Sluzzy
Sluzzy
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1841803#Comment_1841803
Thanks for your honest answer, i can accept that ;)
I guess everybody is different, but i would get bored if i can not grow beyond my current skill level. And the only reason i see myself get better is to run into better teams (or into better killer).
I hope they implement a working ranking system so we all get paired with people who have the same skilllevel - and when we get better we rank up. Currently you can get anything right now, no matter what rank. As a rank 1 killer i run into 5K hours survivors who can loop like gods and the next game with the same killer, i play against survivor with 200 hours who are crouching around in a corner and wont last more then 15 seconds during chase.
How can you measure skill in DBD? Everything is luck based. You either have a deadzone or you are at a jungle gym. A survivor can perform poorly based on the map RNG. A survivor can perform poorly against a Huntress with inadequate hit registration. In one game, I can run a killer for several minutes and in another map I literally cannot find a pallet. In another game, nobody can find the totems and everyone dies. Everything is based on luck but everyone thinks they won because they think are skilled. Killers win automatically with their perk choices and map RNG. That's all there is to it.
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If I play solo, how can I lobby dodge a Freddy, Spirit, Huntress, or Blight with slowgen perks? These are not fair to verse.
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Yep, Leatherface was way overbuffed as usual. A paid DLC = has to be pay to win. It is stupid how a 1-shot can be held for so long with NO SKILL in doing so required. They basically made Billy, the free character, harder to play and less interesting and the paid DLC easier to play.
But Freddy is the king of pay to win.
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Now imagine that against a killer that can throw projectiles with 5 chances!
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Do the objective, lose your perk.
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Killers have it way too easy now.
Freddy with Ruin/Undying/Tinkerer is a guaranteed win.
Spirit with stridor and the usual slowgen perks is a guaranteed win.
Huntress with unfixed hitboxes are a guaranteed win.
Same with several other killers.
The game used to be survivor sided but it is killer sided now unless it is a 4 man SWAT team and then it balances out. This game would be a lot more popular if it was more friendly for newer and average players, but nobody wants to play a game when their outcome is predicted based on the killer and perks being used.
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That's like how would you nerf a Violin.
Only a small number of dedicated learn and can play the Nurse effectively. Only a few missed blinks will cost you the game, I know.
Some of the others are just too easy to win with.
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For the record, Tinkerer, Ruin, and Undying all punish survivor for doing the objective.
@Chicagopimp2019 said:
https://forum.deadbydaylight.com/en/discussion/comment/1117046#Comment_1117046
I agree. I think DS is a fine perk, it just needs to deactivate when a survivor goes in a locker or touches a gen. That would cut down on the abuse and not give them invulnerability for 60 seconds.
A locker can be a legitimate hiding place. Losing a perk for trying to hide in a horror game sounds counter-intuitive. Losing a perk for working on a gen seems like you are punished for actually playing the game. It would cause survivor to not work on the objective to save their perk. It's like a killer having a perk that he would lose for actually trying to kill. Very bad.
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All you have to do is look at the killrates for your answer. Never ask an individual main. Proof: Freddy, for example, has almost an 80% killrate and that factors in hatch escapes. If you remove the hatch, he would have almost a 100% winrate.
Proof: The game is extremely killer sided.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/1833717#Comment_1833717
If it was a weak perk every survivor wouldn't run it. The same cant be said about undying hex ruin. Many killers can't run it because they lack the mobility required to make it work.
I cant believe someone can say ds is a weak perk. I challenge you to enter 10 games and count the ds in play ill do the same. Ds is ingrained into every killers conscious as a thing to play around. Its mere existence threatens a killers ability to tunnel. Without current ds dbd tunneling would be on another level.
Ruin undying dosent play nicely with a tunnel playstyle. If you tunnel with ruin undying then ruin dosent work. Ruin undying works when the killer splits his focus across the map and is continously pressuring survivors off gens. You need more killer experiance if you have no concept how even the build works.
But that's true of BBQ. It's the #1 killer perk and it is so ingrained in every survivor's mind that they have to play around it.
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It is so rare to see a DS have benefit in a match much less win the match in an endgame scenario. When it happens, it is a nice clutch like a killer using blood warden to catch someone at the exit gates that didn't leave. Oh, but DS is soooo unfair endgame!!!
On the other hand, killers have the pleasure of having guaranteed benefit of Ruin/Tinkerer/Undying, etc.
