun with people you know are reliable and who won't let you die on first hook.
Are there SOME teams out there that are toxic, or that gen rush and whatnot? Of course there are. But at most they account for 5%, maybe 10% of SWF teams if I'm being generous. Most of us are just trying to have fun with people we like while going through the annoying arduous grind of this game.
And I mention that lost point because there's always the "well if you just want to have fun with your friends, you wouldn't mind getting no bloodpoints and blah blah blah" crowd. Ummm, that's dumb. Getting bloodpoints and stuff is the only way to unlock perk and grind in this game and this game is HELLA grindy if you have all the DLC like I do. Survivors already barely get BP as it is. Suggesting survivors get less or I've seen some argue NONE, is just absurd.
You are right, not every SWF is super efficient special ops teams running super toxic builds. But the ones that are 4 escape far more often than the ones that aren't. This means the game is inherently unbalanced and something needs to be nerfed. You should ALWAYS balance things for the top of the top level play while keeping in mind lower levels, but not nerfing things for the sake of low level players when its already weak at high level play.
https://www.youtube.com/watch?v=X1p42KtZOCw -
@Archimedes5000 said:
We dont.
Thats the reason we cant use every killer in KYF.
It would be too op if killers knew what the killer does before buying the DLC
@thehotdogman93 said:
https://forum.deadbydaylight.com/en/discussion/comment/1108483#Comment_1108483
What!? You're telling me that it's overpowered for me to demo a killer before I decide to spend my money on it? What does me deciding if a killer is fun enough to play have to do with my decision to spend money on it and it being "overpowered"?
Me trying out a killer for the first time without their perks is not anymore overpowered then someone who owns thats character while being able to equip perks. It's the complete opposite actually.
Woooosh.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/130772/do-pop-and-surge-stack
How are you meant to kick an already damaged gen? Think about it. There’s your answer.
The text for pop says
After hooking a Survivor, the next Generator you break is instantly regressed by 25 % of its total progression
The text for surge says
Putting a Survivor into the Dying State with a Basic Attack causes all Generators within a radius of 32 metres to instantly explode and regress.
"Exploding a generator" sounds an awful lot like i "broke it" If kicking were required then pop should specifically say when you "kick" a generator. Hell, even the text for kicking a generator is called "damage generator" so it's pretty inconsistent here. I'm just trying to understand.
And also i think it is fine if they don't stack, but if it eats a pop charge and does nothing, that seems like a bug.
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@Peanits Can you confirm if Surge/Pop are supposed to stack? And if not, if it is intended that Pop gets eaten by surge.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1105677#Comment_1105677
^ kind of a good point to consider.
https://forum.deadbydaylight.com/en/discussion/comment/1105644#Comment_1105644
I've said before that the ideal spot for balance is actually purple ranks, not red. Things like the Doctor rework are also important to consider as it can destroy the experience at lower ranks.
ALL ranks should be considered, not just red.
No, thats not how balance works. You balance for the top level play always.
Yes, there are things that sometimes low level play needs to be taken into account for, but not the core game. For example, i'd argue that the ruin change was good. Against bad survivors, it was a nightmare to deal with. Against really good survivors, it didnt do much, because at top level play they always hit great skill checks and/or can find ruin in the first minute or 2.
This video explains it pretty well.
https://www.youtube.com/watch?v=X1p42KtZOCw -
@PigMainClaudette said:
THIS IS NOT A HILLBILLY HATE OR HIT-PIECE
Since nobody is properly reading this, here's a small sunmary for you so you can stop with bad criticism to shut down discussion:
- I'm not calling for changes or nerfs, besides insta-saw
- I'm not saying Hillbilly is OP
- I'm looking at his skill floor, not celing. Don't mention curves or flicks.
- I do not believe Hillbilly to be this "gold standard of balance".
So, with recent events, it seems that Hillbilly is now in the spotlight for everyone's hate. It was Nurse, then she got re-worked. It was Spirit, then Prayer Beads and Phasing body-blocking was removed.
