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  • @Xyvielia said:

    I was in a Solo queue that got dodged 12 x’s consecutively. It’s possible that some of them were the same killer.

    I had a map, so I’m guessing some of them were bringing Undying/Ruin or other hex perks.

    We were in that lobby for almost 10min

    They also might have been Trappers. Maps ehm....remove his power from the game, basically. I dodge them quite often because of that.

  • There have been worse things. A few examples:

    -Infinite loops. Contrary to our contemporary pseudo infinites, there used to be loops where the Killer could never catch up no matter what. Nowadays they can just waste minutes on end, but eventually the Killer can catch up with Bloodlust 3 and entity blockers.

    -OG Moris required no hooks.

    -OG BNP insta completed a gen

    -OG Selfcare was so fast you could heal mid-chase

    -Object+Comms rocking it to this very day

  • I´ll also dodge key lobbies as Survivor. I think they´re BS and I don´t wanna be associated with key wielders.

  • Thanks for the insanely cute Kittie :)

    Love me some wholesome matches, it´s so good to keep the toxicity at bay. You seem like a real nice person btw!

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1601012#Comment_1601012

    Not really. The most important Add Ons are Bags, and there is a brown Bag. You can play Trapper with cheap Add Ons like the brown Bag and the brown Setting Speed and those change A LOT. Because Trapper is the prime example of Add On dependant.

    Personally, I almost always use Tar Bottles and a Bag, and it also works against SWFs. But surely not on a consistent basis.

    For Trapper, you should watch TheEntityLeftHand, amazing Trapper Main on Twitch (and enjoyable to watch).

    Pleasant to read you´re also enjoying the court. Praise!

  • This looks amazing, good job!

  • No other Killer needs more buffs to their basekit than him. Wraith is pretty close, but he at least can make good use of his power without addons.

    I don´t really care that the overall Killrate vs potatos is alright, against not so great Survivors every Killer is S tier.

  • Iri stone changes Trappers core gameplay too much. The two main issued Trapper suffers from are 1) the carrying/starting limitations and bad availability of his power 2) Power itself isn´t threatening enough to justify said heavy limitations.

    By simply buffing his start capacity and making the traps more dangerous both issues can be resolved. He still can never be A or S tier unless these buffs were extremely riddiculous, but having 2 starting/base traps and adding certain effects, like hindered for example, as well as making it considerably harder to escape traps should be sufficient to make him at leat bottom mid tier.

  • Object can´t be used in SWF.

  • I think this is the perfect oppurtunity for them to show how much feedback actually matters to them. I´ve never seen a change as universally disliked as the new HUD. It seems the whole community came together on this one, to try and prevent its implementation.

    Will our feedback be heard and the new HUD prevented/altered in a way that is based off the criticism it recieved?

    Or will the player satisfaction get defacated on?

    I hope they make the right choice.

  • @dspaceman20 said:

    Is using toolboxes really sweat? Don't they last 5 seconds?

    It really depends. Just recently we had a video on here where 3 Survivors completed 5 gens in less than 2,5 minutes using great toolboxes, with bnp, pts, btl. As Killer you have no way of knowing whether its something like that or some worn out tools.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890246#Comment_1890246

    Shows how balanced this game is when survivors are this confident...^^^^^^^^^^^^

    Yes. On a high level, Survivors have the upper hand against all but a select few Killers because M1 play is so heavily stacked in favor of the Survivors. That´s why you never see Trappers or Myers in tournaments. Even Otz recently stated that even a "fresh" competetive team would most likely crush his Trapper insanely hard. Great Survivors can´t be caught in M1 play in a reasonable timeframe, especially in such an insane setup.

    For the time being, DBDs Killers are balanced around the top 1% players using these respective Killers (confirmed by Almo) but the top 1% Survivors are not being taken into consideration, hence the imbalance in high skill play. In my opinion, they could at least show some stats about the escape rate of 4man SWF teams with a combined hour count that exceeds 20-25k vs each Killer.

