Rey_512
Rey_512
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Comments
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@Thatbrownmonster said:
Now might I ask
why would the killer be extremely toxic to that specific survivor?
Were you toxic to a killer and he punished you after?
I am astounded as to why you got this many upvotes. You’re implying he was toxic and that earned him a target. Killers are known to target/tunnel survivors who merely outplayed them, not just those who played toxic.
I’m all for hiding survivor gamertags. Even the playing field.
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@NursesBootie said:
"Camaraderie". It ensures that three people get out and even opens the possibility for a BT play.
That perk just needs a buff for both hook phases to last 90 seconds. Makes it so if you get caught and camped, then all the gens can get done at least.
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@Mtom912 said:
I basically never solo que, and I basically main killer because of that. The remember the last time I solo qued because of how frustrating it was
killer was a spirit, and I got found first, I timed it later, and I lasted 4:48, the microsecond just before I got downed my team popped haunted grounds and I was healthy, 0 gens done. I died first hook, while the killer proxy camped me because how dare I be competent at lasting in chase, and my team thought it was a good idea to just watch me, not do gens, or even attempt to save me. 0 gens done after I died. All 3 randoms were rank 1
havent solo qued since. This was before plague got released. There was no (old) ruin
That’s why I’ve said SWF is a necessity. The minute that the devs do something to penalize playing with friends is when this game will start losing its playerbase.
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@chase131119 said:
"All mother dwelling window's are open"
I just find it funny how this PTB is mainly dedicated to map changes and getting rid of god loops/buildings and then there's a bug that makes this building extremely god-like. Hell, it's already god-like if you get a perfect spawn of 2 windows.
Mother’s house has never been considered OP. Especially since most survivors have no clue how to run it, and that’s ONLY if you get the good RNG.
Another bug: I saw on Tru3’s stream that cancelling Huntress hatchet will cause your screen to move a certain direction after the animation ends.
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@Danky said:
https://forum.deadbydaylight.com/en/discussion/comment/1202154#Comment_1202154
ure forgetting "Left Behind" which lets u see the hatch. survivors are given second chance after second chance after second chance.
Imagine calling Left Behind a second chance perk. /ROFL
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It’s really difficult for solo survivors to escape vs a decent killer. But for some reason the loud majority on the forum think each SWF is a death squad and each game is stressful. I am happy god loops are being removed and big maps are being condensed... but nerfing pallet amount and tile strength is unnecessary at the level I’ve seen on the PTB.
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@Mistikus said:
https://forum.deadbydaylight.com/en/discussion/comment/1200141#Comment_1200141
acually it could be a good idea to keep bloodlust only on firs level to see if wee need to keep it or we can get rid of it
I may be okay with keeping Bloodlust 1... but please give survivors a couple more pallets per map, please.
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/142528/map-reworks-remove-bloodlust
If we look at just those 4 Maps then i would definetely say that you need to disable bloodlust for them and keep it for the unbalanced ones until every map is balanced.
I really like these changes i've seen so far but my problem is that solo survivor will be absolute hell with these changes.
Randoms just wasting pallets will completely ruin your game because there will now only be a few pallets on these maps and no god loop to rely on.
I hope they will implement this new rank/matchmaking system as soon as possible or else i see myself even less motivated to play solo survivor than before if at all.
Exactly! If I’m not in SWF, I’m expecting these randoms to waste every pallet before I get a chance to use them.
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@Almo said:
Worst I ever ran into was Counter Strike. My first day trying with a group, I accidentally shot a teammate once. I was used to Quake 3 where opponents are day-glo green. Picking out who's friend or foe in CS is significantly harder. Anyway, at the start of the next round that person killed me immediately as "punishment", so I had to sit out 5 minutes to wait for the next round.
Here's the kicker: this was playing with the group at work over lunch break.
Which Counter Strike?
I started with CS: Source (the best iteration, prove me wrong) and I usually had a good time. But I also preferred the Zombie Survival/Escape custom game mode so it was more casual.
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FYI - I can see a Meg Head using every pallet on the map before 1 or 2 gens are done now.
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@Danky said:
https://forum.deadbydaylight.com/en/discussion/142528/map-reworks-remove-bloodlust
maybe after all maps get hit then maybe. they havent fixed gen speed with ruin nerf soooo id say pass on that
”Looping” as you know it today will be non existent after these map changes go live.
Any bad survivor team will be demolished game after game due to lack of resources, not lack of god loops.
