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Ryuhi

Ryuhi

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Ryuhi
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  • maybe we could test an FoV option that doesn't require a perk slot, a colorblind mode, or disabling all dark blendable outfits on both survivor and killer to see how they impact the game? or disabling the killer's red glow?

    Its almost like we already know the answer to those things, but changing them would ruin the game for a few days. imagine that.

  • @Sluzzy said:

    Hopefully it is totally scraped. As much as I see killers win with ease, a feature that stalls the survivor objective to make it even easier for the killer gets a hard pass for me. The killer should feel urgency to find the survivors just like they've always done.

    If you keep seeing killers "win with ease," maybe the problem isnt necessarily with the killers. Purposely go out of your way to waste their time while all the pallets are still up. Be the change you want to see while 3 other players enjoy the immunity, rather than expect a single player to be able to perfectly counter 4 people simultaneously.

  • it boggles my mind how people want arguably the worst thing in F13 to come over to DBD. Proximity chat. Is. Awful.

    Just in case people have candycanes and gumdrops in their minds at the concept, here's a good example of how it would look (sound?) in dbd:

    https://www.youtube.com/watch?v=sCsnloTrM64
  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1752466#Comment_1752466

    It's not a different platform. It is Xbox. My console is just more powerful. If I shouldn't need to enable crossplay in other games where it exists to play with Xbox players, I shouldn't have to do it in DBD.

    Oh, does that mean that it works on 360 as well? maybe the OG? they're both Xbox too, so clearly theyre the same too.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1752345#Comment_1752345

    LOL Yes it should.

    I bought an Xbox to play on Xbox. You're literally just saying I should have no choice but to play crossplay which is funny considering how you accuse me of forcing others to play the way I want.

    https://forum.deadbydaylight.com/en/discussion/comment/1752349#Comment_1752349

    If the game let's me play with my friends on Xbox and it doesn't have crossplay, it's a pretty safe guess that crossplay doesn't exist in any capacity on Xbox.

    I am on Xbox I can play with Xbox players on any other game. I can even go play Gears 4 with crossplay off and it works. DBD is literally the only game where I'm forced to turn on crossplay to play with people on my platform.

    But yes I totally need access to the games' source codes to make my statements. 🙄 C'mon dude.

    It doesn't have crossplay yet uses crossplay to play between steam and epic. that was kinda my point. You're conflating "it just works because xbox" without understanding how network communications in games works. limited crossplay is still crossplay, but is oftentimes not advertised as such when it is a game supported by a larger variety of consoles unless it supports all of them. console exclusives are terrible examples since their crossplay would never include opposing platforms (like switch or ps4/5)

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1752336#Comment_1752336

    IT IS NOT.

    If it were then I wouldn't be able to play with anyone on any game unless crossplay exists and I turn it on.

    So far the only game where this is a thing is DBD. In games where crossplay doesn't even exist I can play with friends.

    I gotta ask: How are you getting access to the source code for all these new games that are still in active development? You seem to be pretty damn sure of this, despite it being both illogical and unfounded. Could it be that you are possibly misunderstanding how it works?

    Also, I really wish this was my biggest problem with this game, lmao.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1752307#Comment_1752307

    Crossplay doesn't exist on Borderlands. You can't play with a PC player from Xbox.

    This is a DBD issue not a Series X issue. Series X is still the same Xbox platform as Xbox One. My console is more powerful, that's it.

    JUst because they don't have it using a global crossplay icon doesn't mean it doesn't have it in some capacity enabled. From what I've seen about the game, they too have a global crossplay system in the works for more systems, but to give you an idea, even the Steam and Epic store versions of the game require a form crossplay in order to play together. Not exactly a smoking gun piece of evidence to the contrary.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1752276#Comment_1752276

    If this were true then I would need to enable crossplay on every game I play to play with friends.

    As it stands I don't. Literally DBD and no other game requires this. I'm not on a different platform, I'm on Xbox and therefore should be able to play with Xbox players without needing to enable crossplay. In fact some games crossplay doesn't even exist. Borderlands 3 doesn't block me from playing with my friends on Xbox.

