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Ryuhi

Ryuhi

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  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/976776#Comment_976776

    No matter how you analyze the data there's no meaningful drop in the playerbase consistently speaking. A few months were better, a few were worse than 2018, but the game still trended upwards.

    How come December didn't do so hot? It was still one of the best months of the year for the game and A LOT better than Dec 2018. Are we even looking at the same charts?

    Why do you think numbers EVER go down? because people who own the game are not playing it. Since you can't "un-own" the game, new players will ALWAYS skew growth without having any sort of metric to differentiate them vs an existing userbase. For numbers to wax and wane THAT drastically means that either many existing players are dropping out for long periods of time (or permanently,) or that the amount of new players is minuscule. Guess which one my money is on.

    As for december, numbers went down vs November. This was in a month that actually had a new DLC release as well.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/976729#Comment_976729

    I don't know, do you have the evidence? When you make a claim you need to prove it otherwise your point is worth absolutely nothing. The burden is on you chief

    you already provided it. The numbers wax and wane pretty heavily in retlation to DLC releases. Look at July and October for example, those numbers plummeted. December didn't do so hot either.

  • lets think about this from the opposite angle for a second: Imagine if killers could entirely remove survivor perks at any point in the game, including the beginning. Lets say that at fixed points on each map, there are little survivor dolls or something that allow a killer to completely disable an exhaustion perk for the entire match. How much would survivors riot? Would it be fun if your sprint burst or dead hard was disabled in the first 30 seconds of the game?

    The concept of Hexes being an all or nothing is entirely flawed to begin with, especially since there are 4 pairs of eyes that can spot it vs 1. The only thing it had going for it was that Hexes are SUPPOSED to be incredibly powerful to offset the risk of losing 1/4th of your loadout in the (very likely) scenario that it is clensed.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/976706#Comment_976706

    Oh yes the playerbase is falling HARD the last few months

    https://steamcharts.com/app/381210

    How will the game ever survive with the next level gamers quitting because a single problematic perk is gonna change and BS killers got a slap in the wrist

    Liscenced DLC will always bring in new players, especially if its something as popular as Stranger Things. Do you have statistics for how many people have left? How many have been playing less than they had in months prior?

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/976652#Comment_976652

    Bold of you to say the community is in a state of chaos when probably not even half of it is active in any form of DBD related social media, let alone the forums.

    Me and everyone I know who plays the game are pretty much OK with this patch. I can do anecdotal "evidence" too

    You're right, a lot of them just stopped playing the game and moved on to other stuff as changes like this happen. Gotta account for the silent players who just peaced out :)

  • Hex perks themselves really need to be readdressed in general if changes like this are going to continue. Want to make it not be as much of a dumpsterfire when it gets clensed instantly? make it so that if it gets clensed before 1/2/3 gens are completed, it retains its initiial effect with 50% potency. In other words? if the hex dies before it actually gets to be used realistically, it keeps the auto-regression without increasing regression speed. A similar mentality could be applied to other hex perks to make them less useless as well.

    "Thing popular = thing need nerf" is terrible balancing philosophy to have in a pvp game, especially one thats asymetrical. it's not 1v1, you can't balance it for 1v1, so if something is used very often you have to be extra careful in scrutinizing WHY. Just take a workplace day and grab some popcorn and watch the slew of high level content creators discuss changes every time you post them before a PTB goes live. Have someone bring cookies and milk, set up a laughtrack, whatever you need to do to get everyone on board with taking in that information.

  • If you facecamp and turbo tunnel one survivor at a time, you will likely get a 1 or 2 kill game as killer. You will not likely get more, but you will similarly not likely get less. so.... best way to attain balance is to pick two people and just ruin their game?

    I can't stand that 50/50 target. Like most stat collecting with this game, it completely ignores a multitude of very important variables.

  • can't synergize with anything if it's gone in the first 30 seconds of a match~

  • @Theoretical_Heart said:

    https://forum.deadbydaylight.com/en/discussion/comment/770118#Comment_770118

    Being a survivor main is why you only get Killer dailies. The dailies give you the opposite of what you play the most (if the balance is extreme) I'm going to assume you've played so much survivor that it's going to be rare for you to get a survivor daily.

    That is absolute terrible design in a game where one position is almost entirely interchangable, gameplay wise, while the other is specialized and requires an absurd amount of grinding to make viable at most ranks.

