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RobMeister88

RobMeister88

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RobMeister88
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  • If we could power through Patch 1.9.2. then we can power through this. Surely it can't get any worse than 1.9.2. right?

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016786#Comment_1016786

    Buffing her crouch speed and increasing her skill cap is a nerf? A ten meter range would hardly affect her btw.

    Tunneling is a legit strategy that's great for applying pressure, now tunneling someone with a trap applies even more pressure. The survivor with a trap on their head now has to worry about winning the chase, hiding, and hoping that the next box they go to is the lucky one that frees them. Nothing about it needs to change. A speed buff would be good but nothing about the strategy needs to change.

  • Bad players found meta killers unfun to go against and thus demanded nerfs so they could make killers move on to weaker killers so they could stand a chance. Survivors can never bring up a logical debate as to why killer nerfs are necessary, it's all based on entitled attitudes and selfish feelings.

  • Bad players with whiny entitled attitudes are demanding Billy nerfs. Not a single person has a logical reason as to why Billy needs to be nerfed.

  • Remember Patch 1.9.2.? I'm pretty sure it left a bad (and that's putting it lightly) impression on the Devs' ability to actually balance the game. We're honestly probably heading back to Patch 1.9.2. The signs are all there:

    -Freddy and Oni nerfs based on survivors' lack of skill and inability to counter them.

    -Spirit and Nurse nerfs, same thing with Freddy and Oni

    -Almost lunar event time

    Sure people can cope but ffs, these killer nerfs are not necessary, they aren't. There is no logical point to nerfing killers. Yes survivors get nerfed as well but rarely so, their nerfs pale in comparison to killer nerfs. Literally no sane person asked for a ruin nerf, so I don't know why so many people are agreeing with it. Everyone, and I mean everyone accepted ruin for what it was, especially at red and purple ranks (even green). It had plenty of counterplay and I'll explain it.

    Perks:

    • Stake Out, Prove Thyself, Technician, Small Game, Detective's Hunch, This Is Not Happening, and Spine Chill.

    RNG:

    • People literally spawned with ruin in their line of sight

    Items:

    • Toolboxes, all of which have different repair speeds, and then two speed add-ons.

    The Mechanics Themselves:

    • Depending on the position of the gen, multiple people can work on a single generator. Regular repair time for one person to repair a gen (without any perks or toolboxes) is 80 seconds. With two people, it's 44 seconds. Now imagine those two people with toolboxes, and perks meant to speed up gen progression.

    There was so much counterplay to ruin it was ridiculous. So all these people agreeing with ruin changes are only doing so because they blindly believe everything that the Devs do is right. No one agreeing with the ruin change did so on their own ability to think on their own and come up with their own conclusion, it's just "Devs good guys" or "Devs perfect how dare you use logic".

    New ruin is decent at best, or more accurately, would be decent if it wasn't a hex. Ruin supposedly affects all gens that are not being worked on. This would, in theory, reward gen pressure, the problem is, in practice, it only works on potatoes. Everyone knows about the infamous baby megs that always fail skill checks and then proceed to sprint burst across the map and hide in a jungle gym. They also do the same when they barely even hear the terror radius. So new ruin would be decent in boosted ranks (such as green ranks). Now what about red ranks? Tell me, does anyone expect rank 1 survivors like me, to stop dedicating myself to a gen when not necessary? Unless you initiate a chase, red rank survivors aren't going to stop doing that gen. Not to mention that new ruin is even more counterable by swf. "Hey the killer is chasing me take care of my gen". The new ruin literally depends on survivors being incompetent. With old ruin it would affect the gen progression at all times, it didn't completely rely on survivors being potatoes or being incompetent. Oh and remember all the counter play I mentioned that was available to old ruin? It still applies to new ruin, and now the counter play is even buffed. Without ruin, great skill checks grant 5% bonus progression. Red rank survivors are like the Special Forces of survivors, great skill checks are nothing but a walk in the park. Say a survivor hits 10 great skill checks in a row, and keep in mind that each great is a 5% bonus. What's 5x10? 50. 10 great skill checks is 50% bonus progression without ruin. Now Stakeout is even stronger, because with 3 tokens, that's a free 15% bonus progression, as new ruin no longer affects skill checks. But let's just play the Devil's advocate and put faith into the Devs' balancing wisdom. But hey! It'll be very useful in the late game, amirite or amirite?

  • "Toxic killers are allowed and protected"

    Slugging: Most of the time necessary to get 4K as killer and mostly results in a black pip. No real reward.

    Tunneling: Countered by DS, looping, body blocking teammates, etc.

    Camping: Killers get penalized for it by losing points. Camping killers never pip unless the other survivors are potatoes and dedicate to one rescue over completing the gens.

