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SleepyWillo

SleepyWillo

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SleepyWillo
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  • I've seen streamers do this too and its disgusting. Theres no reason survivors or killers need to see ranks until the end of the match (if even that)

  • I've seen streamers asking for a nerf to Inner Strength already. And I personally dont see the point of the perk. You're competing against other players for totems, encouraged to leave totems if you havent used your token, limited uses, etc. Just not worth it imho. Either medkit or SC

  • I'd prefer we remove the killers ability to see survivor names/profiles. Metagaming shouldnt be a thing in this game.

  • @Aztreonam78 said:

    Just make all Killers in DbD as decent and viable as Spirit and Nurse do.

    Devs, for this just stop making DLC'S and focuse on old things! There are too many old things which needing your attention!!!!!

    you do know that if all killers were as "viable" as the nurse this game would be dead.

  • @SpongebobMeBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/669411#Comment_669411

    it's not only about rng, killers just need buffs so they are all able to cope with every situation and there's no reason for killer tier lists.

    Maps need to be redesigned

    I would maybe propose something that would make the game harder and scarier for survivors, meaning if a survivor gets injured, he/she actually get injured and moves at a slower pace or does certain actions slower, so perks like resilience actually make sense and put survs back into their normal stats as if they were healthy.

    Killers are already powerful enough. They are averaging well above the desired "balanced goal" of 2 kills and 2 escapes. If youre still having a hard time with kills on any killer after the healing nerf, EGC and hatch mechanics then "git gud" I guess...?

  • @VCDiamondFinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/663479#Comment_663479

    Pig is fine to me, the trapper could use a bit of help but not a huge buff or change

    The Trapper has one of the highest kill rates in the game (he's top 3 with Hag and Hillbilly with kill rate). He is fine as is.

  • They won't make it automatic. They designed it to be stressful as they want you to feel distressed while close to death.

    TL;DR It was designed this way. Not a bug.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/662796#Comment_662796

    I get what you're saying but consider this. Your sacrafice is great and all but killer can easily prevent this by not hooking you and finding the last survivor or by already knowing where the hatch is or by moving very close to the said survivors so when they both reach the hatch killer's animation is faster so they win. Also when you get hooked and last survivors gets found earlier before you die then they are really dumb and should be ashamed of themself since they could have hidden anywhere.

    Even if there are some good reasons why the way it is now should stay, the negatives by far outweigh the positives since your situation is far rarer then some dumb teammate suiciding.

    A lot of survivors wouldn't just leave a teammate just die on the hook if the killer isn't camping. They would at least attempt a save. And in that case it's possible they get seen.

    I haven't seen too many suicides - at least no where near as bad as DCs. If suicides skyrocket once DC bans are in place we can re-evaluate but until then I don't feel it's necessary.

  • I don't like ruin. I'm just not a fan of hex totems in general as they are too inconsistent. My current go-to for Doctor is BBQ, Distressing, Sloppy Butcher and Thanataphobia. I've never had any difficulty getting double pips with it. Ideally I'd use Red stain and 75% shock range. Incase you can't tell I suck at finding survivors generally lol - hence the build

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/662771#Comment_662771

    It beiing part of the game is not important. What is important is how it affects fairness of the match. I really don't know why would anyone who wants fair match support the idea of suiciding on the hook. Hook are designed to give other survivors at least 2 minutes of time where killer is uncertain if someone is going for the rescue or not and some random survivor just suiciding tottaly breaks the balance of this concept.

    Only real reason to suicide is because you're salty about something. Either you face viable killer, you go downed too early or your teammates don't rush to the hook to save you. All of there reasons are stupid and with how consistent the hook suiciding every few matches is I doubt that it should stay the way it is now.

    Or you're on the hook and the last survivor is being chased - I suicide to give them a chance at the hatch. As much as it's annoying early on it has gameplay in endgame.