    Also you misunderstand what I said about general Xbox pool. Just imagine we went back in times a month before Series X came out. I'm talking about that. Where Xbox players with crossplay on don't get matched with Xbox with crossplay off. There are 2 different pools, Xbox, and crossplay Xbox. There is no reason for the system to do this. It shouldn't be prioritizing matching across platforms, it should prioritize the same platform and use crossplay to make que times faster. That's it.

    You don't because those games already have their limited crossplay enabled by default, or as the only option. Unless you somehow have access to those games source code and can prove otherwise, the burden of proof is on you considering what I described is literally how cross generational compatibility works. The only exception is when the newer system is emulating the previous system, and doing so in a way that all internal code references would be unable to tell the difference (including clock timings.) Since that generally takes multiple generations worth of power difference, it is usually limited to things like sourceports and not incremental console upgrades.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1752228#Comment_1752228

    "you are not being punished for deciding to not play in cross play. however you must accept what happens when you take that option."

    That's literally what a punishment is. I don't do the thing my experience gets WORSE than it would if the thing didn't exist.

    https://forum.deadbydaylight.com/en/discussion/comment/1752209#Comment_1752209

    No I'm talking about the general Xbox pool. Right now, if I turn off crossplay I can only play with other Series X players. In order to play with other Xbox players I have to turn it on. JUST to play on Xbox I have to have it on. But that's an issue specific to Series X, my complaint there is that the game shouldn't have even launched in this state and I shouldn't be forced into crossplay to play with Xbox players. This isn't a thing in any other game I play.

    But besides the Series X, my other complaint is that the Xbox pool is gutted because players with crossplay on and crossplay off don't get matched together. If the feature didn't exist we would all be able to play together. If it existed as I suggest, where it still matches you to your own platform regardless of which option you choose and in fact prioritizes matching you on that platform and only uses crossplay to speed up the que times, then I wouldn't have an issue because I'm not being punished with longer than normal wait times by having it off.

    There is no "general XBOX pool." The two consoles have different system archetecture, they are not the same system. Your account is the same between the two of them, but they are two separate consoles. This has been the case with every generation upgrade ever, and the only time games have been able to play between the two is by actually implimenting crossplay, whether or not it was limited specifically to the two consoles. Many games have been having their next gen upgrades built on the previous game in a way specifically for this reason, BHVR did not because they already made a crossplay system that is designed for use between all the major systems the game is on. Your solution would involve them making yet another crossplay system for each generational pairing, maintaining all of them side by side, and somehow not having any matchmaking issues that this game has been notorious for. It is considerably more work than you seem to be assuming, and your hyperbolic reaction that you're being "punished" makes it incredibly hard to sympathize with you.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1752222#Comment_1752222

    I'm well aware of that but that still doesn't explain why console players are supposed to be more incompetent than PC players.

    I think that meme came from three main assumptions: that console players are less likely to use headphones than speakers (meaning less directional and frequency audio precision), more likely to be sitting further away from their screen (more likely to miss small details) and the inferiority of controls (those that one is mostly in regards to killer, controller on survivor is barely any difference.) Performance can be listed here too I suppose, since most consoles have lower average framerates.

    That said, none of things have anything to do with any players individual skill, and are sweeping generalizations. But they're likely what people are thinking around when having that presumption.

  • maybe the user pool with crossplay off is so tiny because the series x just came out and adoption rate is nowhere near the size you're used to with the x1? Maybe it'll get larger as more people likeminded to yourself are actually able to get the console, rather than smaller like you posit? Also maybe matchmaking is a lot harder to code with the conditional checks you seem to think are simple?

    BHVR has issues with matchmaking on the best of days. There are a lot more important things for them to fix about it.

    Also, as for being "forced to use it," you're not. You have an option. people like Colorblind players who are unable to see because we still don't have a colorblind option in *current year argument* are an example of people who are forced to put up with a lack of accommodation, not early adopters for a new console who are too impatient to wait for more people to migrate to it just to get a specific flavor of matchmaking.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/206365/why-i-never-play-huntress-and-deathslinger

    You always always always aim at the survivors ass. Trust me. It's the hidden tech due to hit box dumbness. When a survivorr is running forward their head and arms are slightly out ahead of their hitbox.

