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SabunoHakia

SabunoHakia

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  • @Wedge said:

    Hi guys,

    i have just started Dbd recently (30 hours now) and want to share with you what kind of an experience that was for me.

    A good friend of mine wanted to play this game with his sister, so i bought it to play with them. Because they did not get theyr ######### together, i started alone. As i got the game very cheap, i bought some aditional killers with it, thinking i just could try out some of them for fun... boy was i wrong.

    I started as a survivor, had some very scary matches. If you do not know ######### about what is going on, it is really scary and intimedating beeing hunted by a supernatural horror. Played some more matches, leveld up Meg, died most of the time. When i survived a match, it felt like a real win. I got some more Perks, could finaly see what is going on and started to be a more helpfull teammate and not only a scared chicken. But still, mostly i was the first to die. Made sense to me, i seemed to be the weakest part of the chain, so the killer often concentrated his efforts on getting me out of the game first. Not fun to play as a noob, but i could understand why the killers where acting like that (not all, there even was a very nice killer who saw, that i was playing way above my league, he killed everyone else and even carried me to the hatch to let me escape). So i played on, thinking that when i get better, it will be different. Clearly, as an absolut noob i cant play with the big boys and girls.

    So i leveld Meg forther, thinking that with more and better Perks and more experience i will have better chances. Until i started to look closer on the scoreboard at the end of the game. There i realised that i was allways in teams of survivors with Grades way above mine. And so where the Killers. It seemed, that the balancing of the game was about the full team versus the killer and with (compared to myself) absolut pros in my team, naturally i had to play against Killers way above my skillevel. No wonder, that they allways smacked me like a little kiddo.

    Okay i thougth, play more, learn, level up and it will change. So i googled about what are good perks and learned, that you have to unlock them by level up different characters... oh damn! Not only that you have to unlock them on different characters, no... you also have to learn them with each different character in a totally random way via the bloodweb. What an uncool Grindfest i had there in front of me! Totally not beginnerfriendly, you do not only start with no experience, have to level up one chara to play with.. no no no, if I whant to have an slightly even playingfield with the people i was forced to play with/against as a soloplayer, i had to grind my ass of... that seemed like not so much fun.

    Do not get me wrong, i understand why the Devs whant something like progress in theyr game (they have to kep the players wantig to play more), but as a beginner it is a big obstacle in the start. It would be okay, if i could play with people on my level of progress, but allways playing against people with 4 lvl3 Perks from different characters, when you only have some lvl 1-2 Perks from your first char is... not a great feeling.

    But then i noticed something: there where more and more games, where the Killer was AFK for the whole match. The first times i was happy (yay, i can survive and make a few BPs), then it happend more and more. I began to question why that may be. One, two times could may be by chance, but this often? Why should that much people start games just to not play them? That doesnt seem to be any fun for anyone.

    Ah, whatever i thougt and played on. Realising how much BPs i had to grind if i whanted to have a good perkloadout, i googled how to make more BPs. And then it hits me: there is exactly ONE Perk for every side of the game, that potentially doubles the BPs you can make in a game! That means, yes, in theory i can play whatever character i whant, jsut try them out and have some fun, even when you have quite a disatvantage because you have fever and worse perks. But... if you decide to do so, the game will punish you with only making half the BPs you could make, if you would play a chara that allready has one of those Perks. What a.... brilliant idea! A gamemechanic that activly discourages me to try out different things, because it punishes me if i chose so by doubeling the allready BIG grind... great way to make a game interessting for beginners!

    F... it i thougt, I am not in the mood to level up a second survivor i do not like to play only to get that one Perk with that i can grind BPs at the double, lets try out playing as a killer. At least there i can start with the right one, meaning with the one who can double the BPs, even when it is absolutly not my first choice in any other way. Maybe i would level up so fast, that i could switch to another killer quickly. And because i will playing allone and not with a team of superpros, i will be matched with players on my skillevel and have games that are more fair and fun. Boy was i wrong....

    Knowing that there is an MMR, and that it is now only depending on my skillevel, i hoped for fair matches. So i played the first game and got wrecked. No problemo, first game, what could i get out of it else? But knowing a little bit more than at my bloody first matches as a survivor, i looked at the scoreboard at the end. And i was... a bit suprised. I have played against 4 survivors with redranks. Two of them commented with "GG,EZ". Okay...

    So i played on with the killer, loosing some matches, hooked some survivors and.... KILLED ONE! YAY! After all of this, i got my first kill!!!! This short outburst of joy was rapidly destroyed, when in the endgamelobby i was insulted and harassed for this. I felt lucky, that i (with one lvl 1 Perk and killergrade 19) was able to kill one of them. But the survivorplayers (3 redranks, all 4 with 4 lvl3 perks from different chars) saw that different. They made it very clear, what a #########, cheating noob i was, tunneling one of them and even hookcamping him. Damn, that was a lot of salt, i did not even knew what they ment with tunneling. After googleing it, i was confused. Did i tunnel one of them? I have no idea, i was simply running after anyone i saw. And hookcamping? As i remembered, they unhooked allways when i was only a few meter away... so naturally i turned and hunted the allready wounded survivor. A nnob move, for sure, but i was a total noob. And they could clearly see that on the scoreboard! Whatever i thought, just play on, not all survivorplayers can be that salty. Boy was i wrong.

    Nearly everytime players that absolutly mopped the floor with me waited in the escapezone, teabagging, circle me one more time to put insult to the injury. Everytime when the last player escaped through the hatch, he waited the few minutes it costs me to find it just to teabag there. And allways "GG", "GG, EZ", "GG, what a noobkiller". Sireously??? What kind of people are these? I mean, they can see the scoreboard to. Are these the kind of people, who watch a pro MMA-fighter kick a toddlers ass and say "what a great fight!"?

    Despite this saltyness, i put some more hours in. Played more games, got humiliated and... even won a few matches. Getting 2, sometimes even 3 or in very rare cases 4 hooks! Damn, that felt good, especially when i compared theyr ranks with mine. How i did it? No idea, assuming the playtime they must have to get those perks and ranks, they where dead drunk, let theyr little sibling play a round or something like that. And of course... like with the killers, a bunch of survivors where simply AFK for the whole match, lowering the chances for theyr teammates. As good as it felt the first time getting 4 hooks, it felt like... cheating to me. So, when there was one or two survivors AFK in a game, i allways just downed the last survivor and carried him to the escape, trying to be fair and friendly for this unfairnes of his teammate(s).

    But those wins did not play in my favor. Sure, in the short term i got some of those sweet BPs, but (i asume), my MMR-rating went up to. So i was matched with even better players. The last hours i was stomped in the ground again and again, making no BPs, beeing teabagged and insulted. GGs, all GGs. And, yay, then, from time to time, there was one game where i totally dominated, mostly because survivors where AFK. Or, that happend from time to time to, survivors who where getting downed for the first time simply disconnected. But that where the exceptions. Mostly i was simply destroyed. I was not only genrushed, often there was only one survivor doing gens, the other three where running arround me. I not even made a single hook in those games, beeing constantly blinded when i got one downed or every hook in reach was sabotaged. GGs guys, GGs.