    Killers all pool into the same rank for an account, so if you're rank 2 and you keep getting dailies on your level 5 hag or level 3 clown, they're essentially useless. especially when they're only worth like 20k points.

    And thats not even to speak of the difficulty for them. Some of them like the doctor are pretty easy, you just have to zap people. Others like Ghostface require you to use his awful stalk mechanics, and THEN hit the player BEFORE it runs out. Every survivor one is interchangeable and related to the things you're supposed to be doing anyway, they can be done with no perks/items/addons within a few games easily.

  • @martin27 said:

    Yes because survivors will never bully level 1 killers just trying to do their daily objective like they've just done.

    I got 29 killer dailies in a row. I only had actual builds for 3 of them. felt bad man

  • it should be viable to get a lot more in survival without escaping tbh. Its a pretty dead scoring category, especially when compared to the fact a killer can get a 0k and get over 6k in hooking. adding points to wiggling feels like an attempt to bridge that gap a bit. Even when surviving, you rarely get over 6k in survival unless going against specific killers with survival scoring events.

    Also their reasoning for why struggling isnt a simple button press is because its supposed to be, just that: struggling. The timing is actually a lot more lax than you might think.

  • try playing with your eyes closed.

    Congratulations, you now know what its like for a red/green colorblind person on yamaoka estate!

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/765014#Comment_765014

    Wrong.

    That big room in the middle is a complete nightmare for killers.

    lets make a room in an indoor map, with tons of LoS blockers, multiple pallets, and the ability to proc pretty much every single exhaustion perk in the game, and we'll put it right in the center of the map.

    ...come to think of it, its kinda like crotus penn and the game had a baby :D

  • nah i mainly bring it up because i see that mentality far more than i ever do a toxic nea, which always confused me. Its like one or two toxic streamers pay(ed) her, so now everyone tunnels and sandbags her whenever they see her. it hurts bros :(

  • I'm a nea main and i can't count how many games i've only gotten points in boldness because i constantly run the killer away from other people going for selfish unsafe unhooks and such. Having bond really is a curse sometimes. That said I too will expose locker frauds when there are only 2 of us left and they just crawl from locker to locker waiting for me to get found and killed so they can hatch escape. Only time I ever do anything selfish as survivor, since they're just legitimately trying to sell me out at that point.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/765316#Comment_765316

    Slippery Meat is a lot better than the new MoM. Though it needs a little luck.

    it literally does nothing outside of one specific (underpowered) killer, or the first hook phase.it doesnt even extend the time on the hook, just gives you a bit better/more chances at a kobe. you'd benefit more from deliverance making it 100% if you get a safe unhook first.

    By comparison, you can at least "farm" MoM procs by bodyblocking (especially when abusing BT to unsafe unhook) and then running off and healing. Its not good, and its not efficient (unless you're farming WGLF perks) but its at least better than being near non-existent.

  • Survivora Disconnecticus

    its probably latin or something.

  • @humanbeing1704 said:

    buckle up should just increase slugged heal speed by 25^ maybe even 50%

    there's literally already a perk for that. it even lets you crawl and recover simultaneously.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/765464#Comment_765464

    That would be overpowered, but there is an addon to reduce shred cooldowns... I don't think they apply to successful shreds though.

    It doesn't apply to pallet hits or hits in general, just whiffed lunges iirc

  • Bobby Barrows and Jennifer from Clock Tower. the series is so dead they could probably license it for a song, and i mean, he get to be chased by a short dude in fancy pants with a giant pair of scissors.

  • @Kaiju said:

    https://forum.deadbydaylight.com/en/discussion/comment/765392#Comment_765392

    I never needed any add-on to get a stealth attack the only ones I use are windstorm and swift hunt tbh the other ones are meh and with some good mind games u can end a chase like any m1 killer I think the majority of wraiths make the mistake of chasing uncloaked that's why he is weak at chases if you cloak you have a better chance of ending the chase way faster

    the addons i was talking about were ghost and coxcomb clapper. they give the wraith the ability to decloak with no TR/bing bong, so basically, what GF gets in his basekit power.

    Still plenty possible to get those first hits without it, but nowehere near as easy.

    As for chasing uncloaked, it really depends. If you're going to cloak after each hit, its technically smarter to focus a new target after each whack. If you try to chase while cloaked, any good survivor will be able to pallet block you every time you get close while they're healing. you can try to trick them into wasting pallets that way, but its pretty high risk/low reward.