    I know we'll never get any type of practice mode because reasons or something, but man games having stuff like hitbox viewers in them spoiled the hell out of me.

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750117#Comment_1750117

    Not sure if you even play this game. Or maybe you’re rank 16. Otherwise I don’t understand why you even said that.

    The fact is “just power through gens” is a statement only somebody who plays only rank 20 killers would say. Any decent killer will put enough pressure on the team and end chases long before you can power through a gen. If I use that combination as a killer, most they have repaired has been 2 generators so far.

    The only way what you say makes sense is if the killer is a potato or inexperienced and can’t end chases fast enough/ doesn’t apply any map pressure.

    any red rank survivor knows that killers can't be in multiple places at once, and that the aura reveal from undying only goes off when you first get near the totem. it only takes 1 out of 16 perks to easily disable 2 out of 4. How are we still having the do bones discussion in 2020 lmao

  • Colorblind options, and audio to actually work correctly and be balanced properly. I know its two things but I feel they're two pretty important and kinda ignored things that make the game pretty unplayable for a good portion of people.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1709667#Comment_1709667

    @GoodBoyKaru said it best. Survivors are skins and killers are unique. Patching a survivor bug doesnt require looking at each individual skin. Killers do. Well he said something like that.

    Yeah that excuse is all well and good until you have to change your calendar multiple times. A lot of killer bugs are also universal ones, where they don't even involve specific killers. Basic concepts like sound attenuation that have nothing to do with any individual killer.

    Stuff like Billy and Blight's cameras being bugged is awful and makes them unplayable for some people, but theyre a bit more understandable on why they would take a longer time to fix. Billy's been well over 6 months at this point though, so the prioritization needs to be fixed. There is a reason why so many people keep telling the devs that there needs to be a "health update" where they fix most of the issues in the game (for both sides) before they add more things to make the fixes more complex. The spaghetti desperately needs untangling, and adding more to the plate first is making it worse.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1709329#Comment_1709329

    They hardly pay attention to survivors. Its neglectful only recently we are finally getting some buffs and tweaks.

    Average lifespan of a bug that negatively affects survivors: 2-6 weeks.

    Average lifespan of a bug that negatively affects killers: *redacted*

  • funny you say that, because bad killers have a considerably harder time making it to red ranks every month.

  • @Eleghost said:

    https://forum.deadbydaylight.com/en/discussion/201324/the-mindset-of-some-killers-need-to-change-really

    The amount of survivors around red rank who do absolutely nothing is absolutely astounding. Like why do i have to do 4 of the 5 gens? Also another thing i got chewed out by a killer last night for escaping with a key after doing 3 out of 5 generators by myself while my team just altruism piled. I also found this key in a chest but i am in the wrong for escaping with it.

    Lets think about this for a second: How do such bad survivors consistently make it to red ranks?

  • They heard that colorblind players had a lot of trouble with Yamaoka maps, so they didnt want the other realms to feel left out.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1698870#Comment_1698870

    None of the stats include matches with DCs. That said, a DC is basically a kill anyway and results in the remaining survivors likely dying fast also.

    As for suicides and first hook deaths: the stats dont differentiate suicides/first hook deaths/face camped to death or final survivor dying on first hook.

    Thats kinda my point. Any game with a suicide on first hook or a DC on hook will inflate those numbers.

  • so, were there any stats on how many of those games had a DC, or suicide on first hook?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1698016#Comment_1698016

    I understand the frustration with DS. I almost never run it as survivor because it drives me nuts as killer. I'm just tired of the "they nerfed my tribe without nerfing the other tribe" logic. That's just a recipe for mud slinging. If you want to call for a DS nerf, people shouldn't say "But muh Pop". People should say what's in your comment - that it needs to be respected just because it might exist, that it has insane synergy with UB/Soul Guard, etc.

