Avatar

Snitz

Snitz

About

Username
Snitz
Joined
Visits
233
Last Active

Comments

  • A bit funny how the DS thread got answered instantly, but the response to the instablind thread was "no you're lagging" and "you know multiple people blind faster right?".

    https://forum.deadbydaylight.com/en/discussion/comment/1021120#Comment_1021120

  • @MrPeterPFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023455#Comment_1023455

    It’s not possible, please show me the Math on how that is possible

    Purple toolbox + socket swivels + clean rag=50% faster gen time, so every Gen you'd o with it takes only 40 seconds.

    So if 3 people have these it definitely can happen.

    Check the wiki if you want to see the numbers yourself.

  • As a mostly killer player, the early game and toolboxes.

    There's nothing more annoying than getting 2 gems popped after the first down, so you are forced to run CI or play a killer with good mobility.

    You also feel robbed when you didn't play bad but you just didn't have enough time because they brought toolboxes and every Gen took only 50 seconds, only counterplay there is bring a mori or get some lucky slugs.

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1022723#Comment_1022723

    You're missing the point. Just don't go after the unhooked person and you will *never* deal with DS. Ever. When you hook someone, go after someone else immediately. The hooked person can't do a gen, the one going for the unhook isn't doing a gen, and the one you're now chasing isn't doing a gen.

    Stop wasting time camping and going after freshly unhooked people just to complain about gen times. You're the one not pushing the others off the gens.

    "Just don't go after the hooked person".

    Yeah, sure buddy we all know DS is only active if the killer is playing like an ######### right?

    I mean getting DS'd by a healed player, completely fine.

    Getting DS'd after you hooked someone else? , just stop being such a bad guy.

    Slugged everyone after questionable unhooks?, nope toxic tunneler, now waste 1 minute.

    Oh and a person gets unhooked in the endgame? Now they are invincible for a minute, pray they can't crawl to the door.

  • @Aneurysm said:

    I played killer for the first time today since the latest update and the dedicated servers (PS4) I only played as doc but the lunge did feel strange, I don't know if the distance is less or it ends too quickly but it doesn't seem right, I'm pretty sure it's not (just) me being a potato.

    Yeah I was playing Demo and I felt like the lunge was slower or shorter too, weird.

  • Toolboxes shouldn't just speed up gens for free, like there's no reason why an item can just make a generator go from 80 seconds to 40 seconds.

    Reworking toolboxes would be a step in the right direction, but then there still is the early game where the killer has no pressure and survivors are free to work on gens, even worse when 2 survivors spawn on top of a generator at the other corner of the map.

    Then after that, I think there are too many many pallets on some maps, specially Ormond where you can play super safe and drop pallets carelessly, the killer can break every pallet you throw down and you'll still make it to the next one, this costs the killer pressure and in turn, generators.

  • @Siren said:

    Hit the nail on the head, Behavior isn't killing their game, people's crappy attitudes are. I've never seen so many people think that the better option to a change is to whine and cry and throw temper tantrums, rather than just saying "well that sucks, but I'll just have to learn to do better." It's super cringey.

    Except "doing better" is securing hook states, proxy camping, tunneling when you can and slugging.

    I mean sure if you play Billy, nurse, spirit, Freddy there's no excuse, but play any other killer and toolboxes are going to lose you the game.

  • @liquidlight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021720#Comment_1021720

    Don't let your entire team get slugged? Are you serious? How is a survivor supposed to prevent other survivors from being slugged. In some situations you can't. Now if someone is across the map and working on a gen and ignoring the fact that there are people down that need to be picked up then yeah... they messed up. But if someone has NOED or Haunted Ground was just broken or Michael has infinite evil within, or ghost face red rings everyone, or oni is in rage mode, or a killer has Devour Hope, and other countless scenarios (as rare or not so rare as some of these situations are they happen -- some are actually common) the survivor(s) are helpless to do anything. And unbreakable isn't a guaranteed success. The killer can still hit that one survivor down. And many times in these situations the survivors are all close together either because they were working in a gen or trying to make a save. It happens. You can't blame survivors or say they let it. That's ridiculous.