While both Nurse and Spirit had actual problems, and I know that I personally hate on Hillbilly all the time, but I have a very serious issue to bring up that really is a genuine cause for concern. And that is that for the very little mechanical skill that Hillbilly does actually require, he's WAY to strong. And potentially the single STRONGEST killer in Dead by Daylight.
Hillbilly is a very straight forward killer, you have a chainsaw dash that will destroy pallets in (roughly) a 5th of the time it takes to break them normally, you have an incredibly fast dash ability (faster than a Survivor "Haste" effect) that can be sustained across an entire map and it's all tied to an instant-down ability, that only requires you to hold an activation button. With base killer statistics. And the coolest camera animation for movement.
Nurse is literally slower than Survivors, but her blink ability is very good at shortening a chase and can bypass the map. A small price to pay. She does also have the shortest lunge attack range, and that is actually a problem right now for, what I can assume, is a lot of people.
And yes, I play her. On console no less, but at lower ranks for now as my main account, a low green is getting paired with nothing but high purples. Super frustrating for a stealth killer main.
Spirit has the smaller killer stats, and a fantastic chase power. Being able to traverse the map with great speed and being almost undetectable is quite good, but you have a trade-off of you can't actually see anyone. Only their scratch marks.
Both of these fine ladies who ruled the top ranks are both "M1" killers, and I hate that term since it's only a PC thing. Myers, Oni and Ghostface all have an instant down, but require some sort of interaction and a build up. They sacrifice time chasing or damaging generators in order to get their instant down. Otherwise they're just a basic attacking killer.
Now, a lot of people are going to cry "JUNGLE GYMS!" or "INFINITE LOOPS!", but we can't always use them. Not every Survivor is a running god with map knowledge over every variation of the maps. Some are more easy to mind game out of their hiding spots, or cut off loops.
There is also a concern of the player base for Hillbilly. With that amount of mobility, it's easy to exploit perks like Kindred and Borrowed Time so that they don't proc, while still camping and tunnelling. Nor the concerns of those who actively body-block with the chainsaw revved in order to score a cheap and easy down.
I am NOT saying at all that Hillbilly should be put on the level of Legion or Old Freddy, and I'm NOT saying that we should make killers even worse, but for such a killer who has one of the lower mechanical skills, and is so rewarding compared to Spirit, Nurse or Huntress, there is just no denying that there is a legitimate problem here. We should be rewarding those who are playing higher skill required killers.
Hillbilly is rated "Difficulty: Easy" on his character profile and after playing him for a while now, I believe it.
Make difficult killers great again.
"Not every Survivor is a running god with map knowledge over every variation of the maps"
Doesn't matter, they should balance for top level play, not the lowest common denominator. if you don't balance for top level play then the game is inherently unbalanced and unfun.
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Is it intentional that it eats the pop charge then? @Peanits ?
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@Auron471 said:
I would honestly prefer if toolboxes instead increased the amount of skill checks recieved instead of giving a flat speed boost. More skill checks would require some more effort from the survivors, and would act as a reverse Hex: Ruin.
Also, if they reduce charges but increase speed, wouldnt that just give us roughly the same amount of gen repair? I mean if the total gen percentage per toolbox was reduced, i still think they arent much of a nerf b/c instead of 50% gen progression in idk 25s, we would get like 40% progression in 15s. (These are just random numbers, but you get the idea).
I think i saw that they said the total amount of speed gained from toolboxes will also be lowered. It sounds like you might only be able to use one for 25% of a gen, but it'll let you do it really fast. Could be annoying if all 4 survivors bring a toolbox, but we don't know numbers yet.
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@DingDongs said:
https://forum.deadbydaylight.com/en/discussion/comment/1101157#Comment_1101157
I don't know but i feel
- Madness no longer decays passively over time.
- Static Blast will add a full Madness level to any Survivors hit.
Those two changes sound like buff to me but maybe just my dumb opinion
Static blast already gave a full madness level, and the decay was so small it usually didn't do anything. All this does is make it consistent and less confusing for both sides. Now both sides know exactly how close they are to the next madness level, rather than it being weird. This isn't really a buff, it just makes things more consistent.