    IIRC it wasn't really as much of a meme argument until there was a dev response that described why DS needs to be changed better than PGTW "needed" it. I'm sure plenty of people made the comparison before that due to the timers being similar, but that really set people off.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1697936#Comment_1697936

    Who cares whether or not they're meta and whether or not their timers are the same? I thought Pop clearly needed a nerf and I also think DS clearly needs a nerf. Still, DS's nerf is probably not going to be so simple, though, while Pop's was just a question of reducing the timer. DS needs more than that imo. I've seen lots of good suggestions about making it disable when touching a gen/totem/chest, when another survivor gets hooked, etc., and I would support something like that to make it a true anti-tunneling perk. That's going to require more testing than just trimming the timer down. They've also already nerfed DS three times, so I don't blame them for not wanting to half-ass it this time.

    The reason people get upset about the divide isn't because they specifically want the same to be applied to DS, but more that they want anything to be done to it at all. DS is far more exploitable than PGTW could ever possibly hope to be, has better synergy with other perks, and is a perk that gains power by existing without even needing to actually be utilized. The prioritization is the biggest issue, the double standard callout is simply frustration at the excuse used.

  • @Bullettimegod said:

    Its a bug.

    Billy's animations/camera are still bugged all these months later.

  • @MadLordJack said:

    I've played against a couple of Spirits. Good ones still destroy, bad ones have a teeny tiny bit of counterplay. It's a nice start, and I hope they build on it instead of pulling a Surveillance.

    If "good ones still destroy" when the counterplay has been cranked up to survivors getting to echolocate her for free while she can't see them... maybe the problem is boosted survivors?

  • who needs PGTW when you have PGJSF

  • @KrazyKatFTW said:

    I dont think Kindred is underrated by anybody so i am surprised to see people saying that

    For me i really like Dance With Me, so satisfying when you know it just helped you give the killer the slip

    The reason we think its underrated isn't because its actually underrated, but because its insanely underutilized.

    But there are also still people to this day that havent bothered to see the changes where you get the benefits when anyone is hooked. Its amazing how often it needs explaining because they always assume its still just "while you're on the hook"

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675943#Comment_1675943

    It works, I was using it just the other day.

    It definitely doesn't need a nerf, though, it's firmly in the "I guess this perk is ok?" category.

    well thats good. I hope it continues to function and doesnt break yet again.

  • Kindred. People are always just too proud to run it, or they just can't make room from the new hottest meta

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675925#Comment_1675925

    There are no windows to chain on Thompson house I should of clarified. If you cant chain windows bamboozle is a free down. When the pallets are gone(the perk forces early early pallet drops) you are dead.

    ...good? Part of why time management is such an issue in the game is because of how many second chances survivors can use to extend chases, especially if they are safe at a loop. Something that makes survivors have to choice between being safe and being optimal is a good thing. It literally adds a layer of risk reward to an otherwise sterilized encounter.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675901#Comment_1675901

    The perk is hard crutched on. It doesnt make you better at mindgames. 8 seconds would make the perk actually skillful.

    Bold of you to talk about skill when your argument is "I can't recognize bamboozle in time and get to another winow or pallet by the time they do the animation and start chasing again"

    Does bamboozle even actually work right now? it's had bugs multiple times where the blockers it created didn't actually block anything.

  • @wildcardyo said:

    In terms of gen speeds, I think the biggest issue is spread out across the map doing gens individually. It makes the pressure too great for the travel distance. There is no disadvantage to spreading out with global voice chat via 3rd party.

    I am very aware of the toxicity that can occur with voice in online games. This is why there needs to be a reputation system and the report system needs to be taken way, way more seriously. It could be well managed, if the dev team advocated more resources to managing this online community in terms of reports and quality of life. If people were getting temp bans and perma bans left and right for repeated toxicity then it would clean up the community and people would think twice before going nuts on others.

    Dead by daylight has 40k concurrent users average, every hour, every day according to steamcharts.com alone. With console xrealm, this number is much higher. The pool splitting = longer queue times seems like a nonissue with casual vs competitive queue atm when referencing these population numbers.