    Why was this the case? Am i a very bad player and a little crybaby? Maybe. But i had a close look on the scoreboard for the whole 15 hours i played as a killer... Here is what i saw: Not ONCE there was a survivor with a lower rank than mine. There where allways 2-3 redranked survivors and one in the middle of the ranks. All with 4 lvl 3 Perks. And yes, i understand that ranks do not show skill allone. But... maybe... there is a indicator, that someone with rank 1 and perks from 4 different charas has a LITTLE bit more playtime and experience than someone with rank 20-17 and nearly no perks.

    So, i am wondering: is the MMR system so broken, that it is not able to match a total noob with people even near to his level? For 30 hours straight? That even way more experienced players often chose to AFK whole games, just to decreasing theyr MMR-rating and not getting stomped by bigger fishes (and ruining the game for all other players involved) without beeing punished by the game for it?

    Is it really the intention of the devs to make it SUCh a big grind for beginners to get a funktional loadout, constantly matching them with players with WAY more playtime, just to make the skillgap even broader?

    Is a really big percentage of the community of this game really just a bunch of manbaybys, wanting to outlive theyr powerfantasys by totally destroying noobs? Are there really so many players who like to play such onesided matches?

    Maybe.. just maybe.. the MMR-system is not broken and those gamemechanics that make it so beginnerunfriendly are intentional. Maybe the devs just whant it this way? I mean... the noobs allready bought the game (for a very low price at this time)... so... maybe concentrate on the players with A LOT of gametime, keeping them happy by beeing way more powerfull, not only by skill and experience, but with a huge adventage because of perks... so that they can keep going on destroying noobs, beeing matched with them and feeling like a demigood of gaming? And buying more DlCs? I mean, with the perks it is a little bit like that.. sure, you can play with the basics... but if you whant a good loadout... buy this, this and that DLC. Its really suprising, that there is no ingameshop to buy BPs, just to shorten the grind.

    Sooo.... why this wall of text? To show you how this game feels for a total beginner.

    My conclusion: its an interesting game, with good ideas and it should be a casual, fun game to play. On the other hand i cant remember when i saw such a rough game for beginners, such a needed grind, such gamemechanics that widens the skillgap between noobs and pros, such a toxic community and such an unfair MMR. It feels like the game shows you how much fun it could be, just to slap you in the face afterwards, saying "not for you, only for people with hundreds of hours of gametime more". Maybe it is fun if you play with friends in closed lobbys. But as a sinlge player in open lobbys, this is one of the games with the worst startingtime for beginners i have ever played.

    P.S.: Please excuse my spelling, this is not only my second language, but i have (because of stupid reasons) at this time an english keyboard, but with german keybindings, what makes it a nightmare to find some special signs.

    Welcome to the toxic community that BHVR enables by making it "ez" for the survivor's, obviously not easy for newbies, but this is the wonderful thing they breed is toxic survivor's whom believe they are good because the killer is "garbage" but the garbage is BHVR and their coordination and ability to balance a game which is not going well. To make the blood points faster you have to play killer as a survivor won't ever make the amount that killer's can per-match, aside from the toxic survivor's and the long term killer players. I hope you do continue to play and try to find some enjoyment.

  • @Jejune said:

    The reason why you get put on hook before you break out is because at the time when you are being hooked its not full on server side. Even if it updated and you had full bar during hooking its too late, hook animation takes priority.

    I would prefer if they fixed hook blocking because 9/10 times when i am ifront of the hook killer simply hooks the survivor and i am being teleported to the side of it.

    With the body blocking I find it works but I as a killer started to run starstuck but sometimes it does shift me but that's possible due to my finger is still on the stick and I noticed after every match back in the menu the game it self has heavy stick drift that isn't caused by my controller and moving my joystick stops it entirely it could be the process.

  • @Youko said:

    Last night I had an incredibly frustrating experience of being harassed by a Twitch streamer and falsely reported for the behavior they were actually committing. I went through the proper channels to deal with it, however, I think with the level of toxicity that I and others regularly encounter, consideration for an Avoid Teammate option is long overdue.

    Even if this is limited to a handful of players at a time and/or for a limited duration of time, some level of control is needed. As things stand, there is no way to avoid killers as you cannot see the name of who you are facing and being able to block after a match would not spoil that element of surprise beyond knowing you won't be matched against that specific killer. It would also prevent wasting time lobby dodging to avoid problematic players, which could lengthen wait times unfairly for those who happened to be paired with the person being avoided.

    I would also like the devs to consider a perma-avoid option that could be triggered when a ticket has been opened externally and has been reviewed and found in favor of the person who reported. That way players who commit more egregious behavior against other players, but perhaps not to the level of being permabanned from the game, are never matched with the player whom they targeted.

    Some other ideas that could be used in tandem could also include using the player report system to auto-generate warnings when successively downvoted for unsportsmanlike behavior from multiple players/matches within a certain time span. Alternatively, a reputation system highlighting good behavior for successive upvotes from multiple matches/players with a reward incentive could also be useful. I would also not be against using reputation to create player pools to separate toxic players into their own group.

    We should have the ability to hit a button to be less likely to be matched with them in the future and it should also reset after a year because you never know if they will be better next time.

  • Rofl never seen this before hahahaha this would be wonderful and I would guard the crap out of this spot.

  • @Lliart said:

    https://forum.deadbydaylight.com/en/discussion/comment/2551445#Comment_2551445

    So you agree with what I'm saying about baseline regression being buffed to 150% or 175% so that Ruin can be nerfed?

    Yeah if that is the case a baseline regression is a huge fair trade off in the concept of ruin as it's ridiculous to need that to slow the gens down specially when single touches stop the regression all together. I hate the fact hexes are gone within mere seconds of the game even starting and no survivor should spawn next to them or near a gen or ever clustered together.

  • @Lliart said:

    https://forum.deadbydaylight.com/en/discussion/comment/2549853#Comment_2549853

    https://forum.deadbydaylight.com/en/discussion/comment/2550269#Comment_2550269

    You guys... DID see that I wanted Ruin to be additive right? That I wanted base regression BUFFED so that it's 150% regression (rank 2 ruin on live), right? And you guys definitely saw, again, that I want ruin to be ADDITIVE meaning that since I want regression brought down to be 50%, so that would mean that it does the same thing it does on live? Instead of being completely transformative and making Ruin vital in order to perform well? 'Cause I'm not sure about you but I'm getting pretty sick of Ruin being needed on all of my killer builds, only to lose it due to survivor spawns or otherwise losing it 20 seconds in and running only 3 perks.

    https://forum.deadbydaylight.com/en/discussion/comment/2550339#Comment_2550339

    It technically is a nerf in my eyes since if we make it additive then we can at least satisfy both the survivor and killer sides with a buff and nerf. Sure if we keep it transformative and at 200% it wouldn't make that much of a difference. Although I feel if BHVR comes out and says "We're buffing regression and not touching any other gen perks!" then there would be even more bellyaching that there isn't a fair balance change.