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@Mo4ntus said:
First off I’m a killer main myself and while I personally think noed is a crutch perk I don’t begrudge anyone for using it usually is thank you guys for making survivors want to cleanse totems again, but recently I’ve been trying to run devour hope to see it’s effectiveness on different killers but because survivors don’t want to get hit by noed every game pretty much has someone with a map key or detectives hunch and with how bad totems are already it is more than obnoxious to be losing this after 1 or 2 stacks especially because after 1 chase 1 or 2 gens have already popped and I need to get on my slugging game
Survivors, please stop gen rushing
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@Fibijean said:
The developers addressed the topic in their January livestream. Generator speeds aren't actually a problem in themselves, but game speed is, and they acknowledged as much. Game speed is influenced by a huge variety of factors, repair speeds being only one of those. They have revealed plans to improve game speed (and by improve, I mean slow down) in the future, through things like adjusting toolboxes, shrinking map sizes, and expanding on existing secondary objectives like the totem system. We should expect a Developer Update sometime this week, I believe, which will probably include information on topics like the planned toolbox changes.
I get that, but the point that everyone knows is that game speeds are too fast, but if we wait for them to "shrink maps" it's going to take forever, what i want to know is, do they have something planning in the meantime for a way to slow the game times down a bit? Also specifically addressing that they pinned a thread asking this very question and wanting to know what they felt the result of that was.
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Someone needs to be able to win if they both try at the same time to prevent hatch standoffs. Remember before you could close the hatch? I know i do, it was awful.
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@drimmalor said:
Balancing decisions go beyond a lot more than a single player's experience. Many factors can have an effect on any given change: data from all players, community feedback, as well as to work towards the vision on how the devs want the game to play. Some are weighted differently than others, and no change (or lack thereof) is made lightly based on one night of playing the game.
What @altruistic mentioned about confirmation bias also holds true - people tend to remember bad experiences more than positive experiences. For example, all else held equal, you remember losing $100 more strongly than gaining $100. This translates to remembering the games where you played poorly and didn't get 4 kills or escape more than the games where you easily killed everyone or escaped smoothly. All those "potato survivor" games you're seeing on streams is a more frequent occurrence than anecdotes would have you believe, because they're not good stories. It's why I personally prefer watching streams over curated and edited content - it provides the whole picture.
But it still boils down to this. If the survivors are potatoes, of course they get wrekt. But in a high tier coordinated SWF, the game is an entirely different beast. They devs should not be balancing for the potatoes. They should balance for top level play.
https://www.youtube.com/watch?v=X1p42KtZOCw -
@Kaelum said:
While Scott Jund's idea has merits, it is fundamentally BROKEN!
Why is it broken? Because the chase mechanic is 100% unreliable. Why do you think Mend no longer uses it. Instead, change the mechanic to Pause when a player is downed. When any downed player gets up, the mechanic Resumes in full effect. The only way to permanently End the effect, is to hook a survivor. Once the first survivor is hooked, and the Pause/End phase-out is over, the game plays as it currently does.
Pause/End should linearly phase-out the mechanic over 15 seconds, while Resume should phase-in the mechanic within 1 second. That is how you balance the mechanic, and there would not be any possible way to abuse it.
I'm a Rank 1 killer main who thinks gens go too fast. I like Scotts idea, its literally all we need to get things rolling. i would expand it by making it so the gens just can't be done until after it is over, then rework CI into something else, or do a similar effect, but happen after the warmup.
Your idea is ridiculous and OP. Once the first down happens the game slows down immensely. The problem is having 3 gens pop before that first down happens. We don't need your idea. it is too OP.
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I use it on spirit most of the time because sounds are so damn bugged that it makes them sound normal at least when they are.
The breathing is very noticeable. I can hear someone inside a locker in the killer shack breathing when i am outside of it.
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@Majora said:
survivors are using program undetectable by EAC to block killers from matching with them why they not getting banned for it?
This gives big advantage, they can tell who the killer is before the match starts, and block them if they think they are too good to beat. Slowing down matchmaking times. I don't know what program it is called but i have heard a few use it.