  • For me it's Hillbilly and Spirit with the occasional Nurse and Cuntress

  • Hex totems were made to be high risk high reward. If you want to make them harder to take out then their effect would need to be nerfed to match.

  • I dont like guitar hero. Thats why I play DBD and not that game. Id be okay with logic puzzles but i imagine others would feel as i do towards guitar hero.

    Hex totems are high risk high reward. They're powerful but fragile(ish) and that's how they were designed and should remain.

  • How is saboing a hook while you're carrying a survivor to it toxic? It's just being a teammate.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/659066#Comment_659066

    I mean i'm not sure if you're trolling. You can be as great as you want with, let's say Trapper. If the survivors are decent, they will win no matter how good you are. That's the main problem.

    I personally enjoy playing Legion. I'm a really good Legion and i played many good games with them on red ranks. But against good survivors i'm just not able to pip or even blackpip. And believe me that's not my lacking skill, it's just the performancecap legion got. And this performancecap is too low on many killers.

    The Trapper is still one of the better killers in the game. He averages a kill rate of over 60% per game which puts him at one of the top 3 killing killers (just after Hillbilly and the Hag). Legion is tied as one of the lowest killing killers with the Plague averaging only a 50% kill rate per match. The devs have stated they want a 50% kill rate (ie 2 kills and 2 escapes) to be the balanced goal. This means Legion is where they should be and other killers should be brought in line with them.

  • @Kilmeran said:

    @SleepyWillo Peanits also stated that they count DCs as kills, because: "No one DCs if they're winning."

    So, the stats are already skewed.

    Exactly? No one DCs if they are winning. A DC is basically a death. And usually before death hook from what I've seen. If they DCd or died on the hook wouldnt that be the same difference then? Stats wouldnt change too much. And those stats were prior to numerous survivor nerfs (healing, EGC, hatch closing, etc.) so they would be significantly different and more in favour of killers now.

  • @Spicybarbecue said:

    survivors have sorely needed a secondary objective for over a year now.

    won't get one though, game will stay ludicrously survivor sided

    devs are terrified of survivor mains

    The last stats released (and that was before the healing nerf, EGC and hatch mechanics change) had approximately 40% of survivors escaping across all ranks. The devs have said that they feel a good balance is 2 escapes and 2 kills per game. If any change is to be made then perhaps killers should get a second objective? Or gens shouldnt take as long... That would bring us closer to the desired 2 escapes and 2 kills that would make the game balanced. If you think the game is still survivor sided than youre either just bad at the game or you havent been paying attention...

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/658673#Comment_658673

    Sadly no, as I dont remember which posts they exactly came from here..all I know is it came from peanits , whom even stated the stats arnt reliable..that's all i can say

    Was this the comment by any chance:

    "We made an error when pulling the stats: We used your rank after the game rather than before.

    - This meant that if you died and depipped, you would go back to rank 2. Your death would be counted as a rank 2 death rather than a rank 1 death.

    - As a result, the survival rate went way down at rank 2, then way up at rank 1.

    We grabbed the correct survival rate once we noticed the error. It was much closer to 43%."

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/658615#Comment_658615

    Well on the one side it's just not the game's balance that has an influence on these kind of stats. I have seen more than enough survivors that dc as soon as they get downed or when they get hooked for the first time, or they just kill themselves. That can potentially turn a 4 man escape into a 1 man or 0 man escape. They don't just dc when they are about to die, but even then I have seen a few cases where a survivor dc's because he is dead and it screws over the team because the killer doesn't have to carry them to a hook anymore.

    Also, matchmaking plays a big role as well. It can take just one potato to cause the other three skilled survivors to not escape. That all has nothing to do with the game's balance.

    Lastly, at least at red ranks, many prefer to play the very strong killers, and the op one called Nurse. Against those the survival rate of course won't be too high, but that doesn't showcase the balance of the weaker killers really to well, and that they don't need any buffs at all.