  • How looping works. I had no idea what I was getting myself into back then since I hadn´t encountered a game that functions similarly before (if there is any). It took me quite some time to figure out how to run each structure, both as Killer and Survivor, and if it weren´t for fan made guides I´d never learned certain things.

  • I like to face Killers I play a lot myself. Trapper, Myers and Oni for example. Still mad at teammates stepping in the most obvious, badly placed traps that I know for a fact would NEVER work if I used them like that myself....

  • I´m also very worried about the way the announcement is worded. The upcoming accessability changes for colorblind people are awesome, no question about that, but it would be so disheartening if they decided to defecate on player feedback and push out the new HUD in spite of it.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890246#Comment_1890246

    The other people here focused in the killers skill and ignores the fact everything I did was a reaction to the killer and other then 1 blunder I made I did it well. And as ive had to repeat all I would need to do is DROP pallets or loop one tile and go to the next if they don't respect. Most killers respect so greeding can actually help at certain points especially because these are all good pallets

    Yeah I agree on that. What´s sad is that as someone else has pointed out, rancid is usually - from my experience- one of the more Killer friendly Coldwind maps, as similar setups tend to happen on them quite a lot. This one though is exceptionally strong, it aligns so perfectly.

    Bear in mind that I main M1 Killers, so this is how I look at tiles. If the situation allowed for it, I´d trap the ######### out of that area, but as Myers all you can do is force pallets with T3. The longwall is also not as strong vs him because of his vaulting speed, but still...

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890241#Comment_1890241

    Im not sure what the beginning part is supposed to entail. Although for me its actually fairly common :/

    It´s just my genuine reaction to the way the tiles are spread in this particular setup. This is so insane :D

    You ran it well, a Killer that needs to M1 stands literally no chance there if the Survivor is competent. Sure, you can force the pallets eventually, but it´s not feasible to do in a reasonable time frame (and with the other 10-15 safe pallets on the map in mind).

  • Dam Dude. Most Killers can´t even chase in that setup if they want to actually do well in the match. Fortunately that setup is not coo common.

  • I really get your frustration, I´ve had similar streaks. That being said, it shouldn´t happen frequently, so all I can say is - and I mean that in a nice way - take a short break if you´re on a streak of bad matches again, get a snack or a drink, and go again, chances are you´ll have better matches after that.

  • Trapper

    -2 traps starting capacity, starts with 2 traps

    -reworked bags: trapper sack +0/+1, trapper bag +1/+1. stitched bag +1/+2

    -stepping on a trap while healthy causes 5% hindered until fully healed

    -stepping on a trap while injured causes 5% hindered until fully healed and deep wounds

    -stepping on a trap while in deep wounds causes 5% hindered until fully healed and the honing stone effect

    -longwood dye basekit: Darkening addons darken the same degree but going from there

    -red twine and rainbow maps no longer reveal bear traps

    -dead hard no longer avoids being caught by a bear trap

    -range check for trap spawn: can´t spawn closer than 25 meters from the edges of the map (exception for midwich?)

    -serrated jaws: no longer causes hemorrage, but 5% extra hindered and swaps rarity with rusted jaws

    -(new rng in mind): escape time increase to 2 seconds per attempt

    -rescue time 4,5 seconds flat

    -disarming time increased by 1,5 seconds

    -killer instinct indicating disarming in progress

    Edit: Forgot the why

    Trapper suffers from two major problems that currently keep him firmly in low tier (against competent survivors that is, against the average potato every Killer is S tier).

    1) Long time investment to get value out of the power due to starting limitations and availability problems of traps

    The changes to the base carrying capacity and the new trap spawn logic should help with this problem

    2) Low threat level of the power itself

    Too much counterplay for a relatively weak power. With the new rng as it´s currently planned, 1/3 times the Survivor will be out in 3 seconds or less, requiring the Trapper to be smelling the Survivors behind to get value out of the time investment of putting down the trap. If you aren´t currently chasing them, stepping on a trap has little to no consequences (literally no consequences for an injured survivor). With these changes, the traps should become a little bit more threatening to justify the time investment it takes to set them.

