Sadsnacks
Sadsnacks
About
- Username
- Sadsnacks
- Joined
- Visits
- 496
- Last Active
Comments
-
@malatruse said:
https://forum.deadbydaylight.com/en/discussion/comment/1508214#Comment_1508214
Ah okay, I guess I was confused because you said it was 'back'? From my experience it never went away.
They took it away for a while, at least on console. However teabagging remained so I'm glad it's back.
-
I play with only OoO equipped and turn off my speakers
-
@NursesBootie said:
Learning nurse is not rewarding anymore. She's fun for me after 1000+ hours, but only because i can ignore when the game robs me from perfect blinks due to bugs.
What do you think would make her playable again, especially for players new to her?
-
@Uistreel said:
'This killer is garbage because I don't know how to play them'
Rank 1 nurse main over here
-
Clearly you're a rank 1 killer who has prestiged all killers.
We bow to your wisdom and guidance
😑
-
5-7 minutes are about 50% of my matches lately.
It's disheartening as killer and boring as a survivor.
-
Critters, the blob, maniac cop, gremlins, CHUD, night breed, the thing, the fly, I know what you did last summer.
I'd like to see Sam Niell's character, John Trent, from "in the mouth of madness" as a survivor.
The 80s, early 90s are a gold mine.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1499647#Comment_1499647
Problem with having a graph like that you need 4 blue lines not one. 1 blue will find it a bit more difficult, while the other 3 if playing correctly (which they will) would be basically afk m1 on a gen each. As well as they will rotate who's doing gens, so realistically in a game that is equally matched 2 players will always be on Gens. 1 player will be chased/ kiting. 1 player swapping when the killer applies pressure with the chases. The difficulty curve will skyrocket for killers, unless the survivors get that BORED of playing well they just start memeing.
https://forum.deadbydaylight.com/en/discussion/178095/perks-and-addons-are-not-skills#latest
-
https://forum.deadbydaylight.com/en/discussion/comment/1499647#Comment_1499647
Problem with having a graph like that you need 4 blue lines not one. 1 blue will find it a bit more difficult, while the other 3 if playing correctly (which they will) would be basically afk m1 on a gen each. As well as they will rotate who's doing gens, so realistically in a game that is equally matched 2 players will always be on Gens. 1 player will be chased/ kiting. 1 player swapping when the killer applies pressure with the chases. The difficulty curve will skyrocket for killers, unless the survivors get that BORED of playing well they just start memeing.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1499647#Comment_1499647
Problem with having a graph like that you need 4 blue lines not one. 1 blue will find it a bit more difficult, while the other 3 if playing correctly (which they will) would be basically afk m1 on a gen each. As well as they will rotate who's doing gens, so realistically in a game that is equally matched 2 players will always be on Gens. 1 player will be chased/ kiting. 1 player swapping when the killer applies pressure with the chases. The difficulty curve will skyrocket for killers, unless the survivors get that BORED of playing well they just start memeing.
That's a really good point!
I created a new thread from my comment. I'm going to see if I can copy this there.
-
@GRT_Alkaline said:
https://forum.deadbydaylight.com/en/discussion/comment/1499499#Comment_1499499
Well can you blame them for that though, he just looks so adorable in those shorts and sailor hat you just wanna smoosh him and smoosh him and smoosh him til he cant be smooshed no more lol
😂😂😂😂
-
@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1499580#Comment_1499580
Nope you’re right I think. Too many good survivors not enough good killers, and by good I mean high MMR. So in order to not keep people waiting they’ll open up the ranges farther and farther until it really just becomes a random first queue, first play type of system.
Exactly. It's a decent possibility.
Right now this is what the difficulty of both sides looks like in a graph
When this is what most of us THINK we're hoping to achieve
But when you take into account that both sides have opposing objectives it seems less and less likely we'll ever get to that point.
How can both sides start out and progress along the same trajectory when they are in opposition to each other, objective wise?
You can't have both sides winning and losing in equal amounts across the time progression. In theory you would think you can if they're always being pitted against equally skilled opponents but this doesn't take into account where the current skill ceilings are for both survivor and killer.
