Avatar

Shirokinukatsukami

Shirokinukatsukami

About

Username
Shirokinukatsukami
Joined
Visits
0
Last Active
—

Comments

  • @Krunga said:

    EGC goes two ways:

    • Killer has NOED and kills the remaining Survivors or gets a 4K.
    • Survivors can 99 both gates making an easy escape bodyblocking whoever was recently hooked with DS.

    The entirety of EGC is unhealthy, Killer is at an extreme disadvantage unless they play NOED.


    You don't know what you're talking about.

    EGC was a huge buff to the killer and is almost entirely all good things for the killer. You weren't around when EGC wasn't part of the game. Before EGC there was a good chance for a survivor to escape when it was 1v1. Now the deck is stacked overwhelmingly in favor of the killer in the same situation. The only thing Survivors got out of the deal, was at least now the hatch would spawn even if nobody did a gen all game.

    I think if people still have issues with EGC (can't for the life of me imagine why) why not create some perks that help with endgame killer builds. Killers have NoEd and Bloodwarden, maybe 2 more endgame specific perks would be good. Sacrifice your earlya nd mid ame for a powerful endgame. But it has to be a perk or something that is an opportunity cost for the killer.

    Survivors don't need further baseline nerfs to it.

  • @blue4zion said:

    This is unfortunate, was really hoping for something to give killers a better start, while also allowing time for survivors to only hunt for totems/chests/etc.

    Isn't that basically just an extension of Corrupt Intervention?

  • @Zaytex said:

    Agreed, the game is already difficult for most killers as they are tied for time and exhaustion perks make it so killers have to give up more time in order to end chases.

    Like the SB/Lithe/BL making it so the killer needs another 10-20 seconds just to catch up to the survivor, or the DH that can reset chases entirely, making it so the survivor who should've been downed, gets a second chance to loop the killer again.. and as we know, some chases take forever and there's been times where a DH has given a survivor another 30-40 seconds of loop time against me (generally because they have a very good map to work with.)

    You then have to account that every survivor could bring an exhaustion perk.. making the problem even more stupid. I think the perks by themselves are fine, but when you put them on a competent survivor with a very strong map, illustrates the problem with the game.

    This is an extremely myopic point of view and only takes into consideration your side.

    The actual truth is that the game is skill-based, and the better man wins.

    Both sides are vying for time. Perks -- whether Exhaustion Perks on Surivvor Side or Slowdown Perks on Killer Side -- are meant to improve the time situation of their respective sides. That is not a problem with the game -- that is the game.


    Go up against a competent (more competent than you) killer? You lose. Go up against a competent survivor? You lose. Simple as that.

  • @ukenicky said:

    I genuinely don't understand all the hate against balanced landing and lithe lol

    How are these handicaps? I understand balanced landing is powerful on certain maps but otherwise it makes a survivor very predictable in chase if they're going up.

    Lithe I feel is a bit more straightforward and easy to use but gives away your position with the loud notification unless you run quick and quiet with it but it's got a lot of potential.

    BL hasn't been powerful for like 2 years now. It was strong, borderline OP actually pre-nerf but today it is a joke.

  • @chieften333 said:

    I know this ones going to rub a lot of people the wrong way. But before you start furiously typing away in the comments, consider how much you rely on exhaustion perks to cover for your mistakes.

    I even find myself getting dependent on these. But the matches I do play without them feel more rewarding because I rely on actual skill rather than 'press e to erase all mistakes'

    I have to actually strategize the loops I'll link together when in a dangerous position rather than knowing I have a safety net with dead hard.

    Killers feel more dangerous and chases more intense when I can no longer erase mistakes that would of had me downed for poor decisions.

    I honestly wouldn't mind if the devs disabled exhaustion perks for a weekend to test survival rates without them. This is coming from someone who plays more survivor than killer right now.

    Just please, for the love of god keep the comments civil.

    I don't use Exhaustion Perks.

    Now I got an even more unpopular opinion.


    Killers rely too much on Undying Ruin to win.