  • I played the Forest so much. I was kinda disappointed about the direction the game took (I think they could have improved AI and gameplay instead of the sandbox-builder aspect) This is why I´m not that hyped about it, I fear it may take a similar approach.

    I also don´t think a Forest DLC would come tbh, but that´s just my guess.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1888519#Comment_1888519

    25 seconds? It's not a good compromise, 20 is acceptable, 25 is not

    How would you change the addons then?

    I think 25 base is pretty much a sweet spot that opens up more addon variety as well as improving his addon-less (or just no recovery addons) performance by a significant margin.

    20 seems over the top imo.

  • I think it should be shorter, and changing the Matchbook, Address Book and Pen in a way that leaves max recovery unchanged.

    Base recovery 25 econds

    Chewed Pen: -5 seconds recovery

    Olsens Address Book: -4 Seconds

    Matchbook: -3 Seconds

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1887236#Comment_1887236

    I love how when they asked what map people expect to rework next; everyone said "Coldwind, please let it be coldwind, it better be coldwind" and "Haddonfield? It's gotta be Haddonfield"

    Only like a very small minority said much else xD

    Literally like the next day: "The game and Crotus Penn"

    To be fair, Asylum and the game were also due for updates. That being said, an estimated 99% of people considered Coldwind and Haddonfield to be more urgent.

    Let´s just hope that with the next chapter these realms will be ready, too.

  • @Huge_Bush said:

    It will probably get a bit more balanced when the Devs make their pass over Myers and Lauries perks and remake the map.

    I´m also sure the map will be overhauled at some point. Many people were baffled where they put their rework priorities, though.

    Given what the DEVs stated regarding Myers and Laurie I don´t think they will be ever changed again, though.

  • @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1886596#Comment_1886596

    Reminds me of my earlier match against the same, but as Hag. It was so fun watching my Trap counter constantly go back to 10 because all 4 just Flashlighted my traps, and I couldn't catch a single one because they all knew where I Was coming from at all times. It was a big ol' nope from me and I just quit the game for the day after that match.

    Feelsbadman, but I totally get it. I stop too when I get too many Objects in quick succession.

  • @NomiNomad said:

    Seeing the big one...

    Buff and nerf DS. Make it a stronger anti-tunnel perk, but take away the free progress it gives.

    - The timer is still 60 seconds, but it pauses if downed or in chase.

    - The timer immediately runs out if you are healed, heal someone else, touch a generator, touch a totem, or if someone else is hooked.

    - Maybe even let it activate once perk hook state. Just take away the free progress bullshit. This wouldn't fix it completely, but it'd be a good start.

    But if the timer pauses while downed or in chase, one of the huge complaints about DS remains - if it gets triggered while the gates are open, the Survivor is guaranteed the escape if closer than 150m to the gate, rendering any action the Killer takes other than ignoring the slug (Unbreakable?) pointless.

  • I´d like to bring up Bond. The perk gives a fraction of the effect that comms provide at the cost of a perk slot. Since many people agree that the gap between SoloQ and SWF should be lessened as much as possible, I propose the following changes to Bond:

    A) Map-Wide Effect

    B)Tremendously buffed range plus showing your aura to other Survivors in range as well.

    Neither would be as good as comms, but sacrificing a perk slot for coordination has to be worthwile, especially since this slot has to compete with the usual suspects (DS, Object, DH, SB, UB, BT etc).

  • I´m sorry you fell victim to this nasty, abusable perk.

    You haven´t even experienced the worst when it comes to Object, though. Try playing Trapper against a 4man with Object.

  • If you´re sick of seeing them, maybe browse the CIV 5 forum instead?

  • You basically completed the current grind. If that´s your sole reason for playing, you can always take a break until the next rift or next chapter comes out to resume the grind.

    Or you can play for the sake of it.

  • We have a similar situation at hand like back then with the insta heals. Everyone assumes key nerfs will be coming this year so players go out of their way to use as many keys as possible until they get destroyed like Moris.