    You're not considering the logistics of what you're suggesting. How would the devs take reports more seriously when they have less ability to gather evidence? Not only can they not record everything thats said at all times in every single game, they certainly can't sit there and go through all of that audio for every single report. Thats a big part of why they rely on recorded evidence for a lot of reports as it is, especially in terms of hacking or other forms of cheats/exploits. So now every single player needs to record every single match in the event they might need to report it? Or is your alternative to issue warnings and bans with no evidence (which in itself, is arguably even more exploitable?)

    lets break down that 40k number real quick. Per game there are 4 survivors and 1 killer, so that ratio will always need to be met. There are 20 ranks in the game, and in order for matchmaking to have any sense of "fairness" to it, that number should be as close as possible across the board. There are also multiple regions and timezones in the world, so the most popular region is going to change over the course of a day, so less populated regions will need higher latency to be able to be pooled with those in other parts of the world.

    Even THEN, now we have SWFs which can be in groups of 2, 3, and 4. You can theoretically have 2 groups of 2 in the same game, so their impact isn't as bad on the pool. However a group of 3 will demand a solo survivor to fill the number out, which means it will exclude any other SWF from being able to pair with it. likewise, a group of 4 will demand a killer to match with it directly, making it one less killer that can pair with other survivors.

    When you add all these factors up, the pool of suitable matches gets smaller and smaller. While not exactly being a barren wasteland, its very easy for a quite large sample set to be shrunken tremendously. It takes an absurd number of players to be able to withstand that degree of splintering while still maintaining a good quality of matchmaking.

  • @wildcardyo said:

    Thanks for your objections. I believe they are easily addressed.

    Most issues you pointed out with the downsides of voice chat (downsides that's applicable to hundreds of alternative online games) can be filtered out by talking to the rest of the team pregame. Just leave if you don't like what you're hearing. Obviously, each survivor would have the ability to mute/turn down the volumes of individual players. This would encourage people to make friends with survivors they had a good experience with instead of being subject to potentially annoying randoms. Furthermore there should be a reputation system and reports should be taken more seriously. If enough troll reports are given, then an investigation and action could be taken. TBH this game needs the report system to be more active as is. A visible survivor reputation system/profile could help people more easily dodge others with annoying voice habits/trolling. Besides muting and voice volume per survivor you could queue with "opt out of voice" option.

    The main point is you can easily balance the killer for survivors around a default mode instead of balancing in the middle of 2 modes (solo and SWF).

    People who play SWF now will not have to deal with the voice chat negatives (that is applicable to every online game with voice).

    You underestimate the length people go to in order to ruin games for others. Unfortunately naivety makes for bad policy, and considering how bad people act in postgame chat (where the devs can actually get chat logs) having a voice communication system that people would need to be recording their game 24/7 to be able to report any form of abuse is a bad idea. People can be completely quiet and peaceful until they decide to flip the switch, including mid game. Even if you can mute them individually, are you going to ask the killer to stop chasing you for a second to do so? And on a technical level, the game has had attenuation problems and sound sources just flat out not working as a reoccurring issue for over a year now. Adding even more complexity to the audio of the game isn't going to fix those problems, and will introduce its own complications on top of that. Just go to a basement gen in Haddonfield and stand at the top of the stairs, walk slowly down them until you hear the gen's volume go from 0 to 100 at a specific spot halfway down. Sound attenuation (volume over distance, basically) is something that is clearly not well accounted for as it is.

    As far as splitting queues/blacklists/etc, that will make the search queue pools even smaller by fragmenting them, which impacts solo survivors and small group swfs (2-3) even more, while having zero effect on full 4 man groups (the ones with the biggest advantage.) The entire reason why SWF and Solo aren't separate queues is for that exact reason: They don't want to split the queues more than they have to, as doing so makes matchmaking both take longer and be less accurate.

    Lastly killer being able to be rebalanced as an afterthought is not how a change like this can go through. Part of the reason the ruin change was so poorly received and the meta became "use any and every gen slowdown you can" since is because the change was made without addressing why people felt the need to run ruin so much to begin with. Gen speeds need to be addressed, but they were put on the backburner while a bandaid fix was removed, and now all these months later it STILL hasn't been addressed aside from a new bandaid that has been applied on top of the other bandaids they tried to apply after the fact.