    Oh and you think killers are protected? You must be new to the game or are just another entitled survivor. Killers are constantly ignored by devs when they have legitimate complaints and when they do get acknowledged, it is in the form of nerfs. Look up Killer is Fun to Play on Youtube just to see the things killers went through back then and tell me toxic killers are the problem. Truth is that survivors have the power role and survivors losing is purely based on them making mistakes and not being good enough to win chases. Love how when killers are "toxic" it's the end of the world and everyone screams, but when survivors are toxic and bully baby killers they're seen as heroes and legends. Gotta love the double standards. Start running DS and and DH and learn how to loop and I'll guarantee you that DBD will become the least stressful game you've ever played. Survivor is so easy.

  • No Mither: Love this one, would save a perk slot from having to use Lightweight and it's fair, considering you're broken for the whole trial. Personally would buff the noise reduction to 100%.

    Boil Over: Instead of adding speed, (because that would be completely broken) impair the killer's ability to see the auras of all hooks.

    Distortion: Balanced considering doing gens counts on teammates not being potatoes. Maybe replace it with safe hook rescues but I like it either way.

    Saboteur: Permanently broken hooks equals basement games and 5 minute bleedout games. Saboteur is fine as is. Just use Alex's Toolbox instead.

    Self-Care: You could just stack it with Botany Knowledge.

    Slippery Meat: Basically Deliverance with no penalty, overpowered especially if stacked with Distortion.

    Solidarity: Reasonable.

    Sole Survivor: Seems more like of a suicide perk. I'm sure killers would love this one.

    Technician: Well R.I.P. all the rank 20 baby Fengs who fail skill checks 24/7. But this actually seems like it would be a good rework.

    Up The Ante: Nah, that's just taking a step closer to F13, and we all know that would instantly kill the game. Instead Up The Ante should get a luck buff. 4/8/12% for every survivor alive.

    Vigil: Reasonable.

    Wake Up!: Agree with this one as well. I would say maybe remove the Hatch part but if all gens are done then the game's pretty much over, anything's fair game at that point.

    Windows of Opportunity: Reasonable.

  • Ah so here we go with this entitlement stuff again. Survivors doing the objective as fast as possible is completely fine but the killer doing theirs fast isn't. Love how all the red rank survivors who are yellow rank killers try to say what is and isn't valid strategies for killers as if they've ever gone against survivors who can last longer than 15 seconds in a chase. Who cares if the killer is literally incapable of being able to apply pressure to gens due to lack of mobility and map design, that doesn't matter, the killer just has to get good. But don't dare tunnel the survivor or else the whole world screams. The fact is that gen rushing and tunneling are the same. Tunneled survivors need to learn to loop and win chases and use DS.

  • @edogast said:

    https://forum.deadbydaylight.com/en/discussion/comment/999349#Comment_999349

    killer bias much? I'd like to see you get slugged with knock-out and just bleed out to death for 5 minutes and see how you feel

    Killer bias? I'm just stating the facts. If you're slugged just recover and crawl away. Simple as that. I do it, everyone else does. Run No Mither and Unbreakable if you get slugged so often, or just get good. Stay near safe loops and try hiding more often if you have to. Besides, I don't see how I'm biased when you literally want Unbreakable as a game mechanic. There is tons of counter play to slugging, nothing needs to be done about it.

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/120914/bhvr-has-to-break-the-game-to-find-out-whats-wrong-with-it

    it just shows they DONT listen to their community at all, for a LONG TIME we have given examples of how fast gens go and WHY ruin is needed. but they need to NERF ruin before they will even consider nerfing gen speeds, EVEN THOUGH WE HAVE BEEN COMPLAINING ABOUT IT FOR ALMOST A YEAR NOW. it just shows how they don't listen at all, or they do the Bethesda thing and say the are listening but aren't actually

    The fact that BHVR can be compared to Bethesda is actually scary.

  • Martyr: You've always had a protective nature for people and would give your life if it meant they got to live another day. During Endgame Collapse, when unhooking someone, they gain the endurance status effect for 20/25/30 seconds and their movement speed is increased by 4/5/6%. Subsequently, you suffer from the broken status effect and a 5% decrease in movement speed for the remainder of the Endgame Collapse and your aura is revealed to the killer for 30 seconds. Gain 100% bloodpoints in the Altruism category. Only negative effects of Martyr stack when rescuing more than one survivor during Endgame Collapse.

    "As long as you guys make it out, that's all I care about."

    Let's Dance: You have a love for fighting evil, but sometimes you bite off more than you can chew. When a chase activates, gain 2/3/4% movement speed for a maximum of 3/4/5 seconds. If you land a successful stun on the killer when Let's Dance is active, stun duration is increased by 1/1.5/2 seconds and Let's Dance stays active for the next 20 seconds. If you lose the chase, you would suffer from the broken status effect for the next 240/220/200 seconds. Gain 25/50/75% bloodpoints in the Evader category.