Gen speed was slightly nerfed as well, so all of this at once means killers are going to get easy wins.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1196503#Comment_1196503
You should remember it's a HORROR game. One that should retain as much of it's fear factor to the furthest extent possible, and sure eventually desensitization becomes a thing and you are used to the kind of horror that the game dishes out, however garbage like this doesn't do the game any favors in that regard. If it doesn't help to preserve the fear factor of the game but rather harms it, it should not be in the horror game to begin with in the first place.
To that end this is when the game swaps from "fear factor" in veterans who are no longer afraid to "Tension", even if veterans are no longer afraid of the big man with bits of metal and a beartrap sticking through his shoulder wielding a cleaver they should still feel the tension of the situation. Because they don't have tools to fight back so they have to run, or hide, DS in its current state dismantles that tension by giving veterans a tool that they can use to consistently fight back. Hence why it needs a change
A change not to alter its original intended function, which is to keep survivors from being immediately tunneled off the hook, but to prevent the perk from overextending its use and enabling survivors to make aggressive plays and not be punished for it.
It must:
Be deactivated whenever entering a locker
Be deactivated upon exiting a range of 32 or 40 meters from a killer
Be deactivated upon beginning to repair a generator
All for reasons that I have already gone into greater detail within the post you originally responded to.
Have you ever considered people get into lockers to COUNTER said tunneling? That needs to stay.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1195649#Comment_1195649
Sometimes there is quite literally no one else. Why should I have to go out of my way to find the immersed P3 Claudette who is getting all these unhooks when the bright blue Laurie is so clearly and obviously ignoring my presence because of her "basically-invincibility" as she goes off leaving scratch marks everywhere, does generators, totems and other super-aggro BS as if I'm not even there?
And then if I do chase her: Would you look at that, the stupid locker trick. What absolute bullshit, to be guaranteed protection because you hopped within the confines of a square box. Were I not working for the Entity I'd use my knife, Clawed glove, sword, whatever to stab you through the throat then and there.
Which, I'll admit, is a tad aggressive of a response so I'll wind back a little bit.
"A key point to remember about Dead By Daylight is that a survivor should never feel safe under any circumstances, they should always be on edge and in some kind of tension, if not something is very clearly wrong with the power role of the killer. The ability to jump in a locker and force a killer to eat the DS absolutely and unbearably spits in the face of this idea, allowing a survivor to feel completely safe within the confines of a red box."
The change to deactivate the perk when a survivor hops into a locker is made because as it stands this trick survivors use only serves to enable the type of playstyle and behavior that you would think you wouldn't be seeing from survivors running for their lives from a supernatural or otherwise incredibly strong and malicious killer. You want to stay alive? How about you actually run away or hide then.
I get it. Sometimes the unhooker doesn’t try to get the killer’s attention and you’re left chasing the freshly unhooked survivor. Depending on the situation, I’ll eat the DS or slug. Usually slug if it’s 1 or 2 gens left or if I see someone right after...
But remember that it’s a GAME. Survivors don’t HAVE to be scared of anything. Sorry if you expect players to feel that way, but those that have played this game for a while and are competitive will not have that “fear factor”, with or without DS.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/1194009#Comment_1194009
Mories too so surely you don’t mind getting moried of hook.
Sure. But I’m making the killer eat my DS first or waste 60 seconds of his time because I’m going straight into a locker if he’s tunneling.
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@Seiko300 said:
Soon. Hopefully.
https://forum.deadbydaylight.com/en/discussion/comment/1194009#Comment_1194009
It has already been reworked, and then immediately after survivors figured out how to maximize its output and abuse the perk to its fullest extent, hence the need for another rework, again.
One that puts it in its place, but still achieves its original purpose of being an anti-tunneling perk (and NOTHING more) for good.
Allow me to explain:
DS - Problems
A survivor running DS is not going to heal themselves because the DS practically counts as a health state on its own. It's a nice thought, but it's unrealistic to think anybody is going to heal while they've got what is basically invincibility. They're gonna play as aggressive as humanly possible going for unsafe unhooks, finishing generators in the killers face, doing hex totems in the killers face, etc.