  • @ArchFox said:

    I've never really cared about ranks etc before, but recently I hit rank 5 and felt pretty good about it. Felt like I could hit red ranks even. It didn't last long; every game after that was a disaster. Everything from technical issues, internet crapping out on me, EAC giving me an error that forced me out of the game, to tunnellers and facecampers, even a couple hackers.

    Long story short, I'm rank 7 now. The feeling of "######### yeah, I can even get to rank 1!" is long gone. I just want to enjoy the game without worrying about this ######### ranking system. I guess venting like this helps.

    Any thoughts?

    Nobody can really help you here. You have to decide it for yourself.

    Words can help you feel a certain way but none of us here are going to brainwash you into not caring about Rank. Has to come from you.

  • @Jarol said:

    You are still new, but if you have red ranks it is impossible to beat them since they are quite experienced in loops, what I recommend you to do better is to watch YouTube videos, see how Otz or TrueTalent plays for example. If you already lost it is not worth going to the starting door because the only thing they are looking for from you is to get angry or sad, do not satisfy it, the only one who commands the game is you. Go kill them all.

    Red Ranks are not impossible to beat....

  • What's so mean about that?

  • @Zagrid said:

    The data that they use to make changes based on killers is from the top 1% of killer players.

    If they made survivor changes based on the top 1% of survivors, well there would certainly be more survivor nerfs than what we are seeing.

    But to be honest I don't think we need survivor nerfs. We need a solo player buffs.

    Bring solo survivors up to the level of an SWF team. Then buff all the killers accordingly. Then every survivor would have the tools to succeed if they work together.

    Source?

    Sounds like you're making that up.

  • @Killing_Time said:

    https://forum.deadbydaylight.com/en/discussion/comment/1854417#Comment_1854417

    SWF has way more advantages than solo like proper coordination, comms, extreme perk synergy, etc. It's really unfair honestly. Imagine going into every game and the killer knows pretty much everything you'll do before you do it... That's SWF in a sense.

    You got downed? Tell other survivors work on gens. Killer headed to survivors? Tell them urban evade away. Getting chased? Tell others to hammer gens hard.

    It's unfair if the survivors make it unfair.

    The fact of the matter is there are lots of casual SWF players who just want to play with their friends and they're basically just goofing off. Many times it's one guy who loves the game trying to get a newb to play with him so you et a Rank 20 and a much higher rank 2-man SWF. Believe me there is no perk synergy and explaining to the newb what to do is not going to result in any kind of coordination.

    I don't deny that there are survivors who do play as 4-man commando squads but these are a very small minority. I've never even one as killer, and even just a 3-man commando squad with me as the solo q I have never come across.

  • Same thing in all versions.

  • @Zagrid said:

    The data that they use to make changes based on killers is from the top 1% of killer players.

    If they made survivor changes based on the top 1% of survivors, well there would certainly be more survivor nerfs than what we are seeing.

    But to be honest I don't think we need survivor nerfs. We need a solo player buffs.

    Bring solo survivors up to the level of an SWF team. Then buff all the killers accordingly. Then every survivor would have the tools to succeed if they work together.

    This is something literally everyone, even dedicated killer mains, has been asking for for years, but BHVR don't care about that.

  • A crutch perk isn't a perk you can't live without.

    A crutch perk is a perk that fills a massive hole in your game and you rely on it because you are bad at something and the perk is so overpowered that it completely makes up for your lack of ability.

    BBQ in some ways is a crutch perk but not really. Its main purpose is tons of BP. The Aura Reading is pretty nice but killers don't rely on it to find survivors. It's a huge bonus and there are time when it really helps, and some builds rely on it heavily. But BBQ is far from a crutch perk.

    And I say this as someone who has hated BBQ for ages and believe it is one of killer's most OP perks.

    Survivor for instance has Iron Will. Iron Will is not a crutch perk, but tons of survivors rely heavily on it. Staying away from the killer is a matter of skill, but no amount of skill will stop you from crying out so loud when injured that everyone can tell exactly where you are. Iron Will serves a purpose that enables certain playstyles, but it's not a crutch. You simply can't do without it if you want to consistently stealth the killer.