Something has to be done to address the skill ceilings for both survivor and killer to make the second graph possible.
-
I think we're going to see the same issued pop up with the new MMR as we've seen with the broken MM the last 6-7 months.
Let me explain:
First of all, most killers have had to endure awful matchmaking for the last several months and as a result I think many are bunred out on it and have given up trying. Many have probably snapped and gone full face camp 24/7 or have just switched into casual mode.
Second of all, a lot of survivors have had to endure awful matchmaking the last several months, and after months of playing with potatoes in solo and getting matched against rank 1 killers many of them have probably resorted to using extra sweaty builds.
As a result we have more competitive solo q survivors and more uncompetitive killers.
If the MMR works it will start placing a decent chunk of killers into lobbies with lower skilled survivors since the killers no longer give two [bad word] about winning and just about playing for fun how they enjoy playing, which sadly means as killer you'll lose all the time. I don't think most killers enjoy slugging, camping, and tunneling to begin with but many times those tactics along with slow down perks etc are the only way to win against the more competent lobbies. I think it's way more fun to just get in one chase at a time and down someone, put them on a hook, go look for someone else. Rinse, repeat. But you don't win that way against skilled survivors.
On the flip side you'll see more and more survivors ending up in more "skilled" and competitive lobbies but with less killers available that the system will think, based off it's algorithm and parameters, equals the same or similar enough skill to match them with.
And then there we are again with an MMR that starts just throwing randoms together because lobby after lobby of highly "skilled" survivors have been waiting ages for a killer to enter lobby.
I could be wrong, of course. This just crossed my mind lately.
-
@malatruse said:
https://forum.deadbydaylight.com/en/discussion/comment/1499480#Comment_1499480
OP was probably tunneled and camp for wearing Lisa Garland skin
That's so sad.
I get tunneled for my scoops ahoy Steve sometimes.
I just leave a funny message in the post chat like "SCOOPS AHOOOYYYY!!!.......😲☠️
-
Vaults? 360? Exhaustion perks?
-
@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/1496142#Comment_1496142
That would be great. Especially if those items would be placed random at every new match.
I mean, I have never play much on the survivor side, but the few times I had, I was incredibble bored because so many survivor actions are just doable by holding m1. Not every action, but the majority.
Don't know how others see it, but I would prefer to search some tool over sitting all day on a generator a thousand times.
Exactly! Random placement would be ideal!
-
Everyone who's played this game long enough knows that at low ranks the game feels super killer sided, and at high ranks it feels super survivor sided. That's a balance and progression issue, sure, but you have to play both sides to get the full picture.
I felt like killers were super OP when I first started playing, and then after unlocking almost every survivor teachable I switched to killer and unlocked all of their teachables. Now survivor is super easy for me and killer is a stress fest lol
-
I think the problem is logistical. There's probably just too many tickets already flooding in for them to really address all of them, or even any of them. Which should tell you how widespread the problem is.
They'd probably have to hire a whole team/department of like 15 employees to keep up with it. Then you've also got a bunch of salty people getting banned etc and then they'll be asking for refunds etc.
It's a can of worms.
-
It would be nice for survivors to have other objectives that don't force the killer to have to apply more pressure on the map with their existing base kits, perks, addons.
In Friday the 13th survivors have other objectives that can lead to an escape. The difference in that game tho is that the killer has a lot more to his base kit that allows them to apply pressure evenly across all of the different survivor objectives.
I think it's been suggested before that survivors should have to search the map to find tools or parts before they can interact with gens. That might work?
They did increase gen speeds at the same time they nerfed ruin. I remember after the ruin nerf came out gens got faster for me as a survivor. I never had issued with old ruin, I thought it spiced up the game with a secondary objective (cleansing ruin).
Maybe they could implement something like that without it being a totem somehow? Like maybe gen speeds are slower and skillchecks are harder until someone completes some sort of action that makes sense within the game world like finding fuel for the gens or something IDK
-
Addons for ranged killers that shows you where they're going to hit (Deathslinger, plague, clown, etc)
-
I don't bother with "pressure" anymore. All that does is stress ME out, not survivors.