    It seems a greater number of people is only now starting to catch on how insanely busted Object is. It´s the most unfun thing DBD has left, imo. There is nothing nice that can be said about an Object gamer.

  • "Remove slugging, it´s toxic"

  • I think giving hatch happens around 1/3 matches, if you happen to face me, I´ll almost always give hatch.

    I have over 2k hrs but only once did Survivors give me free sacs, it was when I grinded Nurse achievements and I sucked as hard as you´d expect, they pittied me :D

  • I´d estimate that on average, 2-3 per week (at least obvious ones, subtle hackers aren´t always easy to identify).

  • @Aven_Fallen said:

    Cheaters get banned, even without video evidence. I reported a Cheater last year, he got banned some time later. Of course I dont know exactly if he got banned because of my report, but he did not play DBD since July 2020 and he got a VAC-Ban around this time.

    The thing is, cheaters dont get banned immediatly, they get banned in waves. First BHVR seems to look what causes the Cheat/Hack and then people will be banned in waves.

    I´ve reported many cheaters before, and the reply by the staff is always the same. "We are sorry, but without further evidence we are unable to take action". I hate to break it to you, but reports without video footage do literally nothing but generate an automatic email reply.

  • I tried to be honest as well. This showed especially on the last page, where I asked them to reconsider their release schedule to focus more on performance, bugs, balance and game health. It´s so blatantly obvious they can not keep up with their own schedule.

    Imagine a world with 3 DLCs for DBD per year but a far more polished game overall. Can´t imagine it would hurt them tbh, I reckon it would be quite the contrary.

  • I found it interesting that the survey had no mention of the HUD. On the other hand, no need for that anymore, everywhere you look you see nothing but dislike regarding the feature.

  • @Mandy said:

    MMR is definitely not switched on

    Are there any matchmaking requirements in place at all? These screenshots and my personal experience suggest that the only matchmaking requirement right now is being in qeue at the same time, completely disregarding rank, time played etc.

  • I used Moris in far less than 1% of my matches. That being said, I´m still upset about the way they implemented the change.

    Old Moris cut off 1 hook basically, the new ones don´t cut off anything time-wise. Their only purpose is to circumvent a DS or save on the last pickup instead of the 2nd.

    Your argument that Surivors at least have to do gens also applies to the Killer. For most of them, they had to win 4 chases against the Survivor before they could Mori them. Now it´s up to 6.

    Also, since everyone expects changes to keys, 3/4 games are now key matches. It´s really upsetting that nowadays having matches without a key is a welcome exception.

    The mori change was a good and healthy change for the game, but the timing and effect made it worse for Killers. Not because of the Mori change itself, but because of the absolutely massive key spamming.

    Moris were stronger than Keys, but not anymore. Keys are just as unhealthy in their current form. To prevent this miserable key meta, they should have just waited till they had something ready for keys too.

    The timing of the Mori changes caught the playerbase off guard, but just like with the instaheals back then they gave a huge headsup for the key changes. It´s like spitting in the Killer playerbase´s face.

    Anything but an absolutely massive nerf to keys by tomorrow is a further insult.

  • Well Kate is the obvious choice, I think many people would agree on that. Yet beauty does not only lie in the eyes of the beholder, it also has many faces. I´m not sure whether I´d rate Feng, Jane, Laure, Meg or Zarina 2nd.

  • Well I´m not a fan of hardcore slugging either. That being said, if you leave good Survivors unattended for a few seconds they gonna pop the gens in the blink of an eye. Until one Survivor is dead or at least 2 are incapacitated, the Killer is only 1 whiff or 1 wrong 50/50 guess away from losing the game.

  • @The_Bootie_Gorgon said:

    The new modular UI will not go back to the non-modular UI. The non-modular UI can not accomodate the future features they want to add.

    Yeah no it´s not worth it when everyone hates it with their guts, don´t you think? There has to be a compromise.

  • Well I hope you guys are wrong. It would be such an embarassment to have insane amounts of negative feedback beforehand, push out the despised changes regardless, then retract them because of negative feedback. It sounds so dumb.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1878586#Comment_1878586

    I mean, I agree that Object is a highly problematic Perk. IMO the only Survivor-Perk which really needs changing and "Ignore the Object-User" is not really an option.