    Major changes need major planning. Again, the Kindred change they made is one of the best bandaid fixes the game has seen for either side, and it only requires one perk slot to be used by a non-teachable perk.

  • Its going to sound weird, but ever since I got better at looping and playing injured, I've been running resilience a lot more instead of any type of healing perk.

    The bonus isn't a whole lot by itself, but it can make enough of a difference over the course of the game, certainly more than running to someone to get healed, waiting to finish healing, then going to a gen to work on it. Plus when paired with spine chill I can get a head start in chases, while also improving the vault speed that tiny bit more. I used to think the perk was practically useless, but now I find myself using it a lot with most builds, especially SC/DH/IW

  • Oh mine is consistent alright. It always picks the worst fitting, least meta perks until there are no more to get. I must have hangman's trick 3 on every single killer, while half of them just refuse to have pop or ruin show up.

  • Jokes on you, survivors can't be grabbed 90% of the time they're supposed to be anyway.

    The other 10% is when they have decisive ready to go, of course. ;)

  • I feel bad that you put so much effort into this post, but proximity chat is a horrible idea. Not only should it not be hidden from the killer (how tf does that make sense) but it is a ripe ground for both trolling and exploitation. I don't want to have to hear a little kid screaming at his game every time he gets hit at a window or pallet, someone with loud music playing the whole time, people flooding the audio so that you can't hear in game sounds as well, hate speech, or any other kinds of ways it can go wrong.

    Of course you could argue some of these issues would be removed by doing as you suggested, and making it survivor only. Now you've given the survivors a huge advantage over the killer for free, without the killer even being able to use it to help with tracking and punish survivors for making excess noise. How does that help immersion? All it does is make it even easier for survivors to coordinate gen rushing and unhooking, which the game is already horribly not balanced for.

    The devs buffed the hell out of kindred to give you access to most of this information, without even needing to be in proximity, and while being unable to be exploited or trolled through it. Literally all you have to do is give up a perk slot. Technically you don't even need to, you just need to have other survivors who are willing to and you still get the benefit a good chunk of the time.

    Everyone knows 3rd party comms are a variable that is not intended in terms of the game's core design. If you want to make that issue even worse by trying to put it in game as a substitute for it being possible outside the game, then you would need to entirely rework the power dynamic and how worthwhile that information can actually be.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1668802#Comment_1668802

    No im complaining about all the perks I get told to run when I complain about solo q.

    Here's a fun fact: One side suffering with an issue doesn't mean the other side should, it means neither should. It's like one kid having a fiver and one having a tenner and you take £5 away to make it fair instead of either splitting it evenly or giving the kid with a fiver more money.

    My normal build is WGLF, We'll Make It, Iron Will, and Hope, and I'm literally a killer main who hates the tiny dick build. I fail to see your point here.

    Survivors don't need any perks. Perks are designed to either cover for weakness in your own play, or augment your strengths. Not having the proper perks to hard counter something doesn't mean it has no counter without them, just that you kinda have to work a bit harder for it.

  • @Clockso said:

    https://forum.deadbydaylight.com/en/discussion/comment/1668903#Comment_1668903

    i find clown suffering from this problem harder than demo, you see when the survivor screams you can see their scream bubble's location and from which direction, luckily however demo's screaming is not directional

    It certainly hurts clown a lot as well, the two of them have it worse than most other killers in this particular facet. It hurts doctor a lot as well, but he can at least do things like TR manipulation + his area shock to lessen the amount of map pressure lost. A lot of other killers like Plague get the ability to offset their global indicators as well, she can just simply break off a chase after puking on someone and leave them to get sick while instead looking for other survivors and building map pressure elsewhere. Clown and Demo really just get boned by their global sounds, and STILL get boned even if they break off due to the suddenly lack of notifications giving tons of info in its own right.