    A crutch perk is something like DS. It's something that enables you to loop the killer for much longer, but a good looper can loop a killer even without it for a minute or more. It isn't essential to loop at all, but it's a crutch that is used by survivors who aren't good at looping to extend chases. And even saying that, DS isn't completely a crutch perk because it has legitimate use as a means to help prevent getting tunneled and killed off early.

    What killer perks are crutch perks? Well right now I'd say Ruin/Undying. Gigantic crutch perk combo.

  • And he can't fix gens because he's a neanderthal, so his only way to survive is to use his big knife to kill the killer.

  • @Hopesfall said:

    they have 24 seconds to reach a solo, or 14 seconds to reach 2 people on a gen..

    that's overbuffed for something that only makes you undetectable?

    Undetectable is not the "only" effect. The knowledge of which gen is being worked on is what's important.

  • @TheClownIsKing said:

    This perk is just dreadful to face as solo now. Getting gens finished with any semblance of coordination just gets thrown into the trash, set of fire, and burned to hell. Trying to get gens finished as a solo becomes frustrating.

    Tinkerer per se is not the problem. The problem is Ruin/Undying.

    Most killers cannot get good mileage out of Tinkerer. You need high mobility to really make use of it. But Ruin/Undying works for everyone and its power is greatly amplified by Tinkerer.

  • Gotta remember that console players are generally a younger demographic. And these are the kiddies who grow up looking up to infantile streamers who act like gigantic babies on their streams and channels to get followers and viewers.

    PC demographic tends to be a bit more mature and don't act out like that. Of course this is just in general there are definitely a lot of exceptions. But the PC scene is generally a lot more chill than the console scene.

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850703#Comment_1850703

    I never played Dota, but played LoL. The matches are expected to last 20-30 minutes average, but guess what? no team member is removed from the match bc the other side is playing well, or using scummy tactics, or brought iridescent addons. The games are different.

    There is always the potential for a good teamfight to turn the tides in LoL, in contrast DbD is snowbally by nature. Killers often eat one stage hook by proxy camping, teammates sandbag, etc. Playing DbD is like racing against each the other side, Survivors are strongest in the beginning and need to make use of the resources that they have before the Killer can build enough pressure that basically drives sruvivors away from the main objectives.

    I don't approve giving up 3 minutes into the game, but sometimes one just don't wanna play against a Iri head Huntress or a sweat squad.

    This is precisely the problem.

    I get that MOBAs also have DC penalties, but in general you can still enjoy a game even while you're losing, and there's still decent hope for a comeback.

    The problem with DBD is that snowball nature of matches. Sure, you can sometimes get an escape after the killer killed all 3 of your teammates without a single gen done (that's why the hatch exists) but more often than not you won't. What people don't realize is that that kind of catchup mechanic is necessary. You have killers here all begging to have the hatch removed from the game. They don't get it. They only see their own enjoyment and gameplay. They don't realize that the hatch is necessary, just as NoEd or Blood Warden is.

    It's because DBD has terrible mechanics that kick you when you\re down that the game is a miserable experience for many and that just saps people's will to play. Tunneling, camping, decisive strike, the old pink mori, these are terrible mechanics that exclude people from playing and just screw them over. If it happens occasionally it's not so bad. But as Murphy's Law would have it you can easily get into a string of consecutive games where that ######### happens over and over, and that's why the game stops being fun and you start DC'ing the moment you get into a problematic matchup.

    And this is true for both sides, whether killer or survivor.

    This game is just that kind of game -- it is not kind to the losers at all and stomps you when you're already down.

  • @MadLordJack said:

    Hook suicides are the reason the DC penalty makes no sense. Seriously, its like a DC but they ge tto keep their BP. And the excuse is that it's thematic because the survivor is giving up, but... Isn't that what DCing is?

    So... Can we have a suicide penalty?

    LOL no.

    If you want, make it so suicides can't happen. No struggle QTE nonsense, and survivors can't suicide. But for goodness sake don't penalize people for dying on hook, especially since it can even be accidental if on 2nd stage. And heck maybe they were just legit trying to get off the hook! Maybe they had a luck offering, Open Handed and had Slippery Meat. Slippery Meat is barely used as it is, now you want to render using it bannable? Come on.