This is the real problem with DS. That it enables survivors to play extremely aggressively for a long duration of time and they absolutely cannot get punished for it. As Otzdarva put it: "Decisive Strike allows survivors to be bold, make bad mistakes and completely get away with it"
DS - Solutions
It should be deactivated under numerous circumstances:
First and foremost it should be deactivated upon entering a locker, everybody knows this stupid trick, it's annoying to deal with, and provides a survivor 100% protection since they won't even be in the dying state. A key point to remember about Dead By Daylight is that a survivor should never feel safe under any circumstances, they should always be on edge and in some kind of tension, if not something is very clearly wrong with the power role of the killer. The ability to jump in a locker and force a killer to eat the DS absolutely and unbearably spits in the face of this idea, allowing a survivor to feel completely safe within the confines of a red box.
DS is also meant to be an anti tunneling perk, so it should be deactivated after that purpose is accomplished. NOT for an extra-whatever-is-left-on-the-timer. Similarly to OoO, if a survivor is outside of a range of 32 or 40 meters of a killer, it should automatically deactivate. If you are that far away, you are clearly not being tunneled and there is no reason for you to have the perk still active.
It should also deactivate if you begin repairing a generator, DS is a self preservation perk, it is meant to keep you alive immediately after the unhook. So if you feel safe enough to repair a generator while still injured, there is no reason for you to have the perk still active. This way baiting a killer into accidentally grabbing a survivor off a generator is no longer viable again, taking away that misplaced sense of security that survivors should never feel.
This also introduces an interesting dynamic, if there is one generator left, it's at 80% and the killer is chasing somebody but close enough that you can hear a heartbeat, do you try to repair the generator? If you do you lose your temporary basically-invincibility but you could repair the generator (popping adrenaline probably) if you don't you might be able to keep your DS maybe even use it and find the hatch or something. This forces survivors into weighing the risks vs. the reward and is a far more interesting gameplay and a tense situation than "Hehe DS will protect me, all gens done time to pop 4 adrenalines now look who's the 4head".
Concluding
These are absolutely necessary changes, those who say no are the ones who are keen on continuing to abuse an unbalanced perk.
However, it's important to note that none of this changes the primary and original goal of the perk who seek to gain that benefit: The core integrity of a perk that keeps you from being tunneled immediately off the hook for a certain period of time is preserved, giving you the opportunity to escape the killer, heal yourself up, and stay alive.
This is what the perk should be used for, and absolutely nothing more.
Why should DS be deactivated when entering a locker? You shouldn’t be wasting your time going for that survivor by eating DS or waiting 60 seconds. Look for SOMEONE ELSE.
If you choose to eat it, don’t complain.
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It has already been reworked. Next.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1193236#Comment_1193236
I don't know how new to gaming forums you are, but a dev will get high votes for anything they say. As far as "building the hype" goes. I would sooner see better hype come from a dev response that actually clarifys they give a damn about the players actually keeping their game afloat - which is the ones playing the Killer role, but so far we have been given objectives to force players to play some Killer as a completionist bonus. I'm talking about the Archives. While in the meantime they keep nerfing Killer's experience into the ground, making it incredibly unfun.
In case you haven’t noticed, Doctor has been buffed tenfold and is now surprisingly even more annoying to play against than before.
Breakable walls is a good change favoring killers. Stop complaining. Instead of dealing with a god loop all game, take a couple seconds to eliminate it. Seems like a fair trade.
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1189481#Comment_1189481
Well, spine chills now kills any kind of stealth gameplay, tool boxes are fine IF you know how to use them, sabo is INSANE, how broken DS is (punishes killers who DON'T tunnel) 360's on console which pretty much act like a free DH, the ######### maps w god loops/windows, SWFs, I can keep going...
Ruin is now #########, nurse got nerfed beyond playable, oni got gutted, spirit got nerfed, pig and legion got nerfed again again(lmao), Freddy got nerfed,doctor is fine, only potatoes fall to him, deathslinger got hung out to dry, hell his perks are COMPLETELY useless. I can go on...
Try playing BOTH sides at red rank. Anyone that does that can OBVIOUSLY see the difference. Add in sWFs, even Stevie Wonder would see that #########. ✌
Spine Chill isn’t ran by everyone, and it doesn’t absolutely kill stealth since it doesn’t tell your how far or from what direction a killer is coming from.
I haven’t lost a game where sabo has been the culprit. Doesn’t seem insane to me.
I actually like new Ruin and its synergy with Surveillance. Old Ruin was a noob slayer... gens still got done fast by good teams. Sometimes skill checks didn’t pop up for half a gen or more.
Nurse was nerfed but good nurses still can dominate with her. I agree that her already high skillcap was raised, though. Little mistakes punish her even more now.