    "Me, dying? That's literally impossible"

    Hot Headed: Nothing boils your blood more than seeing innocents being harmed. When the killer picks up another survivor, you gain the ability to "tackle the killer", forcing the killer to drop the survivor. The rescued survivor's blood trails and scratch marks are hidden for the next 10 seconds. Both you and the killer are stunned. The killer is stunned for 2 seconds and you are stunned for 3 seconds. Hot Headed has a cooldown of 300/280/260 seconds.

    "Leave them alone!"

    Martyr: This represents my desire to save people from the most grim situations, ensuring that they survive even if it means I have no way of saving myself.

    Let's Dance: I've always loved hearing of stories where the good guys stand up and fight against evil.

    Hot Headed: Back in grade school I was always super protective of my friends and made sure no one messed with them, even throwing myself into the chaos to protect them.

  • The most wholesome plot twist I've seen in a long time

  • As much as the devs love nerfing killers on a regular basis, I gotta say, this ain't it chief. This time they actually did a real rework and not a sugar-coated nerf. They're even going to improve him further. The only thing that's wrong with Doc now is that his stage 3 madness is now practically useless as survivors won't automatically lose all their progress when missing the skill checks to snap out of it. So now stage 2 is literally more beneficial than stage 3. But all in all the rework for Doc was a solid 8/10, can't deny that.

  • You're missing the big picture. Deja Vu is deserving of a nerf, it literally breaks the mechanics of the game because the survivor can see the aura of the gens which only the killer can do.

  • The devs literally said in their own notes that the 'reworks' were done for an easier experience for new players. How does it not get any more obvious than that? Also, these aren't slight nerfs and buffs, these are game changing. Ruin in high ranks was necessary because it gave the killer time to gain momentum before being gen rushed into oblivion. Also survivors have the game mechanics in their favor on purpose, that seems a bit biased don't you think? Oh and the list of survivor nerfs is nothing compared to killer nerfs. You see, survivors have only ever had their perks nerfed, that's it. Nothing about them or their objectives have been nerfed. With killers, however, not only have their perks been nerfed, but their powers, add-ons, and mechanics have also been nerfed as well. Do you remember Patch 1.9.2.? Oh better yet do you remember when the devs said sound issues for survivors was a priority and gave very little attention to killer sound issues? Remember when one of the devs told killers to play survivor and go play some civilization? Try watching Killer Is Fun to Play on Youtube, it actually shows how bad killers had it back then. So when the devs nerf the most useful perk for killers without any warning, of course killers are going to protest considering how they were treated back then. Things this year were finally getting better for killers and now the devs are just nefing and nerfing again. And this is a result of survivors complaining. Survivors say jump and the devs say how high? So guess what? Killers are going to also have a negative outlook on survivors too. And most survivors will always swear that they're the victims of flawed game mechanics (when they're literally in their favor) when killers have received the worst punishments. All the nerfs to killers were never necessary, they were just put into action because of whiny survivors because there's more survivors than killers which equals more money for the devs. So instead of seeing all the arguments and trying to just label them as nothing more than plain negativity, try to decipher why they're even happening in the first place.

  • @edogast said:

    I'm tired of getting slugged! it's boring and I just end up afking or quitting the match altogether! or maybe survivors should be able to pick themselves up but they cannot run for 120 seconds. Slugging is so toxic I don't want to play survivor anymore!

    Then don't get caught by the killer, simple as that. If you honestly think being a survivor is so hard and that slugging is toxic then try ranking up your killer past rank 14 and try not to slug against optimal survivors. You're asking for more killer nerfs it's so laughable. The game mechanics are already working against the killers (as are the map designs), their powers are consistently nerfed and even their perks. Now you want the only things they have (their play styles) to stand a chance, to be nerfed? There's so much existing counterplay to slugging and you want it nerfed by basically implementing Unbreakable as a game mechanic.

  • BT actually needs a buff. It shouldn't require a terror radius at all.

  • @Matic said:

    Here is my thoughts on Ghostface that I believe something needs to be done about him. Many other players and I who play this game often agree that Ghostface is a super unfair killer to play against as a survivor. I do understand he is a stealth killer like Pig, Myers, and Wraith but trying to play against him is miserable than all the killers. Mainly because of two reasons. When a survivor looks at Ghostface from a distance and he doesn't notice you, there is a sound that will alert him and that killer will search around the area and since killers are much faster than survivors they will be found and a chase will ensure.

    When Ghostface stalking a survivor and the same person is staring him in the face they still get exposure on and it's an instant one shot. They even do this mid chase, they go into stalk mode, look at a character for a second and bam instant kill! This happens so often it's not even funny. Combine this with All Ears, Ruin, and Barbeque and Chilli and it's a shutdown, no win for survivors, no chance, hopefully, you can find a hatch at best.

    Please make some changes to Ghostface nerf him, please. Killer Players often run Ghostface instead of other killers. Ghostface is constantly in matches cause he basically can't lose. It's even worse if you run into one who camps and teabags you. I even spoked to a few Ghostface players they even say he's super strong and basically a can not lose killer. This happens all the time on the Playstation 4 console of the game even till this day.