DS is a weak perk, especially compared to perks like dead hard (free health state multiple times a match) and NOED which skips a health state.
The fact DS is complained about when all these other perks exists in their monstrosity shows how powerful tunneling is. If a killer can tunnel someone out of the match early, it is a guaranteed win for the killer.
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What about a killer that nods their head like they are real good with Ruin and Undying? I find that particularly disturbing.
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@VikingWilson said:
https://forum.deadbydaylight.com/en/discussion/comment/1820278#Comment_1820278
I don't blame anyone for not wanting to play killer at all, though I wish more would; it's ######### hard. I've given up on any Survivor Handbook for Killer bullshit, they don't deserve it.
I find killer the easiest of the two roles.
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Yes
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Clown's belly and gas is the most underrated aspect of DBD.
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Gen Rush does exists, but Kill Rush exists way more. Slugging and tunneling at 5 gens still up with Ruin and Undying still fully activated is what you get almost every game.
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I don't remember the last time thinking I had a pretty good chance at winning a solo match.
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It should be unlimited. I think it would make the game more interesting and cause killers to re-think whether they should use an aura perk every match.
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A decent chance against a top SWF means a sure win for anything less.
A game dies when you balance around the top and is unwelcoming for the majority.
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All it takes is one SWF coordinated genrush teabagging when that last gen is popped in your face and you'll be running NOED for awhile.
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@Pythonheir said:
https://forum.deadbydaylight.com/en/discussion/comment/1818757#Comment_1818757
We really shouldn't only consider one sides perception on the game. By balancing the game so that newer players have an easier time playing Survivor - that directly makes the game harder for the Killer role. Too often I see dev's, and manager's advocate "Make the game easier for new players is our goal", but by doing so you are gradually making the game worse for the players you require to even start a match. It's just going to drive more players away.
Seasoned Killers and New Killer's can't play the game, because it's too easy for Survivors. It becomes stressful. They even get forced to play in a manner that is unfun simply to progress. This all drives the Killer away. More Killers that leave will make ionger for Survivors (4 players at a time) to get into games. Survivors sitting in lobbies are going to grow board. Start to distract themself. Play other games. Gradually float to those other games.
This is why most games do not balance their game "around lower ranks". They balance it to be fun and fair across the board. At this moment if you're looking for my opinion - the dev's would do well if they straight up ignore survivors and directly only buff Killers till the Killer playerbase grows substantially. Then watch the statistics at this point a fair amount. Making even balancing changes to both sides only at this point.
https://forum.deadbydaylight.com/en/discussion/comment/1818855#Comment_1818855
You shouldn't balance it so a mediocre killer with busted perks and addons can beat any team a majority of the time and that is what you have right now. If the game was really balanced around lower ranks like you said, then survivors need MASSIVELY buffed because they are all dying within seconds of the match beginning. 9 out 10 matches is a bloodbath and that shouldn't be happening. Killers literally play the game on cruise control watching their perks tell them where to go.
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@Hardkill said:
https://forum.deadbydaylight.com/en/discussion/comment/1821129#Comment_1821129
Really?
Killers have had to deal with the same busted survivor meta for literally 4 years.
Dead hard for distance has *no counter* (unless exhaustion addons are used, but those are BoRiNg), DS/UB has no counter. All of which are FAR more detrimental to killers than Ruin/Undying is to survivors, because all of them require exactly zero skill and effort on the part of the survivor, where as ruin/undying STILL requires the killer to apply pressure to get survivors off gens to get any value from them.
Yet somehow, killers adapted.
Survivors can too. They just don't want to.
A major difference being that survivor perks can be avoided, but there is no avoiding Ruin/Undying/Tinkerer. Killer can bait DH or not tunnel DS and those perks are now magically voided. You can't ignore those killer perks because they stop the objective from being worked on.
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Most survivors have not adjusted because there is no such thing as adjusting to an unfair advantage. Tinkerer and Undying sound more like hacks than actual perks. A cheat code you type in telling you when an objective is almost complete. It is ridiculous.
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I think they alluded to having to work on animations so apparently there is going to be an animation to opening the hatch. If this is all they are going to do then that'll be great, this way the functionality of the key is the same but you can only open the hatch when it is safe.