    If your team gets slugged that's too bad, but the killer shouldn't get punished for bad play, and you shouldn't get rewarded for it either.

    Every single example you mentioned has counter play, it's not like you just get nuked and couldn't to anything about it.

    Even if you're the last survivor left, if the killer hasn't seen you you have a chance to bring it back and that's good enough.

  • @altruistic said:

    It is very humorous to me reading all these tears threads.

    How heavily reliant so many were on one perk, and it’s gets a change and the world is burning.

    There’s an old saying, “don’t put all your eggs into one basket.”

    Interesting how most say a perk that would last them the first 30 seconds of every game changes, and suddenly playing Killer is near impossible.

    It lasting 30 seconds in the early game is good enough, it takes 45 seconds to do a Gen with 2 people considering the third person is doing nothing.

  • @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/968949#Comment_968949

    Have you heard of Corrupt Intervention? It is very good for early game, so yes killers do still have early game perks. And it's more consistent as well for it cannot be destroyed in 8 seconds of the match.

    Yeah, corrupt intervention is the next band-aid that will get picked 80% of games that aren't below rank 10.

    I honestly thought they nerfed ruin because they were going to follow it up with a nerf or fix to early gens, maybe something like EGC for early game, but no, it's like they came back from their holidays, sat down, looked at some perk stats and said, "nah, 80% is too much, must be broken".

  • @PhantomMask20763 said:

    Perhaps she makes survivors fall in love with her so they get some sort of debuff or something to hurt the other survivors, like Aphrodite from that one scooby doo episode

    https://us.v-cdn.net/6030815/uploads/947/PQN0QL4UVDX2.gif

    Damn, that looks like a pretty weird episode

  • I'd like a killer with a whip, who can hit survivors from a reasonably long range but doesn't move as slow as huntress, deep sea diver killer would be cool too.

    Other than that, as others have said:

    Map reworks, game optimization, better graphics.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/960036#Comment_960036

    I don't understand their logic at all. I used to be challenged at rank 1 because I'd be against 4 survivors at my skill level. Now I 4k 90% of my games because I'm against a SWF with a rank 15 because of the grouping changes, or an immersed blendette who doesn't know how to last 10 seconds in a chase that is somehow red ranks because of the reset changes.

    Yep, and then they release statistics that make killers look overpowered.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/962304#Comment_962304

    I have a clip of me waiting while a Dwight continued switching sides trying to bait a swing. He finally attempted the unhook and I grabbed him. Game over; they were the last two.

    That's too funny man, I love seeing people do this "tech".

  • Ah yes, the new hook "tech" that makes the killer waste a few seconds, I find a good counter is utilizing your camp-tech until you get a free hit or grab.

  • @Raccoon said:

    She is so unfun to play now ;(

    I'm just dumping BP into her during this event to unlock all perks (for my OCD) a d never have to look at her again.

    Me too, but for some reason I got like 7 surv puddings, but it's just not worth playing her because I just get destroyed.

  • I'd rather the screaches and screams just get removed from the game.

  • tierlist.png

    Unsure about Nurse, demo because they aren't played very often, Oni might be lower.

    From the perspective of someone without infinite add-ons, this is it imo.

  • @Boss said:

    Along with a new Tome & map rework, "Rank Rework 'Initiatives'" starts.

    https://us.v-cdn.net/6030815/uploads/314/EFLRI3DP8EBD.jpg

    Also, "and more..." starts, though that might just refer to the next roadmap.

    I hadn't seen that, but a rank rework could definitely help the game out and make it easier to balance.

    We all know a lot of survivors on the red ranks don't deserve to be there, maybe we have a lot of boosted kllers too, which is why I don't take red rank kill rate stats seriously.

    But if the ranked system is fixed, and players with thousands of hours get matched against each other instead of boosted players, we will be able to collect stats that actually matter.

  • @Runcore said:

    https://forum.deadbydaylight.com/en/discussion/comment/950836#Comment_950836

    Exactly, "The only correct balance approach is to bring solos up to the SWF level of intel, and buff killers accordingly around that."