If the match is over in 5 minutes, whatever. I'm focusing on my fun, not trying to be some bot that exists to provide amusement for 4 other players.
-
I played several matches last night with the mindset that I don't really care if I lose horribly anymore.
The night before I had played some matches against really skilled and coordinated teams and had resorted to camping and then slugging the rescuer and tunneling the rescued survivor. I could have won this way but it felt super scummy.
As of last night I just play how I want to play and lose maybe 50-75% of matches, which means 3-4 people escape.
I just find survivors, chase them around until I can down them, put them on a hook and go looking for the next one. Rinse, repeat. I don't run a ton of slowdown perks and I don't really bother with "putting pressure on" anything really. All that does is stress me out. I was playing this way and most matches were done in like 5 minutes.
I still got salty messages from survivors, two still called me a tunneler and one claimed to have gotten me banned. In one of those instances the survivor just ran all over the place after being rescued and I was patrolling the next gen over from where I'd hooked them, so of course I found them right away. Sometimes I'll even just pretend I don't see people when this happens, but this time around I chased them and hooked them again, mostly because it was like "I guess I can't just ignore this".
Another person claimed I tunneled them and they were clicking their flashlight at me and trying to get my attention the whole match. Normally I ignore those people because I know they're trying to bait me into a long chase so the other survivors can rush gens, but I was like "whatever, I'll bite, why not". Ended up winning the chase and then all 3 other survivors started body blocking for them, which was unexpected and annoying. So yeah I tunneled them for that.
I lost most of my matches and during one all the survivors lingered near the exit gates and you could tell they were all a litle bummed the match was over so quick with most of them not even getting in a chase with me. They tried to get a few quick chases in during EGC and then left.
My mindset going forward is I'm just going to play casual and if survivors want to gen rush and finish a match in 5 minutes that's on them. If that's what constitutes fun for them then so be it. I'm just going to continue on doing one chase at a time and having fun during those 5 minutes by using my power as much as possible and providing maybe a minute or two of suspense for like one or two people lol
-
No
-
In Friday the 13th the killer is chosen at random from the players in the lobby, and you can set a preference for which side you want to spawn as, but it's not a guarantee. I think this curbs some of the toxicity of an asymmetrical pvp game and is a good mechanic for forcing people to try both sides.
I don't see it working with this game or community tho because people are already attached to having control over who/what they play as and have committed to their preferred role a lot with time (the grind) and money (cosmetics), plus this community hates everything.
🧚♀️
-
As much as I've grown to hate this game it's kept me occupied. There was a point during this year where I had just started studying overseas and had moved across the pond and everything and then the virus came and we entered lockdown. I didn't know anyone in my new country and was suddenly stuck in lockdown in a different country. I was isolated with absolutely no one to talk to for months.
This game helped me keep my mind occupied during that whole time. It still does.
-
@Голубой said:
https://forum.deadbydaylight.com/en/discussion/comment/1485680#Comment_1485680
Not really. It makes it pointless for the killers who want to hook camp/tunnel for the 1k.
So you're saying there shouldn't even be an EGC, just game over the second the gates are opened?
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1485680#Comment_1485680
You have no idea how many times I've been hooked next to the gates and spent more than 60 seconds crawling my way out as the killer waits for me at the gates, hooks me again and kills me.
Don't say pointless, killers are smarter than you think.
You couldn't have been that close to the exit gates if you can't crawl to them within a minute.
Smart survivors with DS ready to activate during EGC will generally stay close to the exit gates even if they're in a chase. If you get downed with DS ready near an exit gate it's gg the killer can't pick you up and has to watch you crawl through the gates
I mean heck if they down you near an open exit gate and there's no hooks close enough to the gate it's pointless too. They know you'll wiggle free before they get to the hook and they also know if they carry you as far away from the gate as possible without letting you wiggle free and drop you then you can still crawl back to the gate before you bleed out or before the EGC timer is up
-
The problem with DS is that it makes EGC pointless. Once the exit gates are open you might as well just go walk to a corner of the map and stare at a wall, regardless if you have any survivors hooked.