  • @Clockso said:

    https://forum.deadbydaylight.com/en/discussion/comment/1668909#Comment_1668909

    like i said i changed the title to better reflect what i ment, you're example is 1 killer out of 20 and they all have a way to tell what they're doing, a giant red circle appeared to someone's name? killer is ghostie, the timer ran out? the killer lost the survivor.. and like i said demo shouldn't have a global hit and stun noise at the bottom of the post and i think they should be removed, i mentioned all these killers not to prove demo is balanced, i mentioned them to prove how all killers give a tell tale for their power 1 way or another and not when they breath on the map

    Literally none of those things matter compared to what is essentially free echolocation that the killer is not actively looking for you at that moment. The point of the TR is to tell you when the killer is nearby: Demo's constant "RAWR~! :3 "s are a contant indication that the killer not only isn't nearby, but they are preoccupied. Some of the things you mentioned have a similar effect, like GF's marking circle, but Demo's absurd frequency of these notifications is what hurts him to a degree that few other killers feel.

  • I almost exclusively get killer dailies. Literally only get <7 survivor ones per month, including rerolls. Unfortunately the more killers you own, the more likely you are to get them (due to many of them being "unique" to a killer's power, rather than the survivor ones which just madlib a survivor's name into them.)

    Its awful and I hate it, especially since playing killer is becoming less and less hospitable for colorblind players with each visual update.

  • fixing billy's camera and animations is in the same bracket as colorblind options, preventing null sound bugs on survivors, making ormond not a miserable map, fixing dedicated hits, making dead hard work for more than just distance again, Blight moving his gopro up from his belt buckle to his actual face, and OoO not being a perk straight up designed to be exploited.

    I looked for the ETA, but all I saw was the LOL button that got removed.

  • Global audio queues are actually a big deal, as they give the survivors a lot of information for free. especially when paired with perks.

    Demo and Clown both get hit really hard compared to other killers because of the frequency of these global queues, not even just that they exist. Most of the things you listed are very situational, and only really serve to say who the killer is, not necessarily where. One of the biggest reasons these cues hurt Demo and Clown disproportionately is because they happen all the damn time when said killer is in a chase. Every time clown lands a bottle, and every time demo does a literally anything, the whole map knows about it. This means all they have to do is listen for the TR and/or look for their spine chill to stay dull, and realize "oh look, its genrush o'clock."

    Knowing that a killer is chasing someone else, while also having the benefit of knowing said chase is nowhere near you, means that you are completely safe to do whatever you want and be at zero risk from said killer. If that chase lasts 1 minute, then up to 3 gens are easily on the verge of popping, with the survivors needing to show zero respect in the process. Demo gets hit especially hard for it, since he can still get looped easier than clown, so he has a harder time cutting chases short enough to offset this weakness. Granted, he still has better map pressure potential with his portals and lunge, so hes not as bad as clown overall... but its the main reason people bring it up so often: He would be a considerably more viable killer if survivors we required to respect him more.

  • @SimplyNotFun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1668858#Comment_1668858

    survivors have to do 3 gens to use their key yes. How do you not understand the math behind the comparisons in strength that I am making between keys and Moris?

    USING A KEY when hatch spawns :

    4 survivors - all gens done

    3 survivors - 4 gens done / 5

    2 survivors - 3 gens done / 5

    1 survivor is not included because we are talking about key strength. Not the hatch auto opening.

    so in order to use a key at the earliest point in time it would be when 2 survivors are dead and the other 2 have a key to get out. At least 3/5 gens have to be done. That leaves 2 gens unfinished which is a 44% objective reduction

    USING Ebony Mori’s

    3 hooks reduced to 1 hook (and possibly 1 hit) after getting tunneled or proxy camped. Easy kill. Rinse and repeat. 12 hooks down to 4 hooks is a 67% objective reduction when you look at the amount of times you need to hook them rather than the amount of kills. The reason I state hooks as an objective and not kills is because that is LITERALLY part of your emblem quality/category score end of match in order to rank up.