    I think this mentality is unrealistic, making solos know where you are at all times would only make it possible to win if all killers somehow become as powerful as pre-nerf nurse.

    This could be done, of course, but this would change the game so much that it won't even be the same game at that point.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/952841#Comment_952841

    https://forum.deadbydaylight.com/en/discussion/61114/community-community-data-requests

    Here they did "survival rate by rank". People freaked out when they saw the 70ish% for rank 1, but the numbers work like that because when people die they most likely depip and go to rank 2, so the data was skewed towards survivors who didn't depip. When they examined the data that took into account survivors who were rank 1 before the games, the escape rate fell to 43% iirc.

    I need to work on my reading comprehension

  • True, there should be no challenges that force you to play a certain way or equip certain perks, they should all be able to be unlocked through normal play, things like hook 10 survivors, chase for a total of 6 minutes, for survivor heal 8 health states, finish 6 gens, all of these unlocked through multiple matches, of course.

  • These stats won't mean anything until ranks are an accurate representation of skill, you can see streamers with thousands of hours in the game 4k every single game because survivors are just not on the same level of play, even then, measuring how effective killers are on kills alone is a bad idea.

    A more interesting statistic to see imo would be the amount of survivors and killers in red ranks.

  • If you want to bring solos to swf power so bad, I think a better alternative would be to add a dialog box, similar to the one in tf2.

    images (19).jpeg

    For those of you who don't know, the way this works in tf2 is you press x to bring up the dialog box and keys 1-0 to choose a dialog.

    You could replace these with things like camp, tunnel, etc.

    The problem I have with bringing solos to swf level in dbd is that every game you would face the navy seal squad, everyone would know when they are safe on their gens and when to hide, meaning gens pop even faster and running a loop will guarantee a lost gen or two.

  • @castlebbq said:

    killer easy sneck hit survivor is no skill and tech at all

    the old patch can protect not to get first hit should be play in the normal game

    i don't need other player agree with me but if you need through forum to collect player advice

    so i just tell you in there

    object of obsession is counter method only must work with anytime.

    i'm spirit,billy,nurse etc. running 5 generators

    if you still dont change it back i still have big trouble and you make me feel so disgust.

    forgive my not good english.

    Well just don't stare at that Gen so much, trust me, it won't run away.

  • @TheChinCollector said:

    After sleeping on it, I realized a few more concerns that might pop up. Should killing a survivor by your own hand count toward a Killer’s kill rate and a Survivor’s survival rate? Should bleeding out count as a kill/death? How should a DC be counted on the Killer’s end or on the survivor who quit and their teammates sides? What if the Killer quit because their Kill rate would suffer? Will Bill every kick his smoking habit?

    How do y’all think these problems should be handled?

    This is why I think we should just improve on the current system, kills and escapes alone are too little information, like you said a killer could bring a mori everytime they can for a free rank up, or slug everyone to death.

    About DCs, I think DCs as killer and survivor should derank, or remove rank points from you to some extent and DCs should give the killer an amount of BP closer to that of a sacrifice.

  • What about comparing him to others at a loop? Wouldn't he be faster than the oni and the demogorgon because of his thinner collision box?

  • @Pulsar said:

    Yeah, DS doesn't need any buffs. It needs changes, but not buffs.

    Make the timer last an infinite amount of time BUT, it is immediately cancelled once you fully heal, work on a gen, or someone else gets hooked.

    Please note, it will not run out if you are slugged or being chased.

    I don't think making it last an infinite amount of time is a good idea, since 60 seconds is already enough for survivors to just play dumb because the know they can DS, plus lockers.

    Everything else I agree with.

  • @TheChinCollector said:

    https://forum.deadbydaylight.com/en/discussion/comment/951127#Comment_951127

    Once I got more responses to this I was going to summarize the idea and suggestions that sounded promising into a post on Feedback

    Oh OK, I'm fine with that.

  • I know this can sound scummy but please upvote ideas you agree with so devs can see how many people agree, if they do check this thread that is.