Spirit was hardly nerfed. Prayer beads was a necessary nerf (noob addon); the window vault animation isn’t bad (you could see the red stain move pre-nerf); and not bumping into people mid phase actually helps avoiding body blocks.
Oni doesn’t feel too different from PTB, but I also don’t play him much so I can’t give a great opinion.
I play both sides at Rank 1.
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@ThisGuuy83 said:
It'll go like this:
Survivors=buffs
Killers=Nerfs.
Bet noed gets it this time. Any takers?
I don’t recall any major killer nerfs recently, take your biased view elsewhere.
Toolboxes were gutted. Doctor has received endless, unnecessary buffs. Sabo was made easier at the cost of only being able to be used sparingly, and the hooks respawn pretty quick. Instaheals were gutted.
Where are the survivor sided changes here??
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1187781#Comment_1187781
Its fanart. I'm showing that people have asked, and will ask for this and devs probably wont do much for this.
That we can agree on. Unless it’s those BHVR sponsored contests.
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@TheOneElric said:
Someone actually did the math on this:
https://forum.deadbydaylight.com/en/discussion/140864/math-of-the-rift
FIFTY SEVEN additional hours of gameplay ON TOP of finishing the challenges.
Utterly out of proportion. Honestly, it feels kind of like a scam this time.
https://forum.deadbydaylight.com/en/discussion/comment/1186693#Comment_1186693
"Since the challenges can now be completed in fewer matches, you may need to play additional matches after completing the Tome in order to reach Tier 70 in The Rift. "
You MAY NEED is a false statement. You're the devs of this game, I'm sure you've done your math, you KNEW you would ABSOLUTELY need to play additional matches to complete The Rift. If you didn't know, your quality and consumer satisfaction control is horrific. You could of course just admit to wanting to pressure people into buying those sweet auric cells, if that's the case.
Whatever the reason, the grind is just not okay at this point.
“May need” is not a false statement, it’s just you whining about not having your way.
I finished the Rift before I completed all my challenges. I also play a good amount, and some matches I just forgot to do my challenge or select one.
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1186570#Comment_1186570
Wow! Sherlock, I think you've cracked the case!
Then why post it?
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@evilwithinIII said:
https://forum.deadbydaylight.com/en/discussion/140820/iridescent-hillbilly-leatherface-add-ons
Pretty sure it isnt just giving them a iredescent quality addon. Its pretty much a add-on rework in general. And for leatherface maybe a full rework? Because its really hard to make different add-ons for both of them. So for leatherface the silent chainsaw is a great idea, maybe for billy a bit too OP i think. For hillbilly maybe make him drift easier to the cost of slowing him down while sprinting?
Easier drifting with a slower chainsaw would actually be better for Billy (insane control).
I think an iri addon for Billy would be a reduced terror radius when using the chainsaw, with a slightly decreased speed.
For Bubba, I’d make one so if he downs a survivor then the chainsaw stops but it takes slightly less time to charge up the chainsaw and it has slightly increased duration. Would make him better in 1 on 1 chases and discourage facecamping (obviously only good Bubba players would use this; scrubs will continue facecamping).
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@Aven_Fallen said:
The Killer will just wait there, if the last Survivor gets a chance to attempt escape. And so Deliverance will not change anything. And yes, the Survivor can have DS, and yes, he can have Unbreakable, but it is enough for the Killer to just wait.
In the end it is only a huge waste of time for both sides.
Not if an open exit gate is open right in front of you.
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@Booper_Of_Snoot said:
https://us.v-cdn.net/6030815/uploads/089/42UN6VF3ZIUN.png
Mika weiseth on instagram already does this, as you can see here^
He’s not asking for fan art, he’s asking the devs to put it in the game.
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I like the idea but slapping Exhaustion onto it seems overkill. Maybe a 10% speed boost for 10 seconds instead.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1179255#Comment_1179255
I mean, when 4 Survivors escape with a Key, they got all Gens done. At this point I honestly dont care anymore if they take the Hatch or the Gate, when I got destroyed that hard, I will open the Gates for them.
But sure, the same can be said about a Key. Both, Moris and Key, need to be nerfed into the ground. But while a Key is a Lategame-Item, a Mori (except for the Cypress Mori), can turn a game into a Win for the Killer very early on. And because if this, in my opinion, Moris are stronger, because it might be entirely possible that the point where a Key can actually be used to enable multiple Survivors to escape can never be used, but a Mori can be used after the first Hook and remove 25% of the Survivor Team.