    When i play that way i usually just smack one and leave em to heal while i stealth to the next one. Only way to really maintain map pressure basekit, but it certainly doesnt earn you quick hooks.

  • I like turning the match into a farm game but making sure the troll has to watch everyone get all those juicy bp from the floor.

    then from the hook when they lose too much blood. :D

  • splinters were a neat idea in concept, but they're absolutely awful as offerings.

    They should at least let you play as the killer with a decent build. Going into a game at high ranks with a naked killer isn't a very effective way to get you to want to buy them tbqh.

  • @Kaiju said:

    https://forum.deadbydaylight.com/en/discussion/comment/765381#Comment_765381

    Yeah just put in windstorm and you rock and yes he really needs some QoL changes but with the undetectable status I think he will be fine from those pesky OoO users

    He's still incredibly weak in a chase, and takes longer/more effort to get a sneaky first hit than other stealth killers (namely ghostface) unless he uses a very specific addon combo.

    I absolutely love bing bong boi, but he needs a lot of work at green ranks and above.


  • @BearJaw said:

    https://forum.deadbydaylight.com/en/discussion/comment/765355#Comment_765355

    Don't use Ruin myself, isn't reliable, but TT or PGTW instead. Though I don't know how well he works with Ruin so I can't speak of what's better, but I found relying on it always made me lose something I could have done better with if I had something else. Especially since recently people have been in a habit of letting gens sit close to finish and gen tapping the second I leave into a chase, PGTW excels there.

    PGTW relies on you to win a chase, get the down and hook, and find a gen thats being worked on within the next 40-60 seconds. Its really bad for spreading wounds, which is what legion is supposed to be doing (especially if you go with a thana/sloppy build) Ruins main job in that build is to slow things down long enough (at worst) or in addition to (at best) your other slowdown procs.

    Any killer build can technically work depending on the survivors you go against, and your ability to play at a disadvantage. the point of build synergy is to help decrease your disadvantage and turn it into an advantage. its why so many people are frustrated with how inconsistent perks like ruin feel, yet how much they feel they're needed for a lot of builds. I feel the same way when i play survivor and take balanced and then get a map with maybe 1-2 drop points on the entire map.

  • why disconnect? it sucks, but just let them take the hit when the killer comes. you'd be surprised how many killers will tunnel them and ignore you over stuff like that.

    If you disconnect, that little jerk wins.

  • @6yXJI0 said:

    Some people can judge her "BALANCE" without even playing against her. Talking about killer mains that do not touch Survivor side.

    If Spirit player is semi-good, you will get frustrating and unfun match with no chance of survival.

    If you get a swf with OoE, your wraith or pig will get an unfun match with zero chance of more than a 2k (if that)

    part of why spirit is gaining popularity is because she can counter a lot of shennanigans from the survivor side, especially due to comms. Its also why she's probably next on the nerfing block after nurse.

  • @BearJaw said:

    I don't know about heavily survivor sided but having played Hillbilly there my last two games I just.. I just don't enjoy it as much. If I could get a GF game there I think I could do considerably better. Stealth potential is nuts, also trapper potential in those small hallways is great. Not a huge fan of any inside map though because the hatch is always in the dumbest spots.

    For trapper the smaller hallways are great, except survivors can sidestep traps while you cannot if you place them at chokepoints. Trapper at high ranks really needs tall grass to hide his traps at unexpected places (like loops) so he suffers considerably on indoor maps. especially since his traps can legit be a hindrance to him.

  • Legion needs a lot of work imo, its just too demoralizing to try to play them at high rank right now, you need to have an absolutely perfect balance of map pressure and chase times, with a dash of luck for ruin not going down instantly. I still don't have the perks for their slowdown build, so I'm kinda stuck with them until I do. Shame I have to buy 6+ other builds for other killers to make them viable before I can come back to legion. maybe the meta will change again by then and the stuff i actually have can be viable.

  • @Raven014 said:

    Well, after getting to red ranks, it sometimes becomes painful playing Legion, so I switch to other killers, like Spirit, Micheal, and the like. I'm kind of more a jack of all trades kind of player to be honest.

    I legit only play my "bad" killers after a rank reset because they're more likely to be viable. Once i get back into red, its back to spirit and freddy all day.