    Ah I see what's going on here, you want an Ochido simulator where you go against potato killers who can be juked and easily mind gamed and bullied. Tell you what, how about we all just ask the devs to nerf not just Ghostface, but all killers to the point where they're

    -Slower than survivors

    -Take 3 hits to down someone

    -One shot weapons and exposed status takes 2 hits to down someone

    -Completely remove the ability to even stalk

    Posts like these are why the devs nerfed ruin and changed doc (for better or worse), whiny survivors who would rather be boosted by the devs instead of using the plethora of existing counterplay to survive.

  • Sons of Anarchy. Best show you could ever watch. If you do decide to watch it all the way through (there's 7 seasons so it's perfect for binge watching) just remember the words "I got this".

  • Managing to sacrifice myself to save people without BT. On my Scoopy boi there is no BT so I man up and take hits. The best example is from a week ago. It was just me and this Jane left during EGC (on Autohaven, the one with the gas station) and she got hooked by the Huntress 24 meters in front of an exit gate. Before she got downed I opened the other door since the other was already open. One person was pressured out and the other died before the gens got done. As I opened my door I saw Jane go down. I ran straight towards the station and hid close by as Jane got hooked. The Huntress decided to camp instead of getting more hatches (lucky me). I tried to sneak by but she noticed me and chased me into the garage and I looped her around the truck pallet but I needed to end it quick if I wanted to save Jane (who was on 2nd stage). I let the Huntress get a free hit on me in order to stun her, thus giving me time to save Jane. I managed to unhook her and body blocked since the Huntress was targeting her. We both made it inside the gate but the Huntress downed me since I was dead set on getting the Jane out.

    Nothing is more satisfying than saving someone who is scared and helpless. Giving them hope and reassurance that there are those who will die to save them is a feeling like none other. They ended up adding me and I added them back. It was definitely one of the best matches I had.

  • 5 days away from being 18

    Boosted swole boi with long hair

    I tend to come across as someone with a heart of gold due to my protective nature of people

    My protective nature transfers in game, I always try to sacrifice myself to save people

    I love Metallica, Deep Purple, Alice In Chains, Pink Floyd, Jonathan Coulton (RE: Your Brains), All That Remains.

    You could probably guess that I'm a Jeff/David main

  • This is what I use for Quentin.

    No Mither, Resilience, This Is Not Happening, and Spine Chill.

    Basically it's high risk build that rewards you with stupidly broken gen repair speed, especially with toolboxes and add-ons. It also gives you juicy vault speed. It's also good for looping not just for fast vaulting, but in the sense that if you can loop the killer for a long time, you can probably keep him on you longer than normal because every killer (yes even red rank killers with brains) that sees No Mither automatically assumes "hey it's a meme build 4head" and will think you're easy prey. This will make them dedicate to getting you downed because they underestimate No Mither.

  • Deja Vu best perk in the game, never doubt it, 10/10 run it on all my builds, escape every time, pls nerf.

  • Why camping, tunneling, and slugging are prevalent:

    Ridiculous gen speeds. Can't blame killers trying to kill as quickly as possible when in most games from rank 10 to 1, two gens can be done in two minutes before you even get one survivor downed. And to everyone saying solo needs to be buffed:

    It doesn't. The Kindred buff was good, but that's all there needs to be when it comes to buffing solos. And even then, continuously buffing survivors while nerfing killers is just bad. Can't believe I'm seeing so many of my fellow survivor mains complaining. Just loop my boy, it's that simple, at red ranks you and your team should both have big brains and coordinate effectively without coms. We're at red ranks for crying out loud, we're the special forces of dbd and yet so many of you are whining about how hard it is? If you guys think we have it rough at red rank for survivor, go try it with killer. Trust me, it'll feel like 1.9.2. again.

  • Honestly they seem like positive people but the balancing decisions... oh man. As people, the devs are wonderful, good people, but when it comes to balancing, let's just say patch 1.9.2. made a lot of people lose faith in the dev's ability to properly balance the game. Considering everything, I would give the devs a solid 6/10. If the devs can start balancing the game with actual balance (addressing fundamental issues such as game mechanics) instead of continuously nerfing killers (yes survivors get nerfed too but very rarely) then I would easily bump them up to an 8/10. They just need to have better communication with the community and listen to popular opinion, because let's face it: The game should be influenced by the experienced and skilled (purple & red ranks, both survivors and killers), not new players. Let's face it, nerfing the experienced players to boost the new players (yes that's what's happening, the devs are literally boosting their own player base) to appease them is not a good move. Being boosted by SWF buddies is one thing, but being boosted by your own devs is just... wow. 6/10. Fix gen speeds, revert all the nerfs to killers and survivors (with the exception of instaheals), be consistent with fixing bugs, and they'll become an 8/10.