I mean, both need to go anyway. That is for sure.
Agreed. Both need massive reworks.
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When did the Saloon become an infinite? Never takes me longer than 25 seconds to down someone there.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1179252#Comment_1179252
The last paragraph is important. If BBQ would not give Extra BP, Thrilling Tremors would be a far better Tracking Perk for most Killers.
That’s what I’ve always said. Give Thrilling the BP bonus instead and BBQ would die.
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Can’t tell if you’re joking, but I’ll bite.
BBQ is a mediocre tracking perk at best, people literally take it solely for the bloodpoint bonus. Take away the bonus and you’d rarely see killers using it. Easily avoided, terrible on slower or trap setup killers, distance dependent.
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My preference is to amplify a killer’s strength rather than try to cover up their weaknesses.
As people already stated, Slinger is:
GOOD AT: Sneaking up for 1st hit, making loops unsafe with his power
BAD AT: Map pressure, chasing M1 style
Extra movement speed is great, but you should be using your power to end chases instead of catching up for an M1 hit. That’s why Monitor and STBFL are superior perks over PWYF.
The reload speed addons are god tier, always try to use those.
Gen regression perks are almost a must, as you need something to slow the game down due to 110% speed. Try having Pop or Ruin, as well as a tracking perk like Thrilling or Discordance.
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@ZackaryFreeman said:
https://forum.deadbydaylight.com/en/discussion/comment/1171768#Comment_1171768
OMG YOU MUST BE SUCH A GOD AT THIS GAME THEN
PLEASE ENLIGHTEN US "BAD KILLERS", BY PROVIDING US WITH A LIVESTREAM OF YOU PLAYING THE GAME SO WE CAN ALL LEARN FROM YOU, THE MIGHTY REY_512!
In the meantime as we watch you, we might as well count how many games you really "win"
I would love for you to teach us how to play the game well, so I can no longer be just "a bad killer" in a "totally balanced, non survivor sided game".
You can’t just take my word for it? Yes, I usually get 3-4 kills each game as killer. I also sometimes get trashed on if it’s a good team, bad map, playing a killer I’m not used to.
I’m not expecting to 4K each game either but I think I’m pretty good. Ruin nerf hasn’t really impacted me because I like to distribute pressure and use PGTW.
Bad killer players just whine about how strong survivors are rather than improving or maximizing their loadouts (running BBQ for bloodpoints all the time, smh).
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1171798#Comment_1171798
Oh I'm sorry was this you?
"Maybe you’re just a bad killer?"
Sorry I just thought a stupid childish question warranted a childish response.
And for a guy claiming to be here for a "discussion" you pretty much do nothing but spout anecdotal nonsense.
Corrupt intervention is a poor replacement for ruin, being only 120 seconds many survivors will just hide and wait it out because if the killer doesn't get any hits or downs in those first two mins then the perk has become effectively useless and done nothing except artificially boost the killer's gatekeeper score.
Also if going against a trap based killers, survivors immediately know the three generators that were blocked with corrupt are exactly where the killer WON'T have setup traps at, meaning survivors will get those three generators likely for free, and only then start breaching the trap perimeter for the last two, at which point they are at a severe advantage.
Now onto your crowing about how good you are.
Because you claim hyperbolic nonsense like "I don't have to sweat each game" doesn't mean anything. And sorry but I'm not buying you get SWF teams that are potatoes unless you're actually playing at green and yellow ranks. At red ranks I do have to sweat each game because I will almost assuredly run into optimal survivors, and often optimal teams. Maybe pass some of those potatoes you found, I could use a couple chill games.
And no, my point about rank 10 killers was not only are they going against rank 1's and other red ranks, they are getting destroyed by them, often. If these were former rank 1's, they wouldn't be getting destroyed by red rank survivors. And by this logic, if a killer already made it to red rank, didn't they already prove they could handle "better survivors" already and would have no need to rank down?
Sorry, at this point you sound like a false flag survivor main who thinks just saying "lol killer so ez" is actually winning an argument, it's not.
I’m going to condense my response since you clearly think you’re right and anyone who says otherwise is wrong.
Killer is NOT as hard as you and others make it out to be. People quit playing killer because they don’t like a challenge - period. It’s evident by all the whining I see on these forums.