  • @LOA said:

    https://forum.deadbydaylight.com/en/discussion/comment/951098#Comment_951098

    The only problem with that is you can legitimately max out all four categories and hit the 32K mark, making it so there wasn't a limit for a certain category would only reward people who actually only did one thing, but hurting someone because they were forced to only do one thing is still a crappy way to go. That is why certain objectives need a point rebalance. Not many people go into the game thinking I am just going to do one thing, unless you just really like getting chased.

    I wouldn't remove the cap on just one category, I would delete the cap of all categories.

    Making it so that no one gets punished for whenever the killer either doesn't pressure gens properly, sticks to chases for too long, or allows survivors to be overly altruistic.

  • @LOA said:

    I don't think you can go to a straight kills%/survival% in this game. Sometimes you get a 4k because someone was AFK at the start and it suddenly became a 3v1, some people can Nea Duck-Walk across the map the entire game and not do a damn thing, then hop out of the game when someone else opens a gate. The emblems are there to reward a player for doing thing in each of those four specific categories for a reason, to reward people who can play the game and touch on each of those primary point objectives.

    The problem really comes from that as well. If you go into a match and run a 5 Gen Chase against a killer, you will max out on points and probably de-pip. You didn't do anything else while the others got points in the other 3 categories and at the very least, black piped. The thing the 8000 point cap in each area is a problem, either that, or some of those point objectives need to be reevaluated.

    I do still like implemented the ratios of kills and survivals too, though. It just all needs to mesh somehow.

    The 5 Gen chase situation is a good point, but I have an idea.

    What if you delete the cap of individual categories, but keep the 32k BP cap.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/950263#Comment_950263

    No we should bring solos on swf level and buff 80% of the killers that can't do ######### against swf. That's what BHVR should do.

    I don't know about that, you would basically need to make all killers as strong as pre nerf nurse, most of them would need a completely new kit, so I would rather play against swat team every once in a while.

  • @TheChinCollector said:

    https://forum.deadbydaylight.com/en/discussion/comment/951044#Comment_951044

    That was part of my worry too. However there is a maximum to how high the ratios can go. If a killer gets a 4K every game or a survivor escapes every time, their ratio would just be a 1.000. That was partly why I brought up the question of how far the matchmaking would reach in either direction of the killer’s Kill ratio. Would a difference of 0.1 be too significant (survivor of .650 against a killer of .750)? How broad would the range have to be to ensure plenty of players while still making things balanced?

    I guess you could make it so that the more time spent the broader the range gets, maybe get it to cap at about 20 minutes or so until it just ranks you to the highest players available.

  • I don't think we can have this discussion until the ranking system is fixed, if that ever happens.

    There are multiple killer streamers with thousands of hours who 4k every game simply because they can read every move red rank survivors make.

  • This is definitely a difficult topic to discuss imo, but I feel like we can still work on the current system, and add additional ranks on top of that, maybe something like master and challenger in LoL.

    What I have in mind is making it so you accumulate pips or some other point system, and at some point make it so that there is no safety pip, you could also make it so depipping is more punishing than usual until you reach a high amount you rank up again and enter some sort of new division.

    However, I have one problem with a division from super skilled players and red ranks, queue times might become unbearable.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/950977#Comment_950977

    True, toolboxes are broken. Maps are definitely not in a Killer's favor either. But ultimately, we cannot expect BHVR to take this route, its too long and tedious.

    This is true, the only thing you can do is change your perk setup to something like tremors, ruin/corrupt and PGTW if you see multiple toolboxes in lobby.

    Sadly, there are some survivors that swap to toolboxes at last second so you can't counter them.

  • No, I think the problem is most killers are too weak and either waste too much time in chase, or lack map pressure, this is worsened by big maps and gens that spawn in bad spots like second floors in haddonfield.

  • They should make rat liver baseline tbh, it's a brown add-on so you always have it on anyways.

  • I would like it if they started bringing in licensed killers from other games, like RE or SH.

    More killers from different folklore, stuff like werewolves, a vampire that looks like the vampire lord from skyrim would be cool, just to give examples.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/950717#Comment_950717

    That just makes him slightly more like Freddy instead of more unique....