  • indoor maps are survivor sided because there are a bajillion pallets, sometimes having one within a stone's throw of another one. they're also guaranteed to have at least a few Balanced and Lithe trigger points.

    indoor maps are killer sided because a lot of the pallet loops are unsafe, and there are fewer setups like T/L walls to loop. totems are also sometimes slightly harder to find than being in the middle of a goddamn field or right next to a gen.

    gotta give the advantage to survivor on the whole, but some killers are better at narrowing the gap. M1 killers suffer pretty bad unless your mindgames are gdlk or the survivors try to stick to unsafe loops.

  • "winning in an asymmetrical game involves a multitude of conditions beyond any one player's control, thus serving to create game which are impossible to achive a simple arbitrary win condition. Let's making it based off of scoring, so that the win condition is slightly more maliable to the circumstances of a game's twists and turns"

    "nah pipping isn't winning only a perfect win for either side allows them to win git gud scrub"


    ..to be fair, the pip system is still pretty piss poor in a lot of situations at gauging a player's individual contribution. its possible for all 5 players to depip in the same game.

  • @Faceless said:

    rework mettle of man. this perk is now totally useless

    far less useless than a lot of other perks, tbh. I mean, compare it to No One Left Behind or Slippery Meat. I'll wait.

  • @Nikkiwhat said:

    Been encountering WAY more Survivors DCing soon as things go south for them or the game as a whole. At least every game where it looks to be a 3-4K at least 1-2 DC.

    Boy this game sure is going poorly. Better DC, since it'll actually reward me with a depip and easier matchups!

  • I think the real thing with "gen tapping" is doing it to prevent regression. its part of why so many killers like PGTW lately.

    The best solution is to give a damaged gen "regression protection," similar to how freddy's sleep prevention works with alarm clocks vs waking up otherwise. Simply make it so that regressing gens get a regression "protection" equal to the amount of time they are worked on if left idle. If you have been working on a gen for 30 seconds and leave it alone, it will have 30 seconds before it begins regressing again. maybe even call it 2 seconds for every 1 second being worked on. Point is, survivors shouldnt be able to take a fraction of a second out of a chase to force a killer to go into a 2 second animation to undo that action.

    I've always felt that was what gen tapping actually was. People continuously crouching in front of a gen to make it go slow af has never been a problem.

  • @Almo said:

    Low-use perks are on the list for updates. As always, we have to take care with what we prioritize in our releases. But they are certainly not forgotten. :)

    While I can definitely understand this from a development standpoint, I kinda wish they weren't adding to the grind of leveling a character. adding additional perks to level 40+ bloodwebs is definitely a nice start, but its still pretty bad (especially for killers who need 1-4 specific perks to be viable at high rank)

  • yes. I main nea, but I get tired of all the complaints that I must be toxic because I main Nea, when in reality its because i'm spending a years worth of bloodpoints trying to fund killers that actually play differently depending on builds and addons

  • The game is struggling to balance for solo survivor, swf with comms, and killers. the three will never be balanced, so nearly every match ends with at least one person salty. It's been a lot more balanced now than it has been in the past, but its impossible to please everyone while it remains categorically impossible, so you're pretty much always going to get someone upset with the game's outcome.


    All you can really do is ignore the salt and move on to the next one. Granted, kinda wish it was easier for killers to do so when they might have wasted their addons on a bad game and need to grind out more webs to get them back, but eh. At least when i play survivor i go in with no items so there is no risk.

  • I'm less than 200 miles from a server and I can assure you, thats not the issue. If anything, getting matched with other people who AREN'T close to the server is whats doing it. The animations desync like crazy and there's no way to tell anymore if the rollback is going to be decent or awful

  • playtesting is bar far my least favorite part of development, especially since it usually takes a lot of different outlooks and approaches to correctly find balance oversights/glitches/conflicts and so on. Then after changing the values and making other adjustments, you need to retest them from multiple approaches again.

    Its completely understandable for the PTB to be the main source of information when it comes to playtesting, since the sample size is fantastic allowing for a lot of different situations to arise naturally. Unfortunately the issue usually comes with how that data is interpreted....

  • want to rebuild pallets? make it so that the killer and survivor both corner at their normal speed. In other words, remove looping.

    TBH i feel a lot of people, killer and survivor alike, would appreciate that change. give the rebuild a modest time and it will both distract survivors from gen rushing, while also giving them something more proactive to do. and since survivors NeEd LoOpS it would replace one tactic with another.