Can dev's plz respond or punish the cheaters?
Unless BHVR exposes that information to the survivors clients it is literally impossible that this is a thing.And if they do expose that, then the devs are pretty incompetent.
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@Umbrae_pk said:
https://forum.deadbydaylight.com/en/discussion/comment/1077163#Comment_1077163
Borrowed Time is to prevent tunnelers.
Decisive Strike is to prevent being tunneled.
Dead Hard is a fun lil’ exhaustion perk, I guess?
And I don’t even know what UB stands for....
Unbreakable.
Also, BT and DS give survivors literal immunity. How many times does someone have DS, you go down and hook another survivor, then they just run up and suicide the hook cuz they know they can. Or they just work a gen and are completely invulnerable for 60 seconds. You cant down them because UB, and even if you tried they just hop into a locker and are literally invulnerable. you have no choice but to eat the DS or leave them to do a gen for 60 seconds.
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@Umbrae_pk said:
Had a game where a doctor LITERALLY couldn't catch me, so I deserve the escape if I earn it, right? Wrong.
The gens popped and he chased, downed me, THEN moried me without me being hooked once! Why can this happen? At least with NOED you can AVOID it from being activated, or shut it down if it does. With Rancor you have no choice.
"Just escape you trash survivor main." I hear you thinking... I'd liked to but since the aura reading exists he spotted and targeted me.
The sad thing is, I don't even blame the doctor for this, I blame the devs. For even allowing a perk like this to go through AND promote it by putting it in The Archive Challenges.
Thanks, but no thanks.
Why Does BT/DS/DH/UB exist?
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@Kycer said:
As a killer main on console, I’m gonna be completely honest. The game is still winnable in the red ranks unless if you’re going against a sweat-squad but the thing is... the game is is just so unfun and frustrating even if you managed to win. That’s because of gens speed and the survivor perks that you gonna have to play around.. they’re too many.. Hell, even ZubatLEL got sick of playing killer because of the survivors’ perks.
They should balance the game for top level play, not for potatoes. This game is not balanced at top level play.
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@Blueberry said:
While you say this isn't a nerf NOED thread, it is a nerf NOED thread.
NOED doesn't need changing because it's too strong or unfair, it's not.
It needs changes because it's unhealthy design that rewards you for survivors being lazy, not because you did anything skillful. This is why it doesn't need a "nerf". It simply needs to be reworked in a way to reward the killer for playing well.
No problem, fix gen speeds and you can nerf NOED. At this point i basically have to run it every game because 2-3 gens pop in the first 2 minutes.
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@bendermac said:
Let me say this: I was a no Ruin Killer before the change. The perk was great, no doubt about it. But 9 out of 10 games it didn't last beyond 2 minutes. Mostly it was gone in the first minute. So I stopped using it and found different perks that can help me in the match. This means the impact of the Ruin change was ZERO for me. Games don't go faster, nor slower than they did before the change.
It doesn't mean I don't get why people are upset about the change, but FFS adept. There are really good alternatives: Corrupt Intervention, PGTW, Sloppy Buggers, Thrilling Tremors and others. Sure the early game can be rough sometimes and other times the SV don't manage to get even one gen done.
Here are two examples where Ruin wasn't used and yet the Survivors struggled hard (Purple and Red Rank)
https://www.youtube.com/watch?v=ss9_V3Ipt6k
https://www.youtube.com/watch?v=MXPGBbPUvwQ
The problem are elsewhere: Map design: God loops, Map size, visibility *cough Farm Maps cough* and tiles placement.
This is where the devs need to work on these aspects. Changing the gen time wont change anything. So stop requesting this change.
Everyone knows that increasing gen time will just make the game even more boring for everyone. The problem is what you say it is. But the problem with that is they take way too long to fix those things and even the new lerys has god loops. If we wait for map fixes then the game will be broken for the next 2 years. Something needs to be done NOW to get the game in a healthy state then fix maps over time.
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Too fast, the game is too stressful as killer now, by the time i find the first survivor, chase them and hit them twice, destroy a few pallets, and land the first hook, 1-2 gens pop almost every game, usually with a 3rd well on the way.