    I wouldn't have a problem with this if hexes were harder to be removed at the start and that gen tapping wasn't a thing and every time you kick a gen and they tap it within 15 seconds you get up to a maximum of 3% regression per kick until the gen hasn't been touched for 15 seconds total.

    It forces me to stick around a nearly done gen for too long and when I am being forced to play tag with two others holding that gen down I can't properly leave that as even one gen forces me in a bad position sometimes.

    But I would like ruin as a hex if removed to give 3% gen regress per kick.

  • @Zacharry100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2549870#Comment_2549870

    I am talking about how often it is used by survivors in many matches.

    I know it's used often but I tend to hate decisive strike more as I don't tunnel unless your toxic and nine times out of ten they are simply always in my way to the next target I down them grab them and I get annoyed every time because 5 seconds is brutal when hit with 3 gens back to back.

  • @Seraphor said:

    Cosmetics aren't the Rift prize, at least not the main one. They're the bonus, the incentive to spend your auric cells, the marketting ploy.

    All it is, is a promotional item. "Buy a subscription and get $50 worth of goodies for just $10!"

    The prize is the final charm. That's what nobody else can obtain any other way.

    Well if it's about the final charm and it's a exclusive feature to the pass then I actually don't care then as they can honestly have the cosmetics.

  • @SlothGirly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2549861#Comment_2549861

    Yeah, you worked so hard to play the game more that somebody else for a little bit. The rift challenges are far, far from hard. Stop being entitled and gatekeeping over some cosmetics dude... you get all your auric cells back, so literally what are you even complaining about? not like your money is lost... also you realise the value for your money is incredibly high compared to a direct purchase? So not like they get a better deal. It's a ######### game, so curb your self importance and let people get the cosmetics they missed out on.

    The challenges aren't even that bad and the one's that are just are skippable not only that simply "playing" the game gets you levels as well. I am not being entitled, I am paying for something and working towards that. Gatekeeping is only the concept of someone who wants something but complains when they can have it easier and the ones who work for something nice is just easily given a week later to people. But it's whatever. I am not talking to someone who simply can't understand the fact hard work and effort put in should get you something to be happy about not that its not right for someone to have something someone else has but they all have the same opportunities to buy the pass and play and work towards it.

  • @Caleegi said:

    I find it hilarious how the dev said “wouldnt it be nice if MMR worked?” After basically saying it is based on kills or surviving and not on chases or anything like that. To me it sounds like the devs have given up as they are saying the same thing as their community.

    It would be nice if MMR worked, wouldnt it BHVR?

    Yeah it needs to be based off the performance of the objectives if the grade is high you should be matched with people whom constantly preform to the same degree. Not on getting out of the hatch, gate, or how many kills. Because I as a Pig usually manage 3 kills constantly by rushing the crap out of everything I do and some SWF do end up all out the hatch trolling me all along the way but with the new addons I will have a fighting chance against them.

  • @Nos37 said:

    I don't know what it is...

    Three of us on a gen at the start. Huntress shows up. We all run away. I (Dwight) get chased. That's fine. It happens. I figured It was because of my toolbox, so I dropped it before being hit in case of Franklin's.

    Later on, three gens pop back-to-back. Huntress shows up to my gen and chases and hooks me.

    After I'm unhooked and healed, Claudette cleanses her hex totem two tiles away and the killer chases me instead of her.

    I manage to catch up to the Claudette, break line-of-sight with the killer at the Wretched Shop main building, and sneak away. The killer finds Claudette, injures her, and lets her go free. Then she spends another 30s searching the area for me, checking all the nooks and crannies. I snuck away to another tile, but that didn't stop her search.

    She eventually finds me, and I quit the match after she injures me.

    If you're going to make it THAT obvious that you're intentionally picking on me, unprovoked, then FOG YOU!

    I called them out in a message and they responded with "You were the easiest to find, so I kept chasing you." As if they hadn't just spent 30s looking for me JUST AFTER injuring the Claudette (no Iron Will on her) and letting her go free! There was an AFK Quentin for the majority of the match, yet I was "easier to find." Pfft

    ----

    Can we get a survivor perk that lets us LOOK LIKE ANOTHER SURVIVOR?

    Press the Activate button while being unhooked to take on the appearance of your rescuer (or another random survivor).

    This is getting ridiculous. My FIRST match playing as Survivor in over a week, and I'm IMMEDIATELY reminded why I stopped playing survivor.

    I don't care you got tunneled but even if you had this perk to which I actually DID like your still injured and that would still show. I would actually lile the perk idea In all honesty as a killer main.

  • @Zacharry100 said:

    Most op perk... Change my mind. All the survivors run it.

    Never had a issue with it. Always hit them in the end. Always hook them in the end so many ways to counter and I don't bother it doesn't do them much.

  • @SlothGirly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2548897#Comment_2548897

    Partial Auric Cells refund, charms and bloodpoints considering that the tomes are connected to the rift, so in completing the rift you are incidentally completing the tome which gives you bloodpoints.

    Bloodpoints can be gained by playing and sacrifices, charms are nice but a niche, complete Auric cell refund actually which is why it's annoying, to watch someone just not put on some effort. But I guess instant gratification is better. Welp I know this now, why bother trying when you can just get it later. The whole point of passes is usually a incentive to play and have nice things others don't. Not everyone needs to have a fair opportunity unless they try and put in the same effort and work others are. Opportunity and rewards are earned not just bought later on. This is a rich person mentally that anyone can just buy their way in to having the same or better stuff than those who work hard to get some place.

  • @Lliart said:

    Basically I wanna have ruin be nerfed BUT I want base-line regression to be buffed to either 150% regression or 175%. With this, I feel that having Ruin mostly be a convenience perk with no increase to regression and not have to use time to kick stuff would be neat. Either that or just make it additive so that ruin increases regression by 50% or 25% so that it still does what it does on live, but it isn't as vital for the killer perk Meta.

    Nerf ruin? Okay. Detective's Hunch/Map. Done. Wait still unsatisfied as a survivor? Okay. Small game, oh lord still unsatisfied and unhappy in life? Here is a bigger reason to do a Totem, Boons! RELIGHTABLE AND THEY OVER RIDE A HEX WOOO. Oh hexes... right Obsolete now. HMM... wonder why the killer's always get beaten with a whiffle ball bat all the time... welp the "new" survivor's who are future teabagging toxic scum are happy. Who cares about the killer side when the whole game is centered and reliant on the killer's well when they start leaving in droves we know the marketing team has it covered Survivor Island!!