-
@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1485508#Comment_1485508
You should honestly sit back because I have 3000 hours into the game and deathslinger takes no skill. You can just Aim Down Sights within a split second to make the survivor juke and lose distance AKA zoning.
If you have 3k hours in the game then he shouldn't be a problem for you.
-
@Babyyy_Boyy said:
You don’t. You have to just hope he misses his ranged attack to make distance or pallet stun him to make distance because if you make it to a window he’ll hit you with his ranged attack, fake it? Instant cancel into a hit. It’s sad, similar to deathslinger as to where they use their power only to cancel it out to zone you and get a free hit.
You should play deathslinger against the higher rank survivors. Even green ranks make his power seem pathetic from time to time.
-
You should play as him until you start to face the sweaty red and purple rank players and see how easily they avoid it. There's even some green rank players who manage to figure it out.
It's mostly about timing. You assume at every pallet, vault or when he's on the other side of an obstacle between you and him that he's going to use it as soon as you drop a pallet or vault. Pretty simple.
-
@Chromeskull said:
https://forum.deadbydaylight.com/en/discussion/comment/1481150#Comment_1481150
Sorry if this is someone popular, but who is Critters
Not who, but what.
They're aliens that eat every and any living thing.
Adorable but deadly.
-
I say critters every time someone asks this.
Eventually people will get behind it and create a movement.
-
@EnderloganYT said:
you can go to a character and click character info (or something along those lines) and it should show the characters teachables with one of 3 icons next to each.
if there's a checkmark, you own the perk.
If there's a blank space, it's in the shrine currently
if theres a lock, you don't own it and it's not in shrine
Awesome thank you! 😄
It looks like I did unlock it (once I forgot to purchase a teachable in a bloodweb, it happens). This means I unfortunately have to keep grinding tho 😑
-
@Flatskull said:
The games offerings aren't meant to be balanced. The idea is that they're meant to be shift the tides of the game to either side.
The problem mostly with offerings and by extension moris is that there is really no reason to waste your offering slot for anything but a red mori or blood point booster when ideally offerings should have actual changes to the game. Like hazards or overall map effects.
At worst mori's need a change so they alternate how the game mode is played and grant buffs to both sides. At best they need other supplementing offering types that make it so killers have no reason to stack up red moris for weeks while they BP boost and then use them up in a killer spree so they feel over saturated in the web.
Offerings, much like items and actual map interactables is criminally neglected and have not been expanded upon or tweaked for a long time. I don't think as killer I have EVER used a branch...a mist add or decreaser...a cut coin...a shroud of any form and I rarely if ever use green or yellow moris either. Hell...I think I've only used the game as a map offering ever.
Mostly because having chests is better for me since it gives survivors something else to do but gen rush. The hook distance is rarely ever an issue even with stacks, splitting up or uniting survivors dosen't decrease by gen pressure and mists well...I have a big red light coming from my character...it's not really helping hiding my dude.
Survivors have the same issue. It's mostly a BP spot but at least they can sort of get something out of some of these offerings a clear cut advantage. But still...you know...why waste it instead of more BP nine times out of ten.
Offerings that add map effects or hazards would be sick!
-
I think the fact alone that we're counting seconds should make it obvious there's a serious problem with the game.
I swear they cut the gen speed in half when they nerfed ruin, and I mean they nerfed ruin AND cut down gen speeds.
I mean I've been having an easy time as survivor lately and I'm normally pretty bad at survivor.
-
It depends on the survivors really.
There's been plenty of times where at some point in a match Ive thought to myself "maybe I'll give someone hatch or farm or something" and then they t bag after every pallet drop.
I tend to be the nicest when I play pig, clown, GF, Myers, and for a long time I used to just farm every match as Freddy.
I play every killer and when I want to inflict pain I go for LF, PH, Freddy, infinite tier 3 Myers or GF.
Maybe I should change it up and just farm with LF. That would really throw everyone off.