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The strength of killers are all subjective. Each killer has a specific playstyle and strategy and certain people will do well with some and not others. For example, a person that is good at strategy will do a lot better at Trapper or Hag than someone that is not. These killers can be deadly and turn the match at the drop of a hat. A person that is not good at strategy but good at aggression will do better with Hillbilly or Oni. A skilled sniper will make Deathslinger look OP although he is slow moving around the map. And a person good at multitasking will do well with the Twins managing two killers. Thinking all these killers need buffed is not what you need. Each killer has a specific playstyle and thinking they should all be able to sprint around the map and get 12 easy hooks is wrong.
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Not sure what the answer is but it definitely shouldn't be buffing killer. For nearly two years there was a shortage of survivors and only recently has it been the opposite despite a laundry list of killer buffs, map nerfs, survivor nerfs. I think most console players play survivor because playing killer with a controller is harder. PC Killer is much easier. Most of the time you'll have a PC killer and 3 or 4 console survivors in a match at least in my experience. I can create a killer lobby and 9 out of 10 times 4 console survivors pop in instantly.
Killer already gets more BP but give them an extra BP at the end if it is a SWF.
2 SWF = 1.25x BP
3 SWF = 1.5x BP
4 SWF = 2x BP
or something like that to incentivize playing killer when there's a shortage.
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A little more evidence that Freddy is overpowered.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1818897#Comment_1818897
True, but it is still unfair because, for someone like trapper and hag, that is literally their only power. People only really run OoO when they are in a SWF group meaning that the trap is not useful towards anyone if the user sees you place it because they can just call it out to their team. They are just m1 killers otherwise.
For the oblivious status effect that is just bad in terms of design. This should not be the case and just falls into the category of OoO needing changes.
You forgot how powerful aura and slowgen perks are on a high mobile killer. God forbid a survivor perk that is a little bit stronger against a couple of killers. For a perk that shares the aura between the two, a killer should find that advantageous.
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If they don't stop balancing around a top SWF genrush, they will. New players will leave in a heart beat. From what I can tell, this game already has an unimpressive retention rate. (ie. People play a few matches and ditch it.)
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LOL
I've probably won the last 48 matches out of 50 with the Twins. Sure, I think they are too weak. C'mon BHVR, survivors need zero chance of escaping.
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@KSzerker said:
As the depip squad showed, if survivors are actually focused on escaping they will beat the killer most of the time. In reality most survivors spend a non-trivial amount of each match not actually progressing their main objective.
That's because a good killer won't let them. There's no better way than to kill a game is for John Blow to be able to slaughter the so-called Depip Squad with ease. It is almost at that point now.
The depip squad I would imagine didn't play the game as intended. No altruism, leaving the last person on hook on purpose, ignored chests, ignored half of the game.
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People say it is survivor sided because the majority of killers are mediocre at best. Unless it is a top SWAT team which you might see once a week, the game is killer sided.
- Maps heavily nerfed.
- Survivor perks always nerfed, killer perks buffed.
- New overpowered killer perks. Survivor perks are mediocre at best.
- Half of the killers have almost no counterplay, especially when played well.
- On average, 9 out of 10 games is a bloodbath at red ranks with no escape path except for the hatch
Conclusion: Killers are entitled to always wanting a 4K. Anything less is an unbalanced game in their tiny corner of the world.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1816505#Comment_1816505
for solo teams, yes.
SWFs dont really have a problem with Undying.
so basically the Ruin Undying Tinkerer meta just absolutely destroys any solo team there is, while being highly medicore against any actual high level, coordinated team.
It basically means there's no fair game for solos or normal SWFs.
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Killers love to pretend this combo is not all that great, but it is a free win. It is the most busted thing in this game. Ruin is already ridiculously strong on a good killer, Undying turns them into a god.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1815684#Comment_1815684
I have followed your profile comments, because you left a nasty one on mine. What I see is a camping and tunneling nurse, and a survivor who kills themselves on first hook often. You are hardly in a position to make that statement.
I should never be faulted for not struggling in an unwinnable match.
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Poor thing, probably the only game you lost. Stop being entitled.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/213103/how-are-keys-unbalanced
The unbalanced part of a key is that when the survivors F up their own game like 3 gen themselves, and the killer is pressuring them very well.
All it takes is 1 survivor to die so the other 3 can escape without any effert whatsoever, all it takes is 1 press of the button and they're gone.
They messed up so badly that they shouldn't escape in the first place, yet they get just another free escape.