  • The fancy suit for Jeff. I don't use it any more but I consider it my signature outfit since I grinded for all the shards (21,000) to get it. Now I use the torso and pants from his Try Hard Roadie outfit and the head from his fancy suit outfit. Best combo in my opinion.

  • Definitely Myers. He's the only killer who actually has immense physical strength and power without the Entity's influence. Him and Freddy. The rest of the killers have to rely on the Entity's influence otherwise they'd be underwhelming and could be defeated by survivors like David and Ash. What other killers actually have a good record of multiple confirmed kills before being influenced by The Entity? Let me put it this way:

    Trapper: Akin to Myers, but only due to The Entity's influence. Take Evan and Michael out of the fog and put them in a fight and Evan will be snapped like a Twig.

    Wraith: He can sneak up on unsuspecting innocents, but good luck catching Michael off guard. Besides, Wraith is so skinny, Michael could literally snap him in half.

    Hillbilly: Same with Wraith, he'd have to catch Michael off guard in order to land a hit with his chainsaw, and even if he did get Michael with the chainsaw, Michael would stab back and do way more damage.

    Nurse: Too small and fragile. She might land a few hits on Michael but eventually Michael will learn to counter her blinking and probably grab her the next time she blinks towards him and from there it's stabbing time.

    Doctor: Michael is just pure evil, not even evil, he just is. I don't even think evil is a suitable way to describe him. Michael is just Michael, no thoughts cross his mind, he sees someone, he kills, there is nothing to mentally affect Myers.

    Ghostface/Pig/Legion: Myers could literally take them all on at once (yes a 6v1) with his bare hands. No further explanation needed.

    Plague: Michael's immune system is probably as great as his strength, I don't think the vomit will do much except for messing up his overalls. Plague is tall but that's it, she has no natural strength, she completely relies on The Entity.

    Huntress: Same situation with Wraith except she'd give out her own position with her humming. Michael would just dodge the hatchets and grab her by the neck before she even managed to lift up her axe.

    Clown: His best bet is to just bombard Michael with toxins but I doubt they'd effect him much. Clown has a dagger. Michael has been unaffected by bullets. Clown ain't got much to defend himself.

    Spirit: She's a spirit and Michael is human, so Michael is already at a disadvantage however, if the spirit can physically interact with the material world, Michael could easily fight back. Rage is a powerful thing but that can put her at a disadvantage. She'll be rusty in a fight and just swing wildly meanwhile Michael is calm and collected. It'd be a similar situation with Nurse I presume. They get in a few hits before Michael catches on and then he grabs em and stabs and game over.

    Demogorgon: A teenage boy (Steve) almost killed him by catching him off guard and stabbing him with a spiked baseball bat. Michael would do the same except Michael would finish the job.

    Hag: Same with Nurse, too small and fragile. Michael sets off a trap, Hag teleports and lunges, Michael grabs her and stabs her.

    Leatherface: Bubba is very dangerous but clumsy. Michael could easily catch him off guard.

    Oni: This would be a battle for the ages. Michael has immense strength and power, he's probably the strongest man to ever live except for Beowulf, no man could be stronger than him. Oni however matches Michael in height (might even be taller) and his way more muscular and is not human, he is an Oni, a demon. Even when he was primarily known as Kazan (when he was human) he could put up a dangerous fight against Michael. Kazan was a legendary samurai who defeated many other legendary ones. Now in his Oni form he is faster, stronger, and more powerful. As much as a powerhouse Michael is, the only way I'd see him winning against Oni is if he got the element of surprise, which he most likely will get. Either that or use the Oni's rage against him like Spirit. Let him get a few hits in, let him collect enough blood until he goes into demon rage and becomes more clumsy and pick off hits when he misses demon strikes.

    Freddy: This would be Michael's toughest battle however, if Jason could defeat him, then so could Michael.

    As far as the best and worst go:

    Best: Michael

    Worst: Legion or Pig.

  • I could see David being somewhat hostile upon first arriving to the campfire. He'd probably be annoyed and confused as to where he is and try to pick a fight with the other guys. Later on he'd calm down and keep to himself until he got dragged into a trial. He would be wondering what the bloody hell is going on. He'd be walking until he saw the killer and at first would hide behind something to get a clear look. After a while another survivor would be screaming from being chased and the downed, David would follow the sound until he got deep within the terror radius of the killer and see a fellow survivor being hooked. At this point David would get mad, seeing someone helpless being hurt. After the killer left the hook he would unhook the survivor and probably tell them something like "Don't worry, we're gonna live forever". The killer would come back and David would rush the killer in order to save the other, trying to fight, but quickly finding out that he physically can't fight, and before being hit, he would dead hard to dodge the attack. So instead he toys with the killer, leading them on chases until he got downed and hooked, repeating the cycle again. After the first trial David would start forming bonds with other survivors, growing more protective of them over time, being the one who would always be the first to unhook them and take hits for them whenever he can. I'd think David would get along with Bill and Ash.