I don't think killers should expect the survivors to do 2 gens before they get one hook, thats 40% of a survivors objective done and only 8.5% of the killers. Yes, i know the game slows down once that first hook is achieved but its still extremely stressful. And even then survivors have the option of ignoring that hooked survivor for a minute to pop another 1-2 gens.
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No, do dull totems to avoid it. NOED counters gen rushing.
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@Ashy_Slashy said:
https://forum.deadbydaylight.com/en/discussion/comment/1068978#Comment_1068978
If killers with good map control get nerfed then yeah it could work, but then people would still complain about changes being "survivor sided".I know they already are but just imagine how enraged the community will be if Billy gets nerfed.
We would only be enraged if billy gets nerfed and nothing gets done for gen speeds.
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@Hsizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1069002#Comment_1069002
relatively rare??? LMAO? i get them on AVERAGE 5-6/10 games if im playing late at night. its not rare or an overstatement. multiple big content creators have also shared their issues with them on other platforms. its ignorant to say its rare
I'm rank 1 on both sides and play both often (mainly killer) and i usually play pretty late at night (10 PM - 2AM PST) most nights with some games sprinkled in here and there. I have literally never seen one.
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@Hsizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1068996#Comment_1068996
then i guess the games dead because no ones going to want to play at all with people using extreme ping as an advantage, its unfun and very unfair
That is an extreme overstatement, especially for something that is likely relatively rare.
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@Hsizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1068986#Comment_1068986
its quite easy, have a ping detector in the lobby to kick you for an extreme amount of ping. they stated that their aim was for players to have 150 ping or lower. if anything goes over that they shouldnt be allowed
But that just punishes players who have a poor connection and also what do you do if someone's connection is slightly unstable and they drop a packet every now and then? Their ping shoots up to 150-200 but only for about 1-2 seconds. Do they get kicked too? It's not a simple problem to solve.
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There really isn't much the devs can do. The point of a VPN is to mask where you are coming from. They can't exactly detect that someone is using a VPN unless it's a popular one with known IPs, but even then, it's easy for those to change.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1068955#Comment_1068955
Read my comments above. The point is that they only have two choices - throw themselves at the killer, or be useless. There is no option to be both stealthy and substantially useful in the early game under this system, and therein lies the problem.
That is incorrect, they can choose to do other objectives and remain stealthy, such as look for totems/hex perks or look for chests. And if this were implemented with some sort of timer like 2 minutes, then there is a clock on it where you can start doing gens. The perfect amount of time to get your bearings, figure out what killer it is, be a bit stealthy, and take out a totem or 2 or find an item in a chest. Then go hop on a gen.
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@Ashy_Slashy said:
https://forum.deadbydaylight.com/en/discussion/comment/1068761#Comment_1068761
They would have to rework corrupt intervention, besides that, I honestly don't think it would work like it would make the game way to easy for Billy, Spirit, Freddy, Nurse and killers that have really good map control.
There are way more killers without map control then there are those with map control. it's easier to nerf those killers a bit after this new mechanic is in place then buff all of the other killers to their spot. On top of that buffing all other killers doesn't make for much diversity, because the problem is they have no map control, but if you give every killer map control then why have different killers to begin with?
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1068921#Comment_1068921
It's not that people can't loop or play aggressively, it's that they don't enjoy it as much. No one ever claimed that Scott's idea negates stealth completely, only that it punishes it in the early game, which it does. Stealthy players still want to be useful. No one has fun just hiding in the grass in the corner waiting for someone else to get found so they can start being useful.
I'll say it again - it's a good idea, and it has merit, but I think it's a problem that it essentially makes survivors useless until they (or someone else) gets found by the killer. You shouldn't have to go out of your way to contribute to your opponent's objective in order to start making progress on your own.
"You shouldn't have to go out of your way to contribute to your opponent's objective in order to start making progress on your own."
Neither should killer, but that's currently how it is, as soon as you commit to the first chase you are basically letting 2-3 gens go.