  • I have had way better matches as a killer skill wise kinda tilted below me and not above me as I would like but survivor's side has been horrible.

  • @Snowbawlzzz said:

    And make the game darker. I honestly don't think there are any real problems that would be incurred with this change; there are a million and one anti-stealth perks, powers & addons for killers. The game currently lacks horror atmosphere because it looks like 8 in the morning.

    I feel that all the maps actually even the swamp have gotten substantially brighter and I don't think it's not obvious for the survivor's whom are new and just in general for them to make have a easier time. I actually find in fact I hate this as a killer main. It takes away my challenge.

    Console user.

  • @Mandy said:

    Hi, accessibility issues are always something that we're aware of, and this is feedback that I will bring back to the team.

    @BastardKing you're not being ignored, I have seen your posts and if you notice on your last one, I did mark it with the BHVR read tag - to show that this was feedback that wasn't being ignored.

    I am happy to see that this isn't being ignored but it also shouldn't be something that the player base should have to request / suggest in first place, this should be standard for all video games.

  • @MrCalac123 said:

    Pick any Killer besides Nurse, Blight or Billy. Put em in a hat, shuffle shuffle shuffle, the Killer you drew is: Clown!

    Okay, time to load into a match. Ooo, the Survivors are all rocking medkits and are fully prestiged with eerily similar names, this might be tough!

    Loading into the match, loading, loading, the map you got is: Rotten Fields! Awesome!!!

    You being the silly fool you are decided to not equip Corrupt Intervention, so you simply walk to the farthest generator and on your way you get into a chase!

    This Survivor is pretty good, they run loops well and drop pallets early against Clown, but you finally manage to down them after about a minute or so. You hook them and begin looking at where to-

    POP POP POP

    3 gens back to back are finished because Survivors spawned separated on a large map.

    What is the solution here? What is the Killer ACTUALLY supposed to do? A person good at looping and pays attention to their surroundings is NOT going down super quickly against an M1 Killer without making a seriously bad mistake. A minute long chase should not be a game ending chase.

    You cannot be 4 places at once, you cannot chase 4 people at once, you cannot magically teleport across a huge map to stop every gen you think might be being worked on.

    Honest to God make a smaller version of Corrupt base kit, block the gens for 30 seconds at the start or something. Shrink these huge maps down too.

    AND STOP SPAWNING THEM ALL SEPARATED ON DIFFERENT GENERATORS (ON GIGANTIC MAPS TOO). THIS IS NOT FAIR OR FUN, THE KILLER IS NOT GOD.

    It's not the survivor's spawning away from everyone the problem is at which these gens can be done and the constant and consistent beat down nerfs to killers to make "new" players happy and have a "enjoyable" game teabagging a killer when I joined I had no disillusion with the game being easy I expected to have a hard time and a wonderful time doing well against and as a killer but this isn't how the game is being balanced. That is the true problem the fact is gens are too fast you need to run perks just to literally slow them down and if ruin, or the obsession with dying light dies then dying light is gone forcing you to leave someone alive the whole game. That's the biggest problem in the world.

  • @greed23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2545490#Comment_2545490

    What the ######### are you on about?

    Hexes are not obsolete in high level play. I don't even know how you got that idea- ruin is still by far the best slow down perk, and I don't understand how anyone would say that its somehow obsolete just because someone can break your hexes.

    And... 2 man escapes will never not be a thing? Two people making it out through the exit gate at the end of the game is something that I don't ever for see them doing something about?

    Do you even play this game? I am flabbergasted you'd even say half the stuff you did.

    Have you ever played a game with 2 people using small game at high MMR? Have you? Because the irony is I stopped using them, I am not arguing that they aren't the best to slow gens but at high MMR it's obsolete against a group that is running small game on 2 or one using it and the other holding a map. I HAVE seen literally all 5 Totems go down with my SWF with this within 1 minute of the game, I have lost all my hexes to groups like these, with the new boon system you won't ever see hexes again. I am willing to record a few matches and gladly show you the speed in which most random groups let alone SWF can remove them.

    Two man escapes with the hatch I have seen full SWF pull this on me with 4 many times the whole game trolling me along the way knowing I had no way to fight back against their coordination. I am not the best player I make no claim to this but I am able to say even before the NEW odd MMR system or whatever it is I am Red 4. Once boons boons come you will understand the point I am making. Because I know 3 red killers whom say use dying light or Phobia instead of ruin as it will begone nearly at the start usually every time.

  • @Mooks said:

    Nope, the healing with Plagues fountains can’t get blocked.

    Thank you.

  • @snek said:

    I understand the purpose of this perk is to help new/lowskill players to get at least some kills in the game, but it doesn't really help them learn how to properly play the game nor it does provide fair experience for survivors. Why hand out insta-downs and speed boost for little to no effort in the match? A simple time limit of 90 or 60 seconds (like Haunted Ground, imagine the latter having no time limit) would suffice even without removing Haste.

    Uh. Boons? Your welcome, enjoy? Maps, Detective's Hutch, Small Game All perks still are used by HIGH MMR before the adjustment. So... figure out the rest I guess?

  • @nanasi_K9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2545554#Comment_2545554

    I was surprised at how different the environment was from here.

    I don't know what we call them here, so I'll call them this way, but in Walking Killer, Crown is tier A. (S>A>B>C)

    Walking killer: A killer that does not have a special way of moving, like a trapper.

    I suppose I believe that legion is lower tier but the "abilities" I believe that legion is stronger but I believe that if the clowns antidote triggered faster considering it's a air based inhalant that it should trigger faster but. That's my only real complaint with the skills they can use as far as the legion goes a slightl reduction to the recoil after would be nice.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2545554#Comment_2545554

    https://youtu.be/rWqiipJW9R8?t=0

    Does this count? not really main tho

    Legion vs Clown, depends on skill of survivors, you can destroy Legion way more, because he has 0 1v1. Clown will get at least some downs, because of his power.

    But Legion is better noob stomper.

    Well I stand corrected but I still do believe that the clown would require more skill and oddly enough his addons are the MOST balanced I have ever seen any killers be.

  • @Milo said:

    It still does it job imo and doesn't need changes.

    If it is Torment you want to go that gen to stop it anyways.

    And for other cases, I usually think of it "This gen is close to being finished! Come help!"

    Yeah but if its not and I am a killer it doesn't matter to me it's a benefit. But the point is made for the colorblind and the random que to assist a little bit with clarity of the ability to not force a death because of abilities clashing color wise.

    I am a killer main this wouldn't do anything other than make it easier for both sides anyway as they will come if they know its not blastmine and if it is they won't saving a survivor its a win win for both.

  • You don't like the killer okay just DC like the rest of the world but don't make my load times longer. I would rather you just DC I report and kill the rest and move on.