Yes you can say "oh just use franklins when you see a key" 🤔
How logic it sounds, you have no idea how flawed that is.
How many survivors show their key in the lobby?
Answer: just a hand full of survivors will do that.
Every other survivor will switch last sec to a survivor with a key.
Sure now you can say "just equip franklins when a survivor doesn't press ready"
Yet there's another flaw there.
Most of the time they are just switching outfits, switching perks or are just afk.
So you just switched out a perk you wanted to counter a item that isn't used anyway.
Keys, mori and hatch are just stupid pitty/coward mechanic.
But it's fair and balanced for a killer to find 3 gens and sit on them like a hen on her nest?
Killers are not supposed to win every game.
Keys are fine.
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@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/comment/1815030#Comment_1815030
I know that's a concern with VOIP but as long as there was a way to quickly mute teammates like alt/right clicking their icon on the bottom left to mute that problem is easily resolved. Also a way to turn voip off and on in settings.
But this has been suggested for years and they won't do it, which is incredibly annoying as just about every competitive online game has it.
Immersion. It would be a chaotic mess listening to four randoms. If everyone is muting then it serves no purpose.
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@TheButcher said:
The only way they are going to close the gap between solo and swf is if they add voice chat. We know that. They know that.
The only reason they havn't is because there is this dumb stigma that "language barrier's will be a problem" or "people won't use it". Which is stupid.
Voice chat is only beneficial with friends. In Solo queue it would be annoying.
"Come save me you pos"
etc...
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I don't think a mechanic should exist to nerf survivors even more and allow killers to watch Netflix when the game starts. They should feel the urgency to find survivors.
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Buuuut...mori was nerfed so something on survivor side has to be nerfed too!
I don't remember the last time I saw a key being successfully used. Killers have a zillion tactics and perks to deal with keys but refuse to use them because they can't stop using Ruin and Undying and their other meta perks.
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Once upon a time you could play solo have a fair chance at winning. Not any more. It is truly amazing how rare the gates are ever powered playing solo, it is definitely a game balanced around SWF genrushing as fast as possible and that shouldn't be.
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There's a valid reason why DS is used so much.
And if you compare the survive-rate of DS with the winrate of killers using Ruin+Undying it is going to be obvious Ruin needs nerfed again. I bet it is a jawdropper how much killers win with the combo.
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Everything being nerfed into oblivion is not a good thing: makes for a boring predictable game. The devs are fault because they are unable to filter the noise and once the baby is given some candy, the cycle continues. That is what is wrong with the game.
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You should have worded your title "How can the Twins be changed so survivors are spawned in a dying state?"
Killers shouldn't all be like Freddy, where kills are given to you on a silver platter and there's virtually no escape path.
My response is "Git gud and stop being entitled"
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@Janick said:
Hello
Victor cannot be kicked or interacted with (except than the Survivor inside the locker) while he is on the locker. It is also full 10 sec. lower than this, is a bug. Yes we counted the 3sec wake up of the killer when we decided on the 10 sec. It might feel as a conservative value but its a new feature and was not on the PTB so we do not know how this feature will really affect the gameplay yet. If it requires a buff, we will readjust.
Also, Victor locker check was never approached as a sure grab, so its totally ok that the Survivor can still escape under certain conditions. If Survivor would know that its a 100% bad outcome, they would simply not use the locker.
I've been having the most fun with the Twins. Super effective and strong when played well. I have never felt weak. My only complaint is that survivors shouldn't be able to do any actions with Victor on their back. Other than that, you guys did great with this killer. So unique. I love the two killer concept. BTW, there is still a bug when switching back to Victor - your camera is sometimes tilted.
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Items are supposed to be "useful". A key has to be worked for. If they keep nerfing stuff, they need to remove the bloodweb and remove chests because toolboxes are already useless.
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There's plenty of counterplay to keys. They require a lot of work to use. They don't need nerfed.
But moris was probably nerfed too much. They do nothing for the killer now.
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Wow, they were smart to keep this change a secret. Were they nerfed too much is now a big question???
Keys are fine because they require a lot of work to use them. Hope they don't surprise and change them.
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My only complaint is when Victor is on someone's back, they should be hindered more. Why can someone still open a gate with Victor on their back? I had a game where I closed the hatch, I found the last survivor and pounced on them and before Charlotte could even get to the gate, they had it opened. They should have to remove Victor first before doing any actions.