  • It'd be nice if they give David a really good story arc. From what we know he's a fighter and likes to start fights but he also has a heart of gold. (We're Gonna Live Forever: The few friends you have deserve the best protection. "Come on then, let's 'ave it! I don't give a ######### pal.") Plus the icon for the perk shows him protecting a scared and defenseless person. I hope they show more of his protective nature, it could make for great character development.

  • I always feel like I'm adopting them when I farm with em. It actually is adorable when they just follow you everywhere and look up at you. Sorry Entity, but I ain't killing no baby megs or dweets.

  • @BDS22 said:

    https://forum.deadbydaylight.com/en/discussion/comment/977797#Comment_977797

    Your response makes absolutely no sense considering one of the main reasons ruin was changed was due to new players coming into the game brand new. How do you expect them to hit those skill checks? The red skull checks are gone and that will definitely help them gain new players and with the new Xbox and PS5 arriving at the end of the year it's a smart move because they will definitely port the game and will make the game more friendly to new players. So instead of calling people a "potato" how about you give the game a chance and if you can't seem to succeed without ruin (one perk out of how many killer perks?) you might want to evaluate how you play the game.

    Literally everyone learned how to hit skill checks. We all learned how to deal with ruin, why can't these new players do the same? They're called skill checks for a reason, they take skill to do, and the best way for new players to get skill is to deal with it and to hit the skill checks. Everyone also seems to forget that ruin was the perk with the most counter play to it. Here's 5 things that could practically make it useless.

    1. Hitting skill checks almost completely negated the effect of ruin, with the exception of not granting the great skill check bonus.
    2. The simple fact that it is a hex, meaning it can be found and destroyed, which would render it useless for the duration of the match even if the killer made optimal plays while it was up.
    3. Toolboxes with add-ons.
    4. The ability for multiple survivors to work on a single gen, which greatly increases the repair speed.
    5. Perks to counter it: Prove Thyself, Stake Out, Resilience, Spine Chill, and Technician.

    Now go ahead and tell me how ruin needed to be nerfed when the plethora of existing counterplay to it could almost render it useless, even when it's still active? You think new players wouldn't find this stuff out and use it to counter ruin? I started playing in september and got to rank 1 by New Years Eve, I got good at skill checks and looping quickly. That means new players should be able to achieve skill as quickly as I did. High ranking players (mainly killers) shouldn't have to suffer for the low ranks so that they can have an easy experience. The devs are literally boosting their own player base (the new players) and nerfing the experienced ones. How is that logical in any sense?

  • We'll make Ghostface a totem when we get shirtless Myers.

  • At this point I don't even think it's about the devs just wanting to appease survivors to milk money from them anymore, they literally want to put the killers through hell just for the fun of it. Honestly, how is removing the little pressure that The Doctor has a "buff" or a "rework"? The devs changed his map so that it now has darker lighting (which is bad for killers, especially against Claudettes), safer loops for survivors, and they took away all the strongest positives from his power and nerfed his add-ons. But guess what? He has his own chase music now, so that negates all his negatives, amirite or amirite? It's so laughable as to how the devs can say that they "care for the whole fanbase" and are "close to the community". It's all just bs politics at this point. They only care for half of the fanbase (survivors), and rarely give attention to the other half, and when they do get attention, it usually comes in the forms of nerfs, or as the devs would like to call them, 'reworks' and 'balances'. I honestly thought the devs were heading in the right direction lately but now they're just going back to the old ways. I should've seen it when they nerfed Oni and Freddy. Welcome to Dead by Daylight, where half of the community is catered to and the other half constantly gets the short end of the stick. Are we having fun yet?

  • I honestly want to believe that the devs are reworking doctor for the better, I really do. But judging from how killers have been treated in the past (and even recently with Oni and Freddy), I'm expecting nerfs and/or anything that'll make him less viable. Don't get me wrong, the devs have been stepping in the right direction with buffing killers, but they're starting to show signs of going backwards with the nerfs to Oni's mobility and Freddy's add-ons. Oni is literally an M1 killer, that's all he is, there was literally nothing about him that needed to be nerfed. Freddy's forever build was completely counterable. People could wake up, they could even use perks like Botany Knowledge, We'll Make It, Prove Thyself, Leader, and use items (toolboxes and add-ons). But no, most survivors are too scared to let go of their precious meta builds and instead cry for 'balance'. "Gen speeds were too slow, it was unfun/boring". Was it boring? At times yes, especially when your teammates couldn't even last 10 seconds in a chase and Freddy completely destroyed gen progress. But guess what? It wasn't impossible to get all gens done. I escaped multiple times against forever Freddy, by looping him for ages so my team could get gens done and waking up and using speedy perks. Despite the plethora of strategies to counter forever Freddy, the devs just decided "yeah we'll nerf this build even though it's 100% counterable". This just goes to show that the devs don't want the killer to be in control. Gens get done too quickly and killer has no fun? Screw the killer, leave gen speed alone. Gens get done too slow? Better see what's 'wrong' with what the killer is doing to slow gens down. Sorry for the mini-rant, but I'm just using history to predict what will happen to doctor. I'm guessing they'll limit the use of his power, maybe even give him a juicy nerf to his base speed, anything that'll make it easier for survivors to survive against him. All of this is coming from a survivor main, who just can't stand the injustice killers face: pointless nerfs to the few advantages killers have over survivors, advantages that can be countered by perks and play style.