  • @nanasi_K9 said:

    Hello from the JPN forum.

    I think I need to rework THE LEGION.

    He has been nerfed and adjusted many times for Survivor's convenience, and is now the weakest killer.

    I bought him as soon as he was released, and I feel that the current THE LEGION is a huge departure from the initial concept.

    If it is reworked, I'd like to see it adjusted to a killer who blends in with survivors and attacks them like in PV.

    I think the best way to fit his image would be to build up his gauge over time or by being near the survivor, and then release him like in ONI.

    If you are going to adjust it, you should remove the two disadvantages of attacking, which is gauge loss and stun on a swing.

    Weakest killer isn't the legion, the weakest killer is the clown. Literally he is a laughing joke no one uses him show me videos or actually anyone in red with him before or after the ranking and main him.

  • @NekoTorvic said:

    Here's the thing. I think generators are a big problem in this game, and this problem is in part exacerbated because gen perks can stack with each other or sometimes are strong enough on certain killers that they make it so that if you nerf gens, you'll just leave the survivors at the mercy of all of this gen regression which will make the game impossible for them. 

    I genuinely think that if you want to make the game healthier overal, you need to make gen regression perks much less appealing and above all you need to massively limit or remove ways in which those perks interact with each other. This seems like it's crazy given the current meta and how fast gens go, but I honestly, truly benlieve it's the only way to be able to balance the game properly. 

    So here's a few suggestions of what i think should happen with gen perks and some general gen stuff. Keep in mind, that this is not intended as just a "nerf killers" kinda thing. The idea is to nerf this, to start addressing other game issues.  

    First a few base changes to gens: 

    • Gens cannot regress or be damaged while blocked, and they cannot be damaged while regressing. 
    • Basic kicks do 1% gen regression + 1% extra per new survivor hooked in the trial for a total of 5% if you hook every survivor, -1% per dead survivor. Immediately it gives you a tangible reward for going for multiple survivors instead of punishing you for no reason if you think you need to tunnel. It will also mean that you're not at a massive disadvantage for choosing not to use gen defense and focusing more on other areas. Also, it counters gen tapping. Also, it rewards you for doing what you're supposed to do, which is outplay survivors and hook them. 

    Now for gen perks: 

    • Corrupt Intervention: Blocks 3 farthest gens from you at the beginning of the trial. Once the time is up, survivors get a global warning sound. Once this happens, the entity will permanently block the gens, and only will let them go when a survivor starts working on them. This means that corrupt cannot stack with ruin or pop since you won't be able to kick gens anymore and it shouldn't stack with surge either.
    • Ruin: Gens regress at current ruin speed. However, once ruin is cleansed for good, a lingering curse will remain. Gens will no longer regress and can no longer be damaged. Meaning it no longer stacks with pop, or surge since you won't be able to kick gens anymore. Massive risk for massive reward, if the hex is cleansed you better worry about those gens, you don't have a plan B anymore.
    • Pop Goes the Weasel: Reduce damage to 20%. Stacks with basic kicks. Reduce timer to 10 seconds. This is to prevent a killer from using surge on a gen that's close, then using pop on a gen really far away. (EDIT: This idea is bad. It's just what I could come up with trying to kill Pop's synergy with other gen perks)
    • Surge: Remove its cooldown. Make it work like infectious, any time a survivor gets downed basic attack or power. Tune it down to 5%. If the gen blows up while a survivor is working on it, give a 1s grace period so the survivor can let go of it and the gen doesn't stop regressing. This is to prevent it from stacking with basic kicks if the survivor chooses to let go of it.
    • Oppression: Reduce it's cooldown by at least half or make it recharge when you hook a survivor. Applies effects of basic kicks to each gen affected. Negates pop goes the weasel. As in, oppression's effect of damaging multiple gens will trump Pop's big damage on one gen.
    • Eruption: Can be left as is, maybe you can even get rid of its cooldown, stacks with basic kick effect. Same as oppression, the gen marking effect trumps pop's big damage. It also doesn't work with Oppression. Oppression would blow up 3 gens and unmark them from Eruption, Eruption would mark a gen and not blow 3 of them up. Again the idea is to break gen regression synergy.
    • Dead Man's Switch: Once the obsession has been hooked, it picks a new survivor at random to make your obsession. If they're working on a gen when they become your obsession, reveal each other's auras for 3 seconds.
    • Thrilling Tremors: applies once per downed survivor until that survivor is picked up and downed again or hooked, rescued and downed again. Entity blocks you from kicking generators for the next 35 seconds after the effect of this perk. This is to prevent this perk from stacking with pop.

    PS: the only synergy i think i didn't break fully is the synergy between Pop and Surge. You could still use it on gens that are less than 10 second away with mobility killers. If you have any ideas for that feel free to share.

    You could also conceivably pair Ruin with Corrupt to patrol the 4 non blocked gens. But eventually corrupt will run out and ruin will be useless, so I don't know if it's a problem with these changes.

    TLDR: Make it so that gen regression perks do not stack with each other and don't offer plan A and plan B type scenarios. Then balance the game around the fact that gens regression can't be stacked as much.

    _____________________________________________________________________________________

    (Edit) CLARIFICATION: It seems I have messed up communicating my intentions with this post, and I did not make them clear. This post doesn't seek to nerf killers for no reason. However, more often than not I see killers and survivors talking past each other and never acknowledging their side's issues, and never being willing to give up something for a fairer game. 

    Obviously these nerfs would need changes to core gameplay and survivors, however that would make the post gigantic. I chose to focus on some ideas I had to compromise on the gen regression/gen protection side of killer. 

    Do you think these would be reasonable changes if the game accommodated a better pace without stacking up on gen regression? Do you think you'd have a better idea for a compromise on the strength and synergies of these perks if the game pace issues were also addressed? What changes would it take to the core game or the survivor side so that you'd think these changes are reasonable? This was more or less the type of discussion I wanted to spark with my post, I just messed up massively while trying to communicate it. 

    I however do like a bit of this. But too optimistic.

  • @NekoTorvic said:

    Here's the thing. I think generators are a big problem in this game, and this problem is in part exacerbated because gen perks can stack with each other or sometimes are strong enough on certain killers that they make it so that if you nerf gens, you'll just leave the survivors at the mercy of all of this gen regression which will make the game impossible for them. 

    I genuinely think that if you want to make the game healthier overal, you need to make gen regression perks much less appealing and above all you need to massively limit or remove ways in which those perks interact with each other. This seems like it's crazy given the current meta and how fast gens go, but I honestly, truly benlieve it's the only way to be able to balance the game properly. 

    So here's a few suggestions of what i think should happen with gen perks and some general gen stuff. Keep in mind, that this is not intended as just a "nerf killers" kinda thing. The idea is to nerf this, to start addressing other game issues.  