    On the other hand of course, these stats show that in this game's current state, the devs need to be careful with killer buffs and that any buff could be too much. In particular, it would be good to buff these weak killers in a way that it increases their skill cap and that their increased potential can only be used by skilled killer players, or that it isn't a buff that makes the killer easier to play effectively for lower ranked killer players, so pretty much buffing an aspect of a killer that will only help higher skilled killer players. That's why I don't think they could just buff Leatherface's ability. Pretty sure he is already very srong at low ranks and that would make him too good. I agree in that way.

    I do think that buffing the weaker killers won't do much harm though. Solo survivors are probably gettng buffs to close the gap between solo and swf, and I hope they improve the matchmaking as well, which would make the experience for survivors also better. Killers aren't affected by the matchmaking nearly as jmuch in a sense that they don't have to rely on anyone else, but survivors do.

    I wholeheartedly agree with pretty much everything you've said.

    I think matchmaking is one of the biggest issues in the game at the moment (besides the obvious bugs) and that they should focus on that before blanket buffs to the weaker killers. Low rank survivors matched with high ranked killers, and visa versa, would skew any data and make for unfun and unfair games. I think once matchmaking is addressed (and hopefully DC's with dedicated servers), and ideally incentives to rank up to your skill rank, would allow for clearer data and allow us as a community, and the devs in particular, to clearly see what aspects of the game require tweaks and the best way to approach these.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/658654#Comment_658654

    Mine come from comments made by the devs..I've stated my point and it's gone over your head..I'm done talking with you as I'm not looking to lose my head and get irked like you clearly have..good day

    Can you post a link to these comments for me? I would be generally interested to see these comments if they exist.

    Peanuts has posted in the "Community Data Requests" the infographics that were posted in the live devstreams (like the one I posted earlier). If you want to review them and come back to me I would be more than willing to continue this conversation with you.

    Good luck and have fun out there in the fog!

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/658624#Comment_658624

    You want stats ? Here..let me tell you why I laugh at these stats , nurse alone makes up 20 percent of killers at rank one..now..add Billy and spirit , let's say each is used 15 percent..its likely higher but for the sake of topic let's say thsts the case..now..the top three likely make up at least 50 percent of killers at rank one..yet..despite all their power the escapecrate is still almost half and half. ..now sit and think about that for a minute..3 out of all the cast result in half the games played yet the stats are still that high for INDIVIDUAL escape rates..when you look at it this way..you realize why even the devs,streamers, and fog whisperers say the stats are nonsense and with dcs added in you begin to see the stats are far from complete..and even as badly skewed as they are it's still that high..now you begin to understand

    What in the ever loving [BAD WORD] are you talking about? 60% kill rate/40% escape rate isnt 50/50. And you cant claim thats high escape rates- thats still terrible escape rates. Do you even know what youre trying to say anymore? If you want to go through the various killer kill rates we can - and guess what? They are each greater than 50%! EVERY. KILLER. Even pre-rework Freddy was averaging more than 50% kill rate! Its just that by nerfing survivors as a whole instead of targeting specific offerings/add-ons, they've made already powerful killers even more powerful.

    And btw - the Hag, Hillbilly and Trapper have the highest kill rates (at least on PC they were in the 60's - and again that was before the survivor nerfs)

    And I've already stated that the results are skewed. DCs are clearly a survior death and that would likely make the stats even worse for survivor escapes and higher for killer kills.

    And I'm still waiting for you to show your claimed stats. I produced mine. Can you at least show yours to substantiate your claims?

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/658615#Comment_658615

    Considering the only time I see the collapse kill anyone is when survivors allow it...I'm disinclined to agree

    And the other points? Can you provide your "stats"?

    You've never seen a survivor die to EGC because they couldnt open the gates after the hatch was closed? Have you even played the game since the change was implemented? You dont even have to down or hook the survivor - just make sure they dont open the gates and its still counted as a hook sacrifice! You get a kill for just standing between two gates! And with the exception of Lerys or the Game, and really terrible RNG, youre almost guaranteed the gates will be beside eachother!