  • Yeah that's a fat no. If you have to rely on hearing & can't use common sense, then that's on you.

  • I'd love for the devs to rework No Mither and David's perks to actually give him a truly aggressive play style. Here's my proposal:

    No Mither:

    You start the trial healthy but the more desperate the situation gets, you get more rebellious. When two survivors have been hooked or 3 generators are still unrepaired after 5 minutes, No Mither activates. When No Mither activates, and Dead Hard is equipped, you gain the ability to tackle the killer and stun them for 3/4/5 seconds. When successfully stunning the killer, you are immediately affected by the broken status effect. When 1 safe hook rescue is performed or you take a protection hit, you are put back into the healthy state (If We're Gonna Live Forever is also equipped) and No Mither is permanently deactivated for the remainder of the trial. When taking a protection hit while No Mither is activated, you would be put back into the healthy state after being unhooked. The tackle ability will have a cool down of 80/75/65 seconds. You still suffer from the broken status effect during the cooldown.

    In order to balance this out, the ability to tackle the killer would only work with David. If someone is using any other survivor and they equip No Mither and Dead Hard and WGLF, the perks will only work in their original state.

  • Ash and Bill hands down. These two guys didn't just deal with petty social matters, they actually fought armies. For Ash, it was an army of deadites. For Bill, it was the Vietnamese and zombies.

  • Bill: Special Forces, survived Vietnam and had to sacrifice himself in order to die in the zombie apocalypse.

    David: An alcoholic, British pugilist who never backs down.

    Jeff: Tall and strong, has had past scuffles. His height and build puts him at an advantage.

    If we're talking about a fighting arena, no weapons, just bare-handed fighting, these three would be the ones to outlast everyone.

    Edit: I forgot put Ash. Ash would definitely be amongst the final ones to survive.

  • Lol at all the entitled yellow ranks. If you're mad at high rank survivors for wanting to not play with you, maybe do gens? Don't just run around the map doing nothing and for crying out loud, don't run to the opposite side of the map just because you hear the terror radius. We're not trying to be jerks but man, just get good and use common sense. I understand that not every game is going to be a good one but dang, when you lead the killer on a chase for hours and your low rank teammates literally don't do any gens, it's infuriating. Stereotypes exist for a reason, they're not just made up rumors. The majority of low rank survivors can't do the following efficiently:

    -Repair gens (even though it's just literally holding one button for 80 seconds)

    -Lead killers on decent chases (at least last 30 seconds)

    -Save teammates off hook (Don't unhook right in front of the killer ffs)

    Basically, most of them can't do things that are essential for the survival of the whole team. Understand our pov because we expect to be paired with teammates of similar rank that know what they're doing. That's the whole point of the ranking system.

  • Why are console players demanding PC exclusives? PC players EARNED their exclusives, especially Legacy. It's like little brothers demanding their parents give them money from their big brother's allowance. The older brother earned their allowance. It would make no sense to take away the bigger brother's allowance and give it to the little brother.

  • Just accept that you won't win every game. It's that simple. Same goes for survivors.

  • So they can't even balance the ranking system? If they're going to remove us being able to see other survivors' ranks, then we DESERVE a 100% chance of being paired with people in our ranks. How the hell is someone who just came from playing mainstream games like COD or Halo supposed to stay alive against a rank 5 killer and work with red rank survivors? This isn't even an issue of "red rank arrogance", it's just common sense. Either let us see ranks, or actually put us in lobbies with our fellow ranks. I'm all about making new friends and teaching, but I'm not gonna invite some random rank 20 to a party, try to teach them the plethora of strategies while I'm in a melancholy mood while we're going up against a viable rank 5 killer. Some days I just want to play solo and get paired with similar skilled players, not beginners who practically run towards the killer in chases and run across the map every single time they hear the heart beat.

  • I've had similar experiences but I don't mind teammates using my aftercare to give me the agro, unless it's when I'm almost finished with a gen and the killer ends up using overcharge or pop on it.

  • Unfortunately we'll have to deal with people's lack of skill. You just can't change people's nature, and to my fellow survivor mains who ask for punishments or anything of the sort, it'll only make things worse. The most we can do is to NOT be toxic towards killers. But even so, killers will still tunnel and camp, despite going against survivors that aren't Ochido wannabes. That's the sad reality of an asymmetrical game, skill isn't required to win, and this goes for both survivors and killers.

    Survivors: M1 and repeat. No skill involved. The only "skill" they have is determined by their looping/juking abilities. Altruistic actions are mainly based on common sense.