    First a few base changes to gens: 

    • Gens cannot regress or be damaged while blocked, and they cannot be damaged while regressing. 
    • Basic kicks do 1% gen regression + 1% extra per new survivor hooked in the trial for a total of 5% if you hook every survivor, -1% per dead survivor. Immediately it gives you a tangible reward for going for multiple survivors instead of punishing you for no reason if you think you need to tunnel. It will also mean that you're not at a massive disadvantage for choosing not to use gen defense and focusing more on other areas. Also, it counters gen tapping. Also, it rewards you for doing what you're supposed to do, which is outplay survivors and hook them. 

    Now for gen perks: 

    • Corrupt Intervention: Blocks 3 farthest gens from you at the beginning of the trial. Once the time is up, survivors get a global warning sound. Once this happens, the entity will permanently block the gens, and only will let them go when a survivor starts working on them. This means that corrupt cannot stack with ruin or pop since you won't be able to kick gens anymore and it shouldn't stack with surge either.
    • Ruin: Gens regress at current ruin speed. However, once ruin is cleansed for good, a lingering curse will remain. Gens will no longer regress and can no longer be damaged. Meaning it no longer stacks with pop, or surge since you won't be able to kick gens anymore. Massive risk for massive reward, if the hex is cleansed you better worry about those gens, you don't have a plan B anymore.
    • Pop Goes the Weasel: Reduce damage to 20%. Stacks with basic kicks. Reduce timer to 10 seconds. This is to prevent a killer from using surge on a gen that's close, then using pop on a gen really far away. (EDIT: This idea is bad. It's just what I could come up with trying to kill Pop's synergy with other gen perks)
    • Surge: Remove its cooldown. Make it work like infectious, any time a survivor gets downed basic attack or power. Tune it down to 5%. If the gen blows up while a survivor is working on it, give a 1s grace period so the survivor can let go of it and the gen doesn't stop regressing. This is to prevent it from stacking with basic kicks if the survivor chooses to let go of it.
    • Oppression: Reduce it's cooldown by at least half or make it recharge when you hook a survivor. Applies effects of basic kicks to each gen affected. Negates pop goes the weasel. As in, oppression's effect of damaging multiple gens will trump Pop's big damage on one gen.
    • Eruption: Can be left as is, maybe you can even get rid of its cooldown, stacks with basic kick effect. Same as oppression, the gen marking effect trumps pop's big damage. It also doesn't work with Oppression. Oppression would blow up 3 gens and unmark them from Eruption, Eruption would mark a gen and not blow 3 of them up. Again the idea is to break gen regression synergy.
    • Dead Man's Switch: Once the obsession has been hooked, it picks a new survivor at random to make your obsession. If they're working on a gen when they become your obsession, reveal each other's auras for 3 seconds.
    • Thrilling Tremors: applies once per downed survivor until that survivor is picked up and downed again or hooked, rescued and downed again. Entity blocks you from kicking generators for the next 35 seconds after the effect of this perk. This is to prevent this perk from stacking with pop.

    PS: the only synergy i think i didn't break fully is the synergy between Pop and Surge. You could still use it on gens that are less than 10 second away with mobility killers. If you have any ideas for that feel free to share.

    You could also conceivably pair Ruin with Corrupt to patrol the 4 non blocked gens. But eventually corrupt will run out and ruin will be useless, so I don't know if it's a problem with these changes.

    TLDR: Make it so that gen regression perks do not stack with each other and don't offer plan A and plan B type scenarios. Then balance the game around the fact that gens regression can't be stacked as much.

    _____________________________________________________________________________________

    (Edit) CLARIFICATION: It seems I have messed up communicating my intentions with this post, and I did not make them clear. This post doesn't seek to nerf killers for no reason. However, more often than not I see killers and survivors talking past each other and never acknowledging their side's issues, and never being willing to give up something for a fairer game. 

    Obviously these nerfs would need changes to core gameplay and survivors, however that would make the post gigantic. I chose to focus on some ideas I had to compromise on the gen regression/gen protection side of killer. 

    Do you think these would be reasonable changes if the game accommodated a better pace without stacking up on gen regression? Do you think you'd have a better idea for a compromise on the strength and synergies of these perks if the game pace issues were also addressed? What changes would it take to the core game or the survivor side so that you'd think these changes are reasonable? This was more or less the type of discussion I wanted to spark with my post, I just messed up massively while trying to communicate it. 

    I won't use Gen regression and slowing perks if you convince the world to stop rushing them. We have a paradoxical situation here is the bix open or closed?

  • @greed23 said:

    All my matches, as survivor or killer, have been cancer. Hard to tell if its the fact that BHVR, in all their infinite ######### wisdom, decided that they wanted MMR in a CASUAL game (It's casual, stop ######### kidding yourselves BHVR) with no indication of what your actuall Skill level is; Or, if its because everyone is sweating their balls off regardless of their ######### SBMM level so that they can reach Red Ranks for the Bloodpoints because again, BHVR's team decided "Haha won't it be SOOOO fun for everyone to feel like they have to grind and be super sweaty to get to red ranks for the bloodpoint reward, and they have to do it all in a single month meaning even after rank reset people are still going balls-to-the-walls hard because an arbitrary deadline's been imposed before they get reset to ash and people have real lives outside of DBD? Hahhahhha We are GENIUS!" while they plug their ears and ignore the entire community saying they don't want MMR and without ever asking us if we wanted this stupid "Sweat your balls off for the whole month to get back to red ranks from ash for some stupid bloodpoints?"

    I can't even have fun in DBD anymore. If I'm not running Ruin, Undying, Tinkerer as killer or DS, DH, BT, and UB as survivor, I get bodied. I can't try fun builds anymore, I can't solo queue, I can't even try new killers because, regardless of a player's SBMM skill (that we CAN'T SEE), people are all trying their hardest to rank up. That means slugging killers, and survivors that bring all the perks that make killers feel powerless as they take BT hits for people who unhooked them, then DS you 59 seconds later, only for you to get flashlight blinded immediately after.

    A 2k or a 2 man escape does not feel good BHVR. Stop lying to yourselves and listen to the god damned community for once in your professional careers.

    Hexes are obsolete and based on high MMR game play you speak of you aren't if you run ruin which can easily be removed in mere seconds. The rest I can agree to but aren't required for high tier MMR gameplay. I get by with far less. Also 2 man escapes are gone as of next patch.. how much are you even paying attention to the devs statements?

    Once I know I will follow up other than that. I DON'T think your even paying attention to a big majority of info being given to others.

  • @Kurri said:

    If it's not brightness settings, it's stretched rez, if it's not stretched rez it's a hacker.

    Should we just all accept the fact that to play this game on a equal level we have to all get hacked clients to do so, because that's what it's starting to look like.

    How does a stretched rez change anything pertaining to GF? I am actually curious past the fact it just centers the exposure area for looking at him.