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/658602#Comment_658602

    Ok..funny how my stats come from actual dev stats..and I'm sorry but the egc probably barely registered in escape rate and the survival rate will never be even fifty fifty due to skill level differences..and based on what I'm seeing playing survivor it's scary considering the overall lack of skill a lot of survivors display..you my friend are the one spouting nonsense..not me

    escape rates.jpeg

    These are my stats. Where are yours? Escape rate is considerably lower (~30%) at rank 20 and reaches an all time high of just over 40% at rank 1.

    And yes, I dont have stats since the healing nerf, EGC and hatch mechanic changes, but I can assume that the escape rates have lowered for obvious reasons.

    I dont understand how you can claim that EGC wouldnt make a difference to escape rates. It puts a lot of pressure on survivors to either attempt unsafe unhooks due to time pressure or just leave a teammate on the hook. Prior to this teams could just heal up before going for a rescue. Even if you dont think that makes a difference you have the "unable to escape" bug which means plenty of survivors are dying to the EGC on its own. It will be a long time before realistic statistics will be usable but to claim EGC has no significant effect on survivor escape rates is just laughable.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/658569#Comment_658569

    Most killers are too weak..the fact you dont day that betrays what you say..and once again..43 percent escape rate with mass dcing being an issue which skews the stats massively meand your looking at this backwards..the matchmaking stats even show there are not enough killers which is making matchmaking even worse..so it seems your a tad short on data because if killers had too many strong things then how come we have a killer shortage? The answer is obvious

    I'm not saying that for a reason - I dont agree with that. Firstly with the DC's (and I look forward to harsher punishment for DCs in general), I think its obvious that someone who DC's isnt having a good game and would have most certainly died (or DC'd on death). In all honesty - a DC is clearly a death.

    What platform are you playing on? From what I've seen there isnt a killer shortage... There is a sharp decline in survivors (hence the recent survivor BP boost as an attempt to draw more survivors to play that role - especially during bloodpoint events)

    An escape rate of approximately 40%, across all ranks, is clearly 10% below the desired targeted 50% survival rate (2 escapes and 2 kills). In-game changes since these figures were released (healing nerf, EGC, hatch mechanic, etc) have only made killers more powerful and have lessened the number of survivors escaping. Saying that killers need buffs to ensure even less survivors escape is just nonsense.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/658542#Comment_658542

    If the game is balanced the way you stated that's exactly how the game will turn out..even implied killers need nerfs all over..so yes you fmdid imply that..no I didnt whatsoever imply a 4k each game is necessary, what I did I simulate is that it should be given if earned and sane goes for escapes..but that's not where we are

    Again, im not making up figures, the devs have stated that their ideal draw scenario is 2 kills and 2 escapes. And i think they are right. Too many kills and survivors won't want to play. Too many escapes and killers won't want to play. As is, not enough survivors are escaping to reach the ideal goal of 2 kills and 2 escapes. I'm not calling for blanket killer nerfs. I'm not advocating for blanket survivor nerfs. I do think that certain add-ons and offerings could use work but I think that claiming most killers need buffs when they're arguably slightly too powerful is counter-productive and ultimately not good for the games health.

  • I think the archives are coming with the mid chapter patch - not the Stranger Things DLC (though I could be mistaken).

    The new DLC will bring the bloodweb rework and dedicated servers.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/658414#Comment_658414

    Implying killers should always lose? 2k at red ranks is a depip..no..thata implying both sides are the same skill level..plus..the stats are wrong due to massive rage quitting

    In no way or shape did I suggest killers need to lose. I specifically stated the draw conditions as stated by the devs of the game in question. If you think killers getting 4ks each game is needed and good for the games health - you are delusional.