    Most people suicide on first hook usually because they're in a crappy matchup. Usually pink axe Huntress or stuff like that. It's fine. I get it. I don't suicide but I definitely feel like killing myself whenever I run into a sweaty R1 pink huntress slugging all of us within the first 2 minutes. It's stupid but the game is broken like that.

    It's good that they finally nerfed pink moris, I've seen people who suicide when they see a mori on a tunneled first survivor within the first few minutes.

    When the game stops being a ridiculously bad experience for some solo q survivors you'll see less suicides and DCs. Penalties do not help.

  • First of all, Knockout may be underpicked, but it's a strong perk.

    The reason it's not meta isn't because it's weak, it's because SWF kind of screws it over. So the metalords who set trends at the top don't use it because they run into SWF more often than most other players everywhere else.

    Try using a Knockout Slug build in the lower ranks solo queue and you'll be surprised how easy it is to 4K. Knockout is strong. Combine it with perks like Third Eye, Nurses, BBQ, IF, etc. and it gets really nasty.

    Now why was it reworked to only work on M1 attack? Not really sure. The Devs like to use the reasoning "for consistency" when reworking perks that affect M1 and M2. I remember when Sloppy Butcher was reworked they used that reasoning to restrict it to M1 attacks. Same thing with Third Seal and a few other perks. I'm guessing they're applying the same logic to Knockout.

  • PC players are pretty chill.

    You will get an occassional toxic dude... usually a survivor (even one on your own team) and sometimes you'll get a sore loser/winner killer. But that's a once a week thing more or less for me, and I play the game a lot.

  • @Nameless said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850925#Comment_1850925

    "Wait. I can't mindlessly 99 myself, still get the benefit of Resilience and pop a selfcare when the killer is getting close anymore? There would be an actual risk to it?!"

    I like the idea. It gives a useless status effect an actual purpose, even though my guess is that the effect is going to be very minor unless you successfully disturb people healing on different occasions. At least hemorrhage does something now lmao. It would also make Resilience a lot riskier while still not rendering the perk useless. You still get the benefits during a chase and if you're injured and working on a gen you still get a boost. You just can't selfcare yourself anymore whenever the killer gets near.

    I do believe that similar to Ruin, the people that will be affected the most are the people in soloqueue though. I still don't think it's going to be oppressive though.

    As if Resilience builds are meta and a problem. They aren't. The perk doesn't need a nerf, and Sloppy Butcher is everywhere as it is.

    @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851280#Comment_1851280

    *heals across the map in a corner while you die on hook*

    But seriously, self care is somewhat useless, but it would take away from the team aspect of the game if it was made basekit.

    There was an explanation somewhere that perks like self care and I believe deliverance "create" a teammate to help you. Essentially destroying any pressure the killer is applying to the other survivors because you no longer need someone to help you.

    If it were made basekit, then applying any pressure with low mobility killers would be an absolute nightmare. With the high mobility killers still suffering a small bit because everyone would know that people don't need to heal each other if they're injured.

    Self care would still take 32 seconds, but it demolishes any injury pressure the killer can create with hardly any effort.

    Let's get real. Killers would be rejoicing if survivors everywhere were self-caring instead of doing gens. Especially if the killer has Mangled. Self care wastes so much time that it's basically a 3v1 when a survivor slinks off somewhere to selfcare.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850856#Comment_1850856

    Thats actually pretty easy to explain. Most people work/study during office hours and only start to play after they get home.

    So you're saying killers are no-lifes who stay home all day playing video games while survivors actually have lives and jobs and go to school?

  • @Toxic530 said:

    If you don't have borrowed time WHY THE ######### ARE YOU UNHOOKING PPL IN FRONT OF THE KILLER. Was just immediately downed twice after unhooked because they unhooked me right in front of the killer who just waited til I was unhooked and downed me right after before I even had the chance to run. Thanks! A ######### depip because some idiots dont know what a safe unhook is

    Why are you writing to yourself? Do you need a penpal?