  • i thought she wasn a botanist, not an optometrist. guess i need to git gud at the lore or something

    You do know that some accessibility issues are less about git gud as they are, well, proper game design... right?

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/498143#Comment_498143

    Maybe try ignoring the Blendette, probably running all meta perks, that was pointing and taunting him from the safety of the Killer shack?? What a stupid thing to do to chase someone and commit over half the game despite being set up and outmatched. Really really stupid and pathetic.

    FYI, you were the one bringing up performance, insinuating that there wasn't optimal play from the Claudette. You showed us the video and that was clearly false.

    Again, there were eight pallets. Each map has at least 15-20. Yes, they're clustered badly here, but that also means they're sparse in other areas of the map. Unless they redesign the center and cornfields to contain pallets, the outskirts will always have the potential for bad RNG.

    clustered palletes will always favor survivors vs spread out ones. In general, you want to try to not use the next pallet after having to use one, to not create "dead zones" where your teammates are expecting safety. clustered pallets make that super easy and low risk, basically creating an area of the map where the killer has to decide if they can afford to waste 6+ minutes trying to disarm all of them.

  • Freddy has to wait 7 seconds before he can even attack someone. If he recovers slightly faster from a DS stun, it seems fair in the same vein that he literally cannot hit anyone to start for longer than any other killer.

  • dream transitions being long af are just fine tho

  • @Arroz said:

    https://forum.deadbydaylight.com/en/discussion/comment/497599#Comment_497599

    Yes.

    Claudette breaks everything on the game.

    Same as nurse, you can't loop, omega blinks etc...

    Every time i get put up vs a nurse, I use it as an opportunity to get better at playing vs nurse. mindgames, LoS breaking, stealth.

    Every time i get put up vs a claudette, i practice my squinting and trying to hear practically non-existant footsteps over the blaring music.

  • @Arroz said:

    https://forum.deadbydaylight.com/en/discussion/comment/496908#Comment_496908

    It is comparable.

    He's telling him dont play claudette because killers dont like it.

    I'll tell killer dont play nurse because I dont like

    Claudette is exactly the same as every other survivor gameplay wise. Nurse is a completely different character gameplay wise than every other killer. One is a reskin who gives an advantage vs other characters who can play exactly the same in every capacity, while the other has an entirely different gameplay style from every other killer.

    You can do anything with Nea, David, Jake, etc that you can do with claudette, minus abuse visibility (and even then, there are some outfits on other characters that are worse than others, just nowehere near on Claudette's level.) Pair that deliberate choosing of an advantage with items that give a further advantage, and you're making yourself a lightning rod for the killer's attention.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/496908#Comment_496908

    You can keep telling yourself that and keep holding your double-standards to heart.

    Then keep wondering why the DC problem is only getting worse. It's because of killer with attitudes like yours who think you're the only victims and you have the all the rights, like the right to play Nurse, but survivors don't have rights, and they shouldn't be allowed to play Claudette (there's tons of people here who even asked to delete her brown shirt from the game, and a very misguided few even asked to delete her altogether!)

    I never bothered to learn nurse, even knowing she is the most powerful killer. Your argument falls short on that fact alone: not everyone plays nurse, regardless of her advantages.

  • @Arroz said:

    https://forum.deadbydaylight.com/en/discussion/comment/496893#Comment_496893

    Is like to tell someone "dont play nurse because I dont like it"

    Do you like it?

    How is that even comparable? Killers all have different playstyles, while survivors are exactly the same gameplay wise. the only "difference" claudette has is that people abuse her cosmetics to make themselves much harder to see than other survivors. When paired with how badly audio keeps getting broken with each patch, its a pretty bad balance issue.

    Whether or not nurse is properly balanced has nothing to do with accessibility or exploiting issues in the game. Hell, she's even had "dead zone" glitches that prevented her ability from working in specific areas.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/486728#Comment_486728

    The first time, you wouldn't. You'd probably miss that first one and that's okay. After that, you'll remember "this guy has sprint burst, I shouldn't try to ambush them". You might want to crouch up to them and then uncrouch at the last second, possibly using your ambush at a short loop down the line.

    Thats all well and good, but it more often turns into "they have SB, a detection perk, or an SWF who told them i'm trying to sneak up on them... guess i'll stop using crouch this match"

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