    Killers: M1, Hook, and stand still. No skill (much less strategy) is involved. That and/or M1, Hook, stand still, survivor gets rescued, immediately M1, Hook, and repeat, meanwhile ruin has already been popped and 3 gens have been completed.

    The ideal match for survivors and killers is where survivors don't tbag and bully, the killer doesn't tunnel or camp yet rather applies pressure to gens and healing (which most killers lack the ability to do so), and one side gets outsmarted and the other wins.

  • Gen Rush: Myth.

    Solution: Use slowdown builds and learn how to apply pressure to gens

    Slowdown builds: Just learn to hit great skill checks, find ruin, use gen perks and toolboxes instead of trying to be meta with your DS, Adrenaline, Balanced Landing, etc.

    Ffs, can the community just learn to play game instead of bickering at each other due to perks/builds? It's like I always say, perks/builds are just that, they revolve around one's gameplay style, not the other way around.

  • Lol at all the people still using the "OP" perk arguments. "OP" perks don't exist, they're just a myth. Perks are just perks, they revolve around gameplay style. Perks don't make up for lack of skill. They can help, but they don't really change the game much unless you know how to utilize them. Unless there's only two survivors left, NOED won't secure a 4K, unless the survivors are potatoes and panic. People need to stop bashing perks and just focus on their gameplay style. That goes for both killers and survivors. As far as the question goes:

    Survivors tend to be toxic due to saltiness. Gameplay wise, survivors can't be toxic (unless people get sensitive about tbagging and emotes, which no one older than 10 should get sensitive over) however, their toxicity shows up post game or when they spectate after they die: The flood gates open and suddenly your inbox is full of toxic messages. The main reasons are due to these factors: Anger issues, Social Conditioning (I'll go more in depth with this one), Unrealistic expectations (expecting to win most games, expecting to go against potato killers, expecting to get good maps with good loops/borderline infinites, etc.).

    Social Conditioning: Survivors see gameplay of DBD Streamers/YouTubers. They see them doing good loops, escaping a lot, etc. After watching such content over and over again, they subconsciously expect to do as well, and when they play, it doesn't happen, and thus they get mad. Mainly I'm talking about survivors who watch Ochido, the guy who goes against baby killers, which is why he's able to loop, juke, and do all that pro gamer stuff. People see Ochido do that, and they expect to do the same. What people forget is that they're in red, purple, and green ranks, which means they're going to go up against killers of the same ranks, not against baby killers like Ochido goes against. People figure this out the hard way, when they fail a 360 and get mind gamed at loops. They then get mad because they can't be like their idol, and the poor killers get tons of insults when all they did was just play the game as intended. The sad thing is, there's survivors that don't even have social conditioning and are just toxic about losing/doing bad and insult the killers anyway. The most heartbreaking example includes one of my friends. They are toxic, I hate to say it but they are toxic, gameplay wise. They always rage so much and really dampen the mood when I play swf with them. The worst part is, they always have to message the killer, they just can't let things go. The worst case was when we went up against a Ghostface on Autohaven. The Ghostface didn't tunnel, didn't camp, didn't slug, they just played fair and square and we lost. I don't know exactly what she messaged the Ghostface but she read to me their response and it was mostly "please just leave me alone, stop spamming me I was just playing the game". She really hurt her feelings over a fair killer. As a survivor main, I almost feel ashamed to be one. Personally, I don't get phased by words, I'm just that guy, and people often label me as a "oh you're some sort of tough guy wannabe, huh?" But I feel empathetic towards sensitive people, I just do. Unfortunately most survivor mains are just negative people who are, coincidentally, more evil than killers themselves. Sorry if it got a bit depressing with the story but I just wanted to show how toxic survivors can really be.

    Sure, killers can tunnel, they can facecamp, they can slug, they can wack you while you're on the hook, but that isn't as toxic as trying to emotionally hurt people. I just hope one day my fellow survivor mains can just enjoy the game and accept that they won't always do good, and for the love of everything that is good on this world, don't spread negativity towards killers, just keep your salt to yourself.

  • In a normal leveled playing field, some survivors could fight back and even kill killers. Let's take Jeff and David for example:

    Those two could take on most killers, like Legion and Pig or even Ghostface.

    But the survivors can't fight back in the Entity's realm. Here's probably the best example:

    David King, an alcoholic English pugilist can't even defend himself from a schoolgirl like Julie or Susie, yet they can easily pick him up like a 12 pack of beers. Why? The Entity controls everything in her realm, everything. But hey, maybe that's just limited to gameplay mechanics. I'd like to think that in the actual trials David would put up good fights against the killers. But that's up to the Entity to decide.

  • To be honest, the devs should make it to where if a killer has a mori, it wouldn't show up in the offerings and make it to where lockers can't be used if the killer has a mori, same with Myer's tombstone. If Myers has a tombstone, you can't use lockers.

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