  • @Huge_Bush said:

    I hardly see any huntresses that run iridescent head, it's rare enough that I never thought to complain about it, but when faced against it, it's feels miserable, especially since killers who use it are usually bad, wait until they're on top of you and then instadown you. Then they usually tunnel you the second you're rescued.

    They might just implement a distance requirement in order for it to activate.

    I am more excited for the Freddy nerf. I am so sick and tired of seeing him ever three matches. It's even worse when I get him three times in a row!

    Good for you. I get at least one every day. And they are all super sweaty with Ruin Undying and use Map Offerings.

  • No thanks, I like my Resilient builds.

    We already have to suffer through Mangled, don't add a Ruin Hemorrhage on top of it.

    As killer I also like Hemmorhage for tracking purposes.

  • What is easier? Changing the world or changing yourself?

    The solution to toxic players has nothing to do with the toxic players.

    Just grow some skin and don't engage with them and don't care about it and move on. There, toxic problem solved.

  • Nobody outside of BHVR knows. BHVR to my knowledge has never released the player type stats.

  • The game is "killer-sided" because kill rates are through the roof. Last update we had from BHVR on gameplay stats killrate was something like 70%.

    We haven't had a new update recently I think the last one was sometime in April or something last year. Kill rate was 70% across the board.

    Killers like to complain that the game is survivor-sided, but that's only true when a not-so-good killer goes up against a full team of SWF commandoes. That's more a skill issue and a flaw of SWF than the game being survivor-sided. There are many killer pro streamers out there who play killer day in and day out at Rank 1 against the sweatiest SWF survivors and still 4K them easy.

    The game is not survivor-sided. Killers who are being beaten are just going up against better players. That's all it is. Same with survivors for the most part.

    The thing is, going by the global statistics more killers are better at the game than survivors. Whether that means killer players are just more skilled than survivor players or whether the game is distinctly skewed in the killer's favor is a matter for discussion, there are compelling arguments for why a typical killer main would be more skilled than a typical survivor main -- mainly that the killer does 4x the work of a survivor every game. That's 4x more practice. While a survivor might be getting into 2 chases per match and then holding M1 the rest of it, the killer is actively chasing and tracking survivors the entire match.

    But we can discuss that another time.

  • @TwistedJoke65 said:

    For reference I am a killer main, rank 1 yada yada, but recently I've been playing survivor a lot more (cause killer is hard and stressful af) and I actually enjoy going against ruin undying killers. The main reason I never really played surv was cause all you had to do was hold a button and sit. With ruin undying I actually have something else to do.

    And it only works if the killer is good. If the killer spends all his time chasing or tunneling one person they aren't getting any use out of R/U cause they have no pressure. So when I lose to that, I know it was just cause the killer knew what they were doing.

    Survivors have been asking for another objective for years and we finally got one. Now y'all complain.

    Yeesh

    Survivors haven't been asking for another objective.

    Killers have been asking for another objective for survivors.

    Also if you never did totems, opened chests, etc. before Ruin Undying that's on you. It's hilarious that you're suddenly finding it more entertaining all because of a broken perk Killers have. People have been cleansing totems for years before Undying. The main difference now is the killer can see them doing it and kick their ass.

  • And it's a good thing you can use all her perks with Freddie, Nurse, Spirit, Deathslinger, Oni or whoever else you want!

  • First off, know that this game at the end of the day is skill vs. skill. If you fight a player(s) better than you, you will likely lose.

    A good spirit can to some extent be defeated mainly using the perk Iron Will. This gives you some leeway fighting them when they spirit walk, so you try to juke them or gain distance while they spirit walk. It's still up in the air and not a guarantee, a spirit player who is better than you can figure out what you're doing and trying to mindgame more often than not. It becomes a mindgame and a coin flip really but experience will make the difference. Still, Iron Will gives you a fighting chance, which is why many Spirits pack Stridor.

    There are a few other perks you can use to give you an adavantage. The first is Quick and Quiet, which really works wonders against Spirit. If you combine this with Lithe, and Dance with Me, you can really evade spirit once you get a vault. It's also a good build that works against many other killers, so you can try that.