  • I can't relight my hexes, I can't pick the location of them so yeah compared to my hexes which are obsolete due to maps + detective's hunch and Small game so even if I could rely on better positions of them they aren't going to be good any time soon

  • @rhysand4rch said:

    https://us.v-cdn.net/6030815/uploads/HSHXV8FYMAUY/image.png

    The killer perk fearmonger appears to be a little too powerful, especially for a general perk. I believe that having this perk be active all the time no matter what is too much. It will force survivors to play very strangely. If they have an exhaustion perk, the fact that it will pause the timer will force survivors who are exhausted to basically be useless. They will wonder around doing nothing to remove the exhausted affect, becoming incredibly weak links as they will be off of gens for around 40 seconds. Not only that, but the blindness affect will make communication without being in a vc be at an all-time low. While repairing a gen, you will not know where a survivor is downed, you will not know where someone is hooked, you will not know i anyone is going to save the person, meaning what could have been 2 people still doing gens and one person rescuing, is now a jumbled mess that could end with no one on gens, basically doing the killer's job of pressuring gens for them with little to no effort.

    Instead of having this be active all the time, i feel as though having it be proximity-based would create a much more interesting way of playing and create a much more fun environment. Whether it be a fixed distance for all killers, or terror-radius based, it will create a much more interesting game. It will mean exhausted survivors are not useless for a long time, however it will make committing to gens a lot harder. It will penalise survivors for trying to commit to generators close to the killer. Meaning if a generator is about to pop, the fact that the exhaustion lasts for a few seconds afterwards would create a very interesting situation. With the killer approaching, it will create a panic for the survivors, either commit to the gen, possibly not complete it in time, and then be unable to use exhaustion perks immediately. even if the gen does get fully repaired, the extra few seconds will create uncertainty for survivors and open up a lot of opportunities for the killer. Either that, or a survivor will not want to risk it and will run before completing the gen, allowing the generator to be damaged. The blindness will also create uncertainty for survivors, meaning if a killer hooks a survivor while another is working on a gen nearby, perks like kindred will momentarily lose power, allowing killers to be a little more sneaky.

    what do you think should be changed about this perk, if at all?

    It pauses the esxaustion timer and then resets it to 5 seconds after you get off a generator if I believe right it completely removes the whole timer of the previous instead of pausing and adding 5 seconds.


    Also blindess for 5 seconds isn't too bad honestly.

  • @rhysand4rch said:

    https://us.v-cdn.net/6030815/uploads/HSHXV8FYMAUY/image.png

    The killer perk fearmonger appears to be a little too powerful, especially for a general perk. I believe that having this perk be active all the time no matter what is too much. It will force survivors to play very strangely. If they have an exhaustion perk, the fact that it will pause the timer will force survivors who are exhausted to basically be useless. They will wonder around doing nothing to remove the exhausted affect, becoming incredibly weak links as they will be off of gens for around 40 seconds. Not only that, but the blindness affect will make communication without being in a vc be at an all-time low. While repairing a gen, you will not know where a survivor is downed, you will not know where someone is hooked, you will not know i anyone is going to save the person, meaning what could have been 2 people still doing gens and one person rescuing, is now a jumbled mess that could end with no one on gens, basically doing the killer's job of pressuring gens for them with little to no effort.

    Instead of having this be active all the time, i feel as though having it be proximity-based would create a much more interesting way of playing and create a much more fun environment. Whether it be a fixed distance for all killers, or terror-radius based, it will create a much more interesting game. It will mean exhausted survivors are not useless for a long time, however it will make committing to gens a lot harder. It will penalise survivors for trying to commit to generators close to the killer. Meaning if a generator is about to pop, the fact that the exhaustion lasts for a few seconds afterwards would create a very interesting situation. With the killer approaching, it will create a panic for the survivors, either commit to the gen, possibly not complete it in time, and then be unable to use exhaustion perks immediately. even if the gen does get fully repaired, the extra few seconds will create uncertainty for survivors and open up a lot of opportunities for the killer. Either that, or a survivor will not want to risk it and will run before completing the gen, allowing the generator to be damaged. The blindness will also create uncertainty for survivors, meaning if a killer hooks a survivor while another is working on a gen nearby, perks like kindred will momentarily lose power, allowing killers to be a little more sneaky.

    what do you think should be changed about this perk, if at all?

    Just don't run off a gen then for 5 seconds it usually takes that long for a killer to reach a gen and provided your paying attention to the heartbeat of the killer you should be fine. If anything it's 4 seconds for "mind breaker" at max which I believe that it needs to be 5 and to be honest I hardly see killers using this other than me on demo until I get better stuff.

  • Last note if they disconnect I should get to keep my addons!

  • This community is only disconnecting more and more and even more if they simply don't like the killer. This is a serious problem and will kill the game because no killer will put up with this for long, I actually have never been legitimately angry, but yesterday it has happened because of disconnecting.

  • @FruityCocktail said:

    I'm calling it now since it took the Devs 1.5 years to look at the Deafslinger and Pym Head.

    The zombies boost so much of the Nemesis.

    The zombies are equivalent to the old Hex Ruin. The Killer has no input but massive outcome.

    The AMOUNT of times I've been harassed a generator, KILLED the zombie with a very good pallet... only to have that stupid thing respawn and come at me again is R I D I C U L O U S!

    And I'm not even discussing the bonus of a zombie camping the hook or chasing a Survivor while the Nemesis is in pursuit as well...

    The zombie AI doesn't need to be so smart and really needs to lose interest in a survivor after 10 seconds of LOS. The free hits and free downs they give is completely unfair and should be reworked into Deep Wounds state, which I A B S O L U T E L Y hate as a Survivor.

    Zombies are only "DECENT" WITH addons with out it they aren't all that useful unless you know what you are doing. Play him and find out.

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2545099#Comment_2545099

    I have been posting this for months. Maybe over a year. I do it whenever I get a game of Lerys that gives me a headache. Also know as any game of Lerys.

    Lets hope they do add it this patch.

  • @stvnhthr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2543050#Comment_2543050

    that is a perk cancelling out another perk, not a survivor by default cancelling out a perk

    But it shouldn't be it should lower Iron will by the percentage of the killer perk.

  • @Jarol said:

    https://forum.deadbydaylight.com/en/discussion/comment/2542904#Comment_2542904

    I laugh at this silly saying that always mentions that "Why do we want Jason, if we have Trapper?"

    Well then ... Jason has more skill than Trapper, a good point that surpasses him in all aspects.

    Jason's skill set will be similar to his movie and most likely use of water and illusion and or a steroid based kit where he can become progressively stronger as the game goes on.

  • @WeissSchnee08 said:

    I'm sure I'm not the first to say and I won't be the last. Hooking someone and just standing there is just bad sportsmanship. You get points for making ppl bleed and chasing them. Why just stand there and barely get 10 to 20k points per match when you can get nearly 35k points per match even with one kill. That's my view on it.