Yes, I agree it’s the more stressful role. You definitely need to sweat as killer more than as survivor.
However, is red ranks full of god tier survivors, SWF depip squads? Absolutely not. An average skill level killer can usually 3-4K an average survivor squad.
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People like @toxicnancymain are the reason why you see so many killer players complain about how “Survivors are OP”.
Instead of trying to IMPROVE, they’d rather just derank and resort to unsportsmanlike tactics such as AFK.
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1171768#Comment_1171768
Yeah Top Kek there bud, you so got me.
https://us.v-cdn.net/6030815/uploads/355/ORVUTW4VWJ5Y.png
I like how now you backpedal with "bad maps with loads of pallets" and "ignoring key games". Sure.
Didn't even address my point, if the killer population was even a 1/4th of the survivors you wouldn't have rank 10's playing against rank 1's. This happens due to many killers not wanting to put up with 1-2 generators popping after the first chase anymore, and games just aren't fun when you have to tryhard all the time. For some crazy reason I enjoy it but I go into every killer game knowing I'm going to have to try my sweaty balls off otherwise I'm gonna get demolished and I like that personally, but I sure as hell am not delusional enough to pretend this wasn't a lot easier before the Ruin nerf, particularly for any trap killers.
Quit the childish responses and calling me “bud”. I’m here for a discussion.
Corrupt Intervention is almost a necessity on trap killers, unfortunately. But once you’re set up it’s super difficult for survivors to make it out alive.
I don’t have to sweat each game. Even most SWF teams are potatoes. People have to get over the mentality that you need to have like 3 hooks before a gen pops. The game isn’t designed for killers to win the early game.
To your point about Rank 10 Killers going against red ranks: This is happening because killer players that wound up in red ranks can’t handle better survivors decide to quit/derank instead of trying to improve.
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1171752#Comment_1171752
Playing killer is easier than ever, which is why killer numbers have dwindled to the point where rank 10's are matched up against rank 1's.
Gr8 b8 m8 I r8 8/8.
Maybe you’re just a bad killer? I average 3-4 kills every game. Only when I get a combination of a killer I’m not used to playing and a bad maps with loads of pallets do I have more than 2 escape on me.
(Ignoring key games)
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DC penalties don’t solve the problem, but they make it harder for scumbags who ragequit or have bad internet/hardware to get into games repeatedly. I love DC penalties.
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Devs have evidently made changes to nerf survivors since the start of the game.
Any killer “nerfs” have been for the health of the game. Spirit having collision and Prayer Beads changed was a necessity.
Meanwhile, other killers have gotten much needed reworks (Freddy) and buffs to the point where they’re just downright annoying (Doctor).
Playing killer is as easy as ever, even with the Ruin rework. Killing 2-3 survivors, even when it’s SWF, is not difficult at all.
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@Junebug said:
https://forum.deadbydaylight.com/en/discussion/comment/1170788#Comment_1170788
and this is why behavior will never do anything about it. SWF people sucker their friends into playing the game and continuing to play the game so that they can sell more cosmetics.
And what’s wrong with that? SWF isn’t and never has been an issue. The issue is the solo survivor experience needing buffs to bring them close to SWF.
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/1165745#Comment_1165745
that's not the point. just because you won't face every time a day a super organized depip squad, it doesn't mean that SWF aren't a core issue of the game, cheating on most mechanics and cheating the main idea that (once) was behind the game design.
They’re not a core issue. Voice communication exists in pretty much every multiplayer game, it’s to be expected. To compare it to actual cheating is laughable.
That being said, the game needs to be balanced so SOLO and SWF are on equal footing. Perhaps make Kindred basekit with the exception of the Killer aura reading feature. Make the UI show which survivors are in a chase, regardless of whether they’re the obsession or not.
How to buff killer? It’s tricky, since killers who can already deal with SWF (very common) may be able to wipe the floor with any added advantages. Perhaps a little speed boost after each hook (+5% movement speed for 15-20 seconds) would encourage killers to not camp and use the speed boost to reach a far gen for PGTW or start another chase.
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@thesuicidefox said:
IMHO Doc has been wearing this crown for years. Before Freddy rework even.
The devs literally did not actually fix a single thing that made him unfun to play against. In fact they just made it all worse. He was a chore to play against before, now he is a full blown aneurysm.
On top of that they buffed him like crazy this last update. All buffs, BTW, that made him EVEN LESS fun to play against.
Your profile picture being Calm Spirit makes your comment pure gold.