    Iron Will, Q&Q, Lithe and Dance With Me.

  • Ah well just another reason not to care about cosmetics.

    I'll stick to my P1 bloody shirt.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842684#Comment_1842684

    I think the intention was for Lucky Break to prevent blood orbs, and Haemorrhage to produce more blood orbs, but then the devs went “but what if all 4 survivors run Lucky Break or No Mither, then Oni won’t have a power”.

    Because, yeah, that’s gonna happen, lol, and oh, because Oni totally doesn’t get instant blood orbs on hit and downs. Yeah, that doesn’t happen.

    Yeah like who even runs Lucky Break?

    Running perks to counter killers should be allowed -- I mean they let Iron Will for Spirit. And you are giving up a perk slot. To verse a killer who you might not even face. Lucky Break is already a craptacular perk it's like taking Calm Spirit just in case you get a Doctor. Who does that?

  • @Axe said:

    Don't get injured. Oni is the weakest killer as he has no power to work with at all. just drop pallets, don't greed or risk anything. No power = free win. If he gets his power hug killershack, main building and TL walls

    Now if only all three of your teammates could do the same.

  • @DrunkenBullet said:

    should make a Maze runner chapter with the new survivor Thomas and killer the Griever

    Is not even a horror story.

  • @GlamourousLeviathan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842526#Comment_1842526

    Source? Also, it's not necessarily the number of pallets that makes a map strong, as there is other factors that come in place, such as how safe the loops are, how big the map it's, etc.

    https://us.v-cdn.net/6030815/uploads/AAWYH9J4GHPP/screenshot-2020-12-30-02-44-06-7e2.png

    Solo, this data is kinda old, but I have reasons to bring it up. First, the devs haven't show the kill rates on maps recently, so this is the best we've got. Second, the safest maps haven't been reworked since then, so it's likely that their issues are still existing today. As we can see, the worst map for killer at that time was Rotten Fields, followed by Fractured Cowshed and then Haddonfield.

    Haddonfield is legit the hardest map for killers. That's even after the Balanced Landing nerf. Cowshed not so much really. Rotten Fields is a corn blindness issue. If you can see survivors in the corn it's not a hard map.

  • @Leonardo1ita said:

    ...what's up in your mind buddies?

    Yall right? Because it's pretty certain you really like to abuse of all those things which create frustration and eventually get nerfed: flashlight macro spam, keys (even tho the nerf is super duper close) and abuse of broken maps such as Thompson house and Cowshed, this last with even 4 path pallets, cow loop, shack, cowshed Itself and 4 jungle gyms.

    Devs pls after holidays and covid do something quick

    Sorry but git gud. All this whining gets old.

    @GlamourousLeviathan said:

    To be honest, as a killer main, Thompson's House is the least problematic of the Coldwind bunch. On the other hand Rotten Fields for me is simply the worst map on the game, only followed by Fractured Cowshed. These maps are disgusting. It's jungle gym after jungle gym after god pallet after cow loop after shack after jungle gym... Not even talking about the bliding corn tho.

    Rotten Fields is not broken unless you can't see in the corn. There is no endless maze of jungle gyms to loop around. It is an easy killer map other than being so large it makes patrolling gens hard. It's basically Shelter Woods but with corn. If corn is a problem I get it, but don't say it's endless jungle gym after jungle gym. The gyms at the edges are in a line and very predictable to mindgame the survivor. The map barely has any palletes is a gigantic deadzone.

    If you are having problems with this map you probably have corn blindness.

  • @RepostRiposte said:

    I got a 20 escape streak just by bringing a key and shack hatch offering every game.

    Might as well use them all before the nerf.

    Yeah if you just want to hide in a locker all game waiting for everyone else to finish gens and/or die.

    We can all get out of the game easily by playing like rat bastards but we don't because guess what it isn't fun.

  • Iron Will and Monitor and Abuse.

    Of course that isn't absolute there are many times I don't run with either.

  • There is no way they are removing cosmetics. That's probably 80% of their income.