    New matchmaking system makes this complaint no longer worth giving it air.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2538818#Comment_2538818

    I'm a Pig main myself up in Iri - and despite what may have been inferred from my first response, please don't give up. The grade system is just for the monthly bloodpoints at this juncture, but you can still use the (poorly implemented) SBMM and MMR systems to hone your craft. If anything, at least hold out for the new add-ons - I had a lot of fun in the ptb, and I'm hoping other Pig players and new Piggies will too.

    I have absolutely no interest in quitting the Pig after seeing the new addons as this will give me a huge advantage against the players whom I know are legitimate high end MMR players as I can easily see and tell the difference when I am having to actually work for the hit, down, hook, kill. So no worries there. But just a huge downer lol. Have to never tell my family now nor they may quit. Lol

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2535562#Comment_2535562

    I mean, you're wrong. You can depip, but you can't de-grade. I had some tough matches the other day as Iri 1 (decent but probably not highest MMR, it was Wraith/Trapper/Ghost Face night), with 2 hooks being the best result for an hour - no deranking. Same happened with my Iri 2 matches - especially with a couple hackers showing up - but no deranking.

    I will test that if you can't derank but you can de pip then I have lost all motivation for this game. Because I have been steadily growing and improving my skills as pig where even red ranks are having huge issues against me now with out the new addons and no ability to derank is simply stupid, why not just remove the ranks / grades all together then and have the SKILL based MMR invisible then and call it a week. But yeah I wouldn't be shocked I am wrong I do realize now I was a gold 0 pips and I should have welp. Yep stupid.

  • I like him as is his ability applies pressure to heal your self twice over finding and doing gens and totems while the last person is the one whom must be on guard and this is a huge thing needed for some killers who can't apply map pressure in this manner.

    Haha stab haha mend haha heal haha do it again haha no gen haha no totem haha I win, haha sometimes I lose when they are far apart on the map.

  • @survivormaingoesree said:

    https://forum.deadbydaylight.com/en/discussion/comment/2535535#Comment_2535535

    I gotcha, but I have all perks except pinheads. Also I do have good builds that I use on my killers with the occasional meme one.

    Not all killers I use it on but with whispers my map pressure is ridiculous, some killers just doesn't work well for me on oddly.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2535522#Comment_2535522

    Getting to red is even easier than before (and it was super easy before also). You can't even derank now.

    Being red only means you play somewhat often not that you are good. Can't believe people still think that grades reflect skill.

    I don't deny that it is harder to derank as a survivor but still easy to derank as a killer you need 1 kill minimum and to drag out the game as long as possible for the most points to just maintain the rank 2 kills minimum to actually rank up a pip but yeah I don't deny that the current system is designed towards the "newer player" and casual gamers whom don't play often, so I get it but I don't think you can't rule out that the effort and time it actually takes to get to the grades still will still have some factors in their ability to do the role that they play.


    Not entirely saying it reflects skill but does reflect that you have a decent understanding of the game how to play and possiblity of being good at the game, I personally hate getting random SWF potatoes and it's starting to get to me as I love a challenge.

  • @survivormaingoesree said:

    https://forum.deadbydaylight.com/en/discussion/comment/2533238#Comment_2533238

    Its so fun being paired up against a swf 4 stack every single game where I have to try my absolute hardest just to draw even with a weak killer. Yeah no wonder why the variety of killers are nothing but nurses and spirits at top Mmr. I sure wish it was ez like what survivors have.

    There is no fun for killers at top Mmr anymore and if you think there is, you’re obviously not high enough on the Mmr scale.

    I am a Gold III Pig I don't actually try that hard unless the SWF is flashy toxic, overly body blocking toxic, hook breaking toxic rare that I get them but I get them pretty frequently and it is by far annoying but I lack perks which synergies make this easier so, I just do my best and run a train and if they really annoying me by being toxic I throw a loop and tunnel and camp super hard and never fail for the FAKE grab crap. But weak killers can be done well just need perks.

  • @HectorBrando said:

    Some of the weaker Hexes could become normal perks but there should be a way to get rid of their effects.

    For example Third Seal is not very good and it could become a non-hex but they have to give the Survivors a way to get rid of their effect, maybe by getting healed, or fixing a gen for X amount of time or something else.

    Others like Ruin, DH, NOED, Plaything or Crowd Control cant be made into normal perks without gutting them.

    Third seal is amazing it's the actual only counter to totem hunting perks, an helps prevent healing each other for survivor's makes a huge focus on finding that totem over all other tasks a huge priority.

  • No it doesn't but the grades are a reflection on the ability of the killer not everyone killer wise will actually see gold or red ranks that's why their are so few. I use it as a guage other than that you are correct.

  • @Bran said:

    imma be real, we need some of the hexes converted into normal perks.

    the massive amount of anti hex survivors have make a lot of them useless to use.

    especially since killers don't have any hex defense besides from powers. which is a hit or miss.

    thoughts?

    Honestly we need Undying to be a perk and the skill will only transfer one hex to a new totem until there are none left however it will only allow you to put one hex on in compensation but you also have to know this won't be OP, Small game, detective's hunch with a map will easily cause the single hex to bounce around from totem to totem until they are cleased and broken which means it will be a fair counter to boons if you ask me.

    As it stands I find hexes obsolete and won't use them until they are made to last more than 5 seconds at the start of a game.

  • @beardedlucifer said:

    DBD is so toxic, killers are tryhard Tunnelers & face campers, many survivors don't help they don't even do gens, they just run around in the map hiding in lockers, I'm so done with this game but I also wish that it will be shut down.

    Wonderful constructive feedback, so amazing that this is epic it actually belongs in discussions, but you know if you had friends whom play you play together and become better. Once your in the higher ranks past Grade Bronze I you will notice that face camping usually happens if you P-off the killer by Tbagging or flashing them so much. Only so much someone will put up with. Now tunneling is a bit more still common but the good killers usually won't need that as tunneling too much loses gens which makes it easier for the other three to escape, now obviously this won't always happen and this won't always be a desired result and enjoyable for the survivor's side however, considering tryhard killers well no crap.

    Most camping past rank 15 killers doesn't exist because they will never actually progress to a point if they simply don't get better.


    Play killer you will understand that it's not being a tryhard. It's literally just playing killer period, tryhard if the role was easier sure but unless you are on someone like leatherface you have no choice but to go 150% in with addons and sacrifices and swapping perks for specific needs and reasons bases on the survivor's items etc. No one single game isn't something that anyone can casually play except for the concept of time, trial and error and the simple fact that if you don't attempt to try then any game you play you will fail.


    If you want to get some tips I will gladly help and give you counters to killers and tricks to kill survivor's based off your preference, I was silver I or Gold IV on survivor' before reset can't recall but I am Gold III on killer and will be soon a red when I get on eventually.

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