    I do agree that the pipping system is horrible but that's as far as I agree with you.

  • Didn't the devs say that they want a 2 escape rate and that most killers were getting more than that. And those stats were before the healing nerf and egc and hatch closing?

    Wouldn't that mean certain killers should be nerfed?

    At what point can we stop saying "buff this killer, buff that killer, nerf survivors, etc" and start saying "git gud"? Red ranks are supposed to be more difficult. Not auto 4k just for loading in smh...

  • If the killer leaves the match you get your points. If the killer DC's you get nothing

  • I see it mainly with Kate and occasionally Meh. Once with Claudette but never Feng who would be my main survivor. Noticed it happens mostly on completed gens

  • Isnt that already why killer queues have become so long? A multitude of survivor nerfs ontop of the already less than 50% survival rate (as per the most recent dev statistics from before healing nerf and EGC)? If the devs have stated they desire a 2 escape rate as a draw and we are currently below that, shouldnt that mean that survivors should be buffed?

    *insert Patrick Star wallet meme here*

    Any killer mains complaining in the current state need to "git gud" and realise that red rank games should be difficult for both sides...

  • @Spiritbx said:

    https://forum.deadbydaylight.com/en/discussion/comment/655719#Comment_655719

    Because no one wants 20 minutes games...

    The alternative was the old system, where the survivor would crouch around slowly looking for the hatch while the killer had no clue where they were without whispers.

    If you want that i suggest putting a needle in a haystack and going at it.

    I think the current system is too unforgiving. Most killers seem to camp the hatch until they see the last survivor before closing it and going after the last survivor.

  • I keep seeing " If you didn't get the 5 gens finished and gates opened, you don't deserve your escape" but how come if a killer doesn't get a 4k they still earn the kill automatically? Killers move faster than survivors and don't need to avoid anyone while looking for the hatch... Still seems very unfair

  • @Impact said:

    https://forum.deadbydaylight.com/en/discussion/comment/654652#Comment_654652

    Yes, perhaps an exclusive tier 4 teachable perk level on their original character?

    So killers can just dodge 4 man Dwights like they do groups with ANY items? Or tunnel down Dwights like they do Claudettes so zero gens get done?

  • The only issue I have is that the Bloodhunt would then take place 2 days after the PTB begins. PTB numbers die off very quickly as is and I don't see the need to encourage players not to engage in the TEST Build.

  • I'd stay out of lockers for a while... I see a lot of Iron Maiden and MYC in the early days of the PTB/DLC just yo nuke down survivors...

  • I played against Panda when he was a Myers. He quit immediately in the post game chat without giving a "gg :)" which was very unusual for him... We were solo and no BMs so I don't know...


    Monto was a god tier survivor who layed his life on the line to get us lower skilled players out <3


    Pug ragequit on first down against a Spirit...

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/82788/the-problem-with-dbd-balance-isnt-gen-rush-or-op-killers-i-know-the-problem-and-the-fix

    You've not explained anything we didn't already know as a community. There are countless threads about the damage wrought by SWF. The game wasn't made with it in mind and it was added after launch as there was a big call to be able to play with your friends. Making addons and offerings only work against SWFs would cripple the game. Also, you need to understand that not all addons are created equal. Most killers don't have ultra rares that match up to iri hatchet, tuft of hair, tombstone. Most are very bad in fact. Then you have Nurse, Billy, Bubba running around with no Ultra rares at all. Nurse and Billy are so capable that they don't need them. Bubba on the other hand is just worse off in general by default than Billy.

    SWFs beat killers running Ebony Mori on a consistent basis. Ebony only works because a killer gets to snowball early on, but an SWF playing optimally will fly through the gens before the first down occurs and open the gate. If you're not using some sort of one shot then they are saving their teammate and trading bodyblocks till they get out.

    In short, this is bad idea that won't do anything except kill the game.