  • But currently, there are so many things in the game to penalize or discourage the killer for hooking survivors. Example:

    • Waste time carrying survivors
    • Risk of stun save (Pallet, flashlight, head-on, etc)
    • Risk of hook being sabotaged (Especially in PTB)
    • Perks that work for survivors when there is hook event (Ex: Deliverance, We'll make it, Ds, borrowed, etc)
    • (Maybe there's more, and you can help me add this)


    Seriously?

    Survivors waste time doing gens and risk getting hit, hooked, slugged and sacrificed for doing so.

    Can we please recognize that this is a game where two forces are opposing each other and that both sides are there to make life harder for the other, and both have ways of getting in the other's way.

    If this is not to your liking and you're actually just looking for punching bags to kill without fighting back go play Civilization on Settler difficulty.

  • First, you don't know if those crossplayers are PC or XBox.

    Second, there are objective differences in how a console player plays over a PC player.

    Console killers for instance are terrible at quick searching. Good PC Killers when they walk around are constantly looking around and behind their back. You don't see console killers do this... simply because they can't. This makes them significantly easier to stealth and juke. That doesn't mean much though because stealthing doesnt' win you games.

    Console killers however are also easier to loop in general. They generally do not fake the red stain while looping so they can't mindgame you as much.

    Console survivors tend to 360, PC survivors stopped doing that a long time ago. Console survivors are also not very good at looking behind them to watch the killer while in a chase.


    But you are correct. Platform =/= skill. And I've seen crossplay killers kill the survivors and I've seen crossplay survivors outsmart the killer and outsurvive PC survivors. I will assume that most of those with the crossplay icon are console players and not Windows Store players. (Windows Store? Who does that). That said, in general I find more potato survivors with the crossplay icon over those that play on my platform (Steam).

  • I've never understood why people keep saying that. All killers require skill. There's a huge difference between a skilled Spirit and an unskilled Spirit.

    But at the same time playing Survivor also takes a lot of skill. But a lot of people here like to pretend that playing Survivor is brainless and is just holding down M1 and W.

    So touche I guess.

  • A lot of things in this game aren't counterplay.

    Breaking totems to get rid of Ruin isn't counterplay. In the same way that you took DS and wasted time getting stunned and have to chase again, breaking totems is time wasted not doing gens. Getting into a locker to avoid Aura Reading on BBQ is not counterplay. You still wasted time hiding instead of doing gens. Tapping a gen isn't counter play to PGTW. It still regressed 25%. Moving across the map to find a gen that isn't hit by Corrupt Intervention isn't counterplay. You still wasted time and risked discovery instead of doing gens.

    etc.etc.

  • The blueprints are really useful actually if you have a key.

    If you are playing killer I understand if they feel useless.

  • @steezo_de said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832125#Comment_1832125

    It definitely hinders killers, but it still doesn't stop me from getting my 3+ kill average. Maybe it was too easy to track so they fixed it, or maybe they introduced new geometry to the map to cause it. One thing for sure- I definitely don't take a stance that devs don't look out for killers because, overall, they have made the killer role a LOT easier since then.

    Quoted for truth. Too many players think the devs are survivor-sided. That is ridiculous.

  • @AskingForHelp said:

    playing survivor flat out sucks. They need to do something to make it a more enjoyable experience. Generators are not fun to repair. Dying is not fun or different in each game (different ways of dying would be more interesting). Staring at yourself on a hook sucks. Especially when you go down way too easily in this game. I play as a red rank survivor and a purple rank killer. This game is too killer sided. I really believe they give killers too many cues both audio and visual as to where survivors are at any given point in the game. Maps are just too small to give killers as much information as they are receiving.

    Being new to the game flatout sucks.

    If you are new, it doesn't matter if you're survivor or killer. Your experience is going to be full of failure and defeat regardless.

    As for generators not being fun, well everyone has said that. We've all made suggestions here on how to change that but BHVR is not interested in changing the basic core of the game. They probably view it as too big of a risk.

    The game isn't particularly killer sided you are just facing killers who are better than you are.

1 … 24 25 26 27 28 … 30