-
This game is super unfair on both sides. As a survivor you get steamrolled and facecamped in yellow/brown ranks and as killer you get steamrolled as soon as you get past brown/yellow ranks by flashlight clicking, t bagging survivors with ten second chances and get out of jail free cards.
The former is caused by a huge skill ceiling for survivors, they have to learn a dozen different tricks and mechanics to become competitive (360, mind games, memorizing maps, aiming flashlights, timing actions) and the latter is caused because killers are typically not rewarded or outright punished for using their powers (legions frenzy, clowns slowdown reload, nurses cool down and fatigue,) their only gameplay reward is a hit. I think it was otzverda who did a recent video where he explained really well how each killer is basically not rewarded for using their power skillfully. A good example is when ghostface does a lean from cover stalk and marks someone and then downs them there's no difference between that and just marking them while in a chase with no special stealth. Otz suggested as an example in that scenario GF should have his stealth refill faster afterwards. Something small that rewards skillful play. Survivors perks tend to reward them for playing poorly, or rather they're given more chances to tilt the odds, sometimes a little and sometimes a lot.
Oftentimes there's little to no incentive to the killers power or it relies on the survivors to give the killer their power. An example is clowns potions. You can get insanely good at throwing and aiming them but sometimes in a chase it's actually just faster and more efficient to just m1 instead of trying to use a potion and then m1 because using his power wastes time.
Another example is LF and Billy can both chainsaw pallets, but without add-ons to decrease the chainsaw charge time it takes the same amount of time to break a pallet regularly as it does with a chainsaw. Survivors can also still pallet stun them both when they're using their chainsaws. The only benefit is if you charge the chainsaw behind the corner of the pallet and then use it to destroy the pallet you make it harder for a survivor to flashlight stun you while breaking the pallet but it's such a marginal benefit and it wastes time.
The number one thing that's unfair for survivors is camping hooks. At the end of the day it gives them the feeling of being powerless even though I've seen 4 escapes in a match against a camping bubba.
TLDR this game sucks for everyone lol
Why do I play this game 😂
-
It would be cool if you could have categories of bloodwebs to spend bp on. That way if you wanted to blow all your BP on perks you'd just go to the perks bloodweb and spend them all on perks but you'd have to make a choice to get perks instead of items or addons. It would still be a grind getting all the perks and the different tiers of each perk but wouldn't take forever and involve frustrating rng making you go through 50 bloodwebs to finally get that one perk you need to try a new build you saw some streamer do.
Just my $.02
-
@Toybasher said:
Could you have been running Blood Warden? I've had many times where I suddenly saw survivor auras during EGC and I was like "GODDAMN OoO USERS!" but it was because they were in the exit gate area.
No I wasnt running BW
-
The vibe of jeepers creepers fits dbd to me, but most people say it's never going to happen.
-
No. War forever.
And ever.
grrr
-
yes
-
I'd like to see the 8% increase with each tier of surge, maybe 8, 12, and 16 % or even 8, 10, 12% would make it way better.
-
@Trash2 said:
When did you see their auras? Since the start of the match or some time after? Maybe they were using "Babysitter" or "Mettle of Man" as those perks also allow for aura reading.
I took a screenshot of one and no one had mettle of man or babysitter
-
Yeah that pretty much sums it up for me too although I can't complain as much on the survivor side .... Yet anyway
Queue times for survivor are like 3-5 minutes and killer is less than 20 seconds for me
-
@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1469061#Comment_1469061
So make your choice but stronger?
IDK if the two are comparable. MYC is a limited window of time to put the rescuer into the dying state on one hit. It still required the killer to catch the rescuer and hit then within a limited time frame. A killer version of BT would basically put the rescued person in the dying state for a limited time but could be used an unlimited number of time in a match or as many hooks each survivor has before dying, so a max of 12 times I guess.
-
It has no limitations in the number of times it can be used in a match.
Imagine if it worked the other way around. If it was a killer perk that caused any hooked survivor who is rescued outside of 32 meters from the killer to instantly be put in the dying state for up to 20 seconds and could be used unlimited number of times in a match.
That's why it sucks