    Like, I had a game as Hag a few months ago against a Console-SWF (They all had similar names and they all had DBD-Names, which means they are quite dedicated to the game because it seems to cost money to change your Username on Console), so I was already prepared for a hard game. I run M&A on my Hag, so 16m Terror Radius and a guy with Object was disabling my Traps by running through them.

    So "Ignore the Object-guy" is not an option here at all. I either have to deal with him running after me, destroying my Setup all the time or go for him aka the person who wants to get chased. Lose/Lose-Situation on my part.

    But, what also might be a reason why it takes them so long - Object is not a commonly used Perk. I see Object rarely in my game, maybe like 2 or 3 times a week (including Survivor-games). So it is probably quite low on their list.

    But I also think that the backlash they received regarding the Statement about OoO will probably moved this Perk higher up the list. (And in fact, nobody should be upset if Object gets destroyed - there are either people who are not running it (the majority) and the small amount of people who run this Perk know exactly how busted it is)

    I "main" Trapper, meaning he´s propably my most played Killer, and matches against Object teams are the most miserable. These are the only matches I resort to "scummy" play. They have it coming and deserve nothing but the worst treatment.

    Btw, mind if I ask which region you´re playing? I´m on EU, and I get an Object game at least once per day (I play a lot though, especially the last few weeks).

    Again, I really, really hope you´re right. Their (in)action tells me otherwise though, I´m afraid.

    Edit: Also agree that it´s the only truly problematic Survivor perk. Some would be perfect with slight changes while Object needs a full rework.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1878566#Comment_1878566

    I don't think I've ever heard even survivor mains say that the perk was fine. Maybe trying to defend it for solo q, but never saying it was fine.

    https://forum.deadbydaylight.com/en/discussion/comment/1878569#Comment_1878569

    I don't think so. They genuinely think they know better than everybody else. They've defended stuff that is obnoxious for either side. And I don't mean game mechanics in the greater scheme of things which would require a huge overhaul to change, but more at the micro level where they could easily be fixed for a better experience.

    At the end of the day, it's their game and they can do as they please with it. We can only vote with our wallets.

    And I think what you decribe is exactly where the percieved disconnect between the DEVs and the players stems from. Condescendingly dismissing the complaints about glaring issues instead of taking feedback into account.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1878560#Comment_1878560

    Considering that every Perk is lit up, I would call that a Bug and not a Nerf. Like, Iron Will and Dead Hard are lit up while being healthy, DS is lit up while not being unhooked, PGTW is lit up without hooking someone...

    https://forum.deadbydaylight.com/en/discussion/comment/1878569#Comment_1878569

    I guess Object will be nerfed before the end of the year. The Devs dont really stick to their answers that much, which is fine, since new additions or data always can and should help to reconsider things.

    e.g. they talked about not implementing anything for the Killer at the start of the game, then they came up with something, then you did not hear anything about that anymore. Their opinions change.

    And I am quite sure that they will change Object before the end of the year.

    I guess this would be better than nothing. It´s still sad that it would have taken years of complaints for them to realise there´s a problem.

    I really hope you´re right, but even if you are, the sheer length of hesitation/indifference on their side leaves a bitter taste.

  • @Aven_Fallen said:

    His Killrate is high because he is way too easy to play for the power level he has. The more simple Killers (like Wraith or Trapper) are usually those who are not the strongest. The more complex Killers (Blight, Nurse for example) are stronger.

    But Freddy is up there with the strongest Killers and probably the easiest Killer to play. Sure, a bunch of Survivors give up immediatly (I also lose my will to live if I see Swing Chains and Paint Brush once loading in, I know that this will be a waste of time, but whatever) but this is not the sole reason why his Killrate is so high.

    I agree with you except your stance on Trapper. His skill celing is among the highest, especially when versing top Survivors. (I admit though that his skill ceiling is on the decline due to ever shrinking number of possible trapping spots and power creep).

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