    You were talking about the bare minimum effort needed, so yes the hatch opening automatically when 1 survivor is left is absolutely part of the equation, ESPECIALLY since they can reopen if AFTER the killer closes it. You can fail every breath of the match, do literally nothing while everyone else dies, and STILL escape if you have a key. It rewards bad play more than any other item or mechanic in the entire game, both sides included.

    Meanwhile, you could always.... not make it an easy kill? A survivor can waste minutes of the killers time easily, especially if they're being tunneled right off the bat (i.e. nobody else was able to waste pallets before them.) Survivors need to mess up at loops for killers to get a hit in, its legitimately part of the design for the game which only a handful of killers can directly influence. Even if you get killed by a tunneling killer who really wants to mori you off the hook, you can easily waste enough time for them to lose 1-4 gens in the process, which loses them most of the game in the process.

    for the thousandth time, moris are bad, but your argument that keys are ok and totally fair because reasons is almost as bad as getting mori'd right off the hook :)

  • If Demo was replaced with the Hunter from L4D, like 1:1 transplanted hoodie mcleapy boi into the game instead, I don't think a single person would complain

    H'e just too slow and clumsy for it to make up for how loud and telegraphed he is. Good killer in theory, but the absurd amount of map pressure he sacrifices every time he interacts with anything hurts him far too much.

  • @SimplyNotFun said:

    Nonsense.

    what a compelling argument.

  • @OldHunterLight said:

    I started bringing ebonies for key users and in case someone picks up the key they will get moried as well, if they don't I don't mori them and probably will let them escape or will give hatch if that is the last survivor.

    If they don't believe that keys = moris then that is on them, most killer mains like myself hate keys especially if paired up with OoO or a map.

    I love doing this, it confuses the hell out of people. I'll bring a mori if I see a key or if I expect its a 4 man swf, then just not use it unless they get absurd pressure very quickly or it looks like a pubstomp group. I constantly get asked why I don't bother using the mori, when its really more of an insurance plan than an actual strategy.

  • @SimplyNotFun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1668827#Comment_1668827

    Hooking a survivor is so damn easy though. If you can’t down a survivor, hook him and then tunnel him into another down then Mori You might need more training at being killer. I easily 3-4K every single game because it’s so easy to down and kill In this game. A key doesn’t mean do nothing the entire game. Did You forget that the hatch opens anyways when you’re last alive without a key? You still have to do the gens lol

    a key requires at least 3 gens to be done for it to spawn. That’s 2 gens they didn’t have to do and that’s the most that they can go without fixing. That’s a 44% objective reduction. The killer?? 3 hooks are reduced to 1 hook. Which is 12 hooks reduced to 4 hooks. That’s a 66.7% objective reduction. Way too much compared to keys. It’s not hard to kill survivors with some of the insane add ons killers have already. Moris are just game ruining at that point. Key or no key I don’t use Mori’s. It’s an offering slot like I said. I’m sorry wait... do survivors have an offering that allows them to instantly complete a gen after certain conditions are met? Why can’t they do something to impact their progression on their objective in the offering category?

    Downing a survivor is still more work than literally nothing.

    also, at least 3 gens? If you're the last survivor left, the hatch ALWAYS spawns. There is no other prerequisite in that case. Its normal spawn is dependent on a ratio of gens completed vs survivors remaining, where less gens are required the more survivors have died. But at 1 survivor remaining, it spawns open even if no gens have been touched the entire game. The rest of your argument is completely irrelevant based on this fact alone: It CAN require more work, just like a mori CAN require additional work if survivors bodyblock/heal someone after they get off the hook, the killer can't secure the hits in an efficient enough manner, etc. The comment was about the bare minimums of work, which is absurdly skewed in favor of keys since you can literally afk and nudge the keyboard occasionally to prevent crows and still use your item for a "free win."

  • I mean, most killer players don't have ruin/undying/tinkerer on every killer they want to play, yet thats apparently what they need to do to be relevant in this meta ;)

    Those two perks in particular are very hard counters to the complaints around the current killer perk synergy, but they're not the only ones. Small Game works great as well, and requires no teachables. As does just learning where totem spawns generally are, which requires no perk slots at all :)

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