    Actually SWF was always planned for the game since the start - they've said so multiple times on the Dev streams. The game wasn't BALANCED with it in mind. But you cant say it wasnt made with it in mind...

  • @rayoxium said:

    https://forum.deadbydaylight.com/en/discussion/comment/642507#Comment_642507

    I feel as if the majority of killers don't know that they lose bloodpoints for camping. Besides checking the emblems at the end of a game, they won't know that they lost bloodpoints due to "proximity to hooked survivors."

    Making that information more known should help, a lot of new players don't know much about the game.

    AFAIK You don't lose bloodpoints for camping/tunnelling. Only emblem points. So for killers it seems a win-win. Get bloodpoints and not rank upso you can torment lower rank survivors...

  • @StupidButTru said:

    https://forum.deadbydaylight.com/en/discussion/comment/639720#Comment_639720

    My only problem with Diversion mainly is that you need to be around the killer to gain it I rather you have a 60 second cool down or more.

    Yeah, true.. That and it should at least gain while in a chase...

  • My only issue with deliverance is the broken effect... Its hard enough to get it active that the broken effect is just too much ontop of it imho

    DS should have the 60 second timer but it should pause when youre in the dying state - this would prevent slugging and waiting it out. Its only counter play as is should be not tunnelling off the hook. (you can still face camp and grab survivors off that try saves at endgame. It will just punish tunneling and not camping)

    MoM should go back to PTB changes where safe unhooks granted a stack. Safe unhooks are a limited resource but more stable than protection hits. Would ensure not everyone can get the stacks while still making the perk reliable.

    Vigil should reduce exhaustion while running (Add while not in a chase if you want but it should still tick down while running).

    Boil over/Flip flop, Technician need general (slight) buffs.

    Alert, OoO, Premonition and Diversion are fine as is.

    Left Behind and Autodidact need to burn in a dumpster fire...

  • would prefer Billy "The Mindflayed" than demo. Humanoids make more sense in the entitys realm. Plus, #shirtlessBilly since we cant get Myers

  • that's fine for SWF but solo won't know they're being camped. all 3 could think their teammates aren't going for the unhook and end up going to see and that's no one doing gens. plus, even if SWF, one person typically waits nearby to see if a save would eventually be possible - even at last minute.


    historically, arm jiggleshave been used to convey "face camped. unsafe. do not attempt". but popular YouTubers seem to have changed tried to push this to now mean "come unhook me"...

  • Survivors: "Why should i waste 20 seconds healing a full health state when a killer can just regress it completely in one hit? This is completely broken and needs to be addressed. It should be the same! it should take the killer 20 seconds to injure me too!"


    Do you see? Do you see what you sound like?

  • They need to hide survivor names and cosmetics. Survivors can't see killers and killers don't need that meta advantage. it only encourages lobby dodging

  • @FredKrueger said:

    https://forum.deadbydaylight.com/en/discussion/comment/586576#Comment_586576

    I love survs that do that. Nothing better than seeing a pink or white shirt from half-way across the map. Got YA! They should definitely lower the cost of bright outfits for survivors... Lmao😈

    I think if all survivors appeared as default in the lobby it would dramatically help with lobby dodging. Show items obviously - just not cosmetics...

  • Why does one cosmetic set cost more than whole chapters? And are there any plans to change this?

  • What makes it even worse is if you fork out for survivor cosmetics you get dodged if you dare try to use them for fear of being toxic...

  • I think survivors would be okay if they got a heap of bloodpoints for being camped and the killer got penalized for it. I know I wouldnt mind being camped if it meant I was getting BPs for it and knowing the twat camping me would get out with nothing for it...

  • @PandapocalypzexX said:

    I think it's a valid technique. Like any annoying strategy in this game. It messes the killer up and let's the others finish gens. You could go for the bait and kill a guy.

    I think its perfectly fine. It may annoy the killer but also gives them the exact location of survivors. It would be ludicrous to me if they muted it in some form!

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