Agreed, Doc received tons of buffs with 0 downside. This needs to be changed.
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This sums it up.
I think the game needs to make the Survivor “Chaser” Emblem (or elements of it) the most weighed. Players who know how to run the killer are typically much smarter/better players than ones who hide, do gens, and unhook others only when it’s safe.
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@Rivyn said:
Make it more difficult for survivors to rank up. That way, in higher ranks, you get better material, not just SWF and boosted solos.
From your post, OP, you point out that three live, one died. While it sucks that one died, how is that a loss? You must have had at least 25k bp, and even a pip or two. Sounds like a win to me.
The point isn’t that 3 lived and 1 died after a hard fought match. It’s that no one even attempted a rescue when they were all healthy and the killer had no instadown.
@WeenieDog said:
I mean, Is SWF really necessary when the only reason you died is because NOED?
It sounds like your solo group did well enough to complete all the gens and open a gate + 3 escape.
but I do agree that the emblem system doesn't do much to pair people of like skill together and that may make it feel like SWF is the only way to play.
He did NOT have NOED. That’s what makes it frustrating. I have a pretty good escape rate with SWF, but it seems that when I play solo it’s almost a different game entirely. I’m still trying to go out of my way to help randoms, but it’s not reciprocated like when I play with friends.
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@Nurgling7 said:
SWF is necessary, but not for that reason and that doesnt mean it should not be balanced either.
For what reason would it be necessary then?
And yes, a strong SWF can clearly put a killer at a massive disadvantage. I wouldn’t be opposed to some kind of balancing around that.
But solo queue is littered with potato/selfish survivors who will leave you to die despite you playing great all game (unhooks, working on gens, taking some aggro). That’s why SWF is necessary to ME. It’s frustrating playing with those kinds of people (almost unplayable, even).
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@inferjus said:
https://forum.deadbydaylight.com/en/discussion/comment/1167833#Comment_1167833
Those teammates weren't that bad. They managed to complete all 5 gens and escape for the price of only one teammate. It's pretty good score for solo survivors!
What’s the reasoning for leaving someone to die on hook when the other 3 are healthy and the killer has no way to instadown.
For the people saying “you had one bad match”. NO - This happens a lot. You’ll go out of your way to save randoms, but they will not do the same for you.
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DOCTOR has claimed the “Most Annoying Killer of 2020” award. BHVR seemed like they wanted to buff him like no tomorrow and now his entire kit has no downsides. Any addon you put on (save for the stupid ring shock therapy) is effective in almost any build.... yet we have Nurse’s addons that give you a huge negative for each positive. Static Blast every 60 seconds needs to be changed to 75 at least, especially with Madness no longer decaying over time.
P3 CLAUDETTE remains the champion of annoying survivors. Killers that see P3Cs in a lobby will usually put on a sweaty build and/or mori.
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@ZoneDymo said:
No
Thanks for contributing.
@ OP:
I like the idea of reduced item cost at higher prestige levels. For example, P1: 15% Cheaper, P2: 30%, P3: 45%.
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@BlueFirebilly said:
What are your thoughts on wraith?
Personally I think he needs some buffs and windstorm needs to be his base kit, plus two of his perks are trash
If his base cloak movement speed is buffed, then the Windstorm addons would need to be drastically reduced. He would have insane map pressure while being invisible.
I just think the only buff he’d need is not to be burned by flashlights while cloaked, and slightly reduced reappearance time. However, I’d then change the Silent and Muffled Bell addons to increase reappearance time.
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@Joelwino said:
https://forum.deadbydaylight.com/en/discussion/comment/1166206#Comment_1166206
So an almost useless bp farming perk? I love it.
It wouldn’t be useless when paired with autodidact, and people here love running BP-boosting perks.
And it kind of fits Ace’s whole “gambling” background. Tampering with the RNG, getting more money (bloodpoints), etc.
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I’d be for the increased skillcheck chances (autodidact build). But make it so great skillchecks no longer give additional progression, and instead award up to 100% stackable bonus for hitting great skill checks (each Great Skillcheck grants 1 token, 10% each at Tier 3).
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1166100#Comment_1166100
It wasn't meant to sound like that, I thought that Breakable Walls would be an option, not a must if you want to actually play that tile.
You can still catch up like any other god loop in the game (hello bloodlust and entity blocking). The difference now is that you can take an extra 2 seconds to make that god loop easier to play.