    Also his portals are fine as is anyways, the big problem his portals have are the placement can be really buggy, and the oblivious effect being a main selling point of his character and it's basically not usable because he is so loud and has so many audible queues as to where he is anyways. T

    https://forum.deadbydaylight.com/en/discussion/comment/950721#Comment_950721

    What? You seem to be confusing the word "Shred" as in his ability with his physical shoulder hitbox. I mean his physical model actually snags on edges of certain loops and pushes him a little further out around edges making him slightly slower in loops than probably any other killer in the game (albeit I have not tested this on Oni).

    Shred will often deal no damage if you shred from a ledge, stairs, or any elevated surface negating pretty much the possible most fun times it would be to actually use the ability- furthermore if at elevation his shred collides you get jutted like 30ft in a random direction sometimes.

    I have about 300+ hours of just playing Demogorgon, he's pretty much the only reason I even got back into the game, so I've become a bit hyper sensitive to his issues; I recognize they are mostly not critical things, but there is a lot that could be done quality of life wise that would make him much more enjoyable and played more if they did address them....

    Oh yeah I thought you were talking about his shred hitbox, mostly because I had never heard anything about his collision box, that sucks but I don't think devs will ever reduce his collision.

    About elevated surfaces, yeah that is pretty stupid, though I'm not a coder so I don't know if it is possible to change that in dbd engine, maybe the jutting you mention is why they just make your shred stop.

  • @Kycer said:

    https://forum.deadbydaylight.com/en/discussion/comment/950700#Comment_950700

    I have an idea that might can fix his portals:

    Reduce the portals he has by 1

    slightly increase his teleport cooldown

    make him able to teleport to his portals without having to be standing on a portal (you don’t have to stand on a portal, just aim at a placed portal and teleport to it wherever you are)

    what do you guys think about that?

    I like it, make him more quiet too, or make his sounds be heard on the entire map and he will be a lot better.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/950700#Comment_950700

    It's been discussed and ignored, so a lot of folks kinda lost interest in Demogorgon in the meantime.... There are still folks who play him, but yeah...

    Same things mentioned before, shoulder hitbox loop collision, shred bug, elevation issues, loud footsteps/teleport noises defeating purpose of undetectable, and a lot of his addons outside of brown and green are actually not very good.

    I literally have piles of his rare and ultra rare add ons because all his best addons are brown, yellow or green lol. The deer lung, Rat's Liver, and maybe mew's guts/black heart are the only ones you'll want to really use.

    Ah yes, I totally forgot about his super loud sounds, that definitely needs to be reduced.

    Relating the other two, is his shoulder hitbox a downside?, I've seen it being used to either break pallets or catch a far away vault when they are to the side, but I've never seen this affect the demo negatively.

    By elevation issues I suppose you mean shredding off cliffs, if I'm correct, the only bad thing about this is when you bump into and invisible wall.

    Idk what that shred bug is though.

  • Well let's make this a little more constructive, how do you guys think his kit could be fixed?

    Maybe speed up underground travel?

    Discuss.

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/949053#Comment_949053

    I won't disagree with that, but when you consider the nerfs thrown at survivors over time relative to killer or playing as a soloq survivor which has received nerf after nerf.

    Then you throw in design decisions recently like EGC (or hatch close) which just benefits killers in general. Where if you have a high mobility killer and 2 adjacent doors then as a survivor your better off farming totems/hooks then trying to open gate if hatch is closed.

    In that capacity, its good that killers have received some push back. Unless the devs want killer queue times to increase.

    Well of course EGC benefits the killer, I mean if he finds the hatch and there is 1 survivor left shouldn't he have the better chance.

  • I've seen multiple people mention voice chat, but text chat is a way better alternative imo, how easy would it be to just type in "killer camping".

    Way better solution that baseline kindred because let's be honest, kindred isn't just an anti-camp perk, it gives you way more information than just that.

  • Equipping NOED automatically de ranks you to rank 20.

  • Well in that case doesn't borrowed time reward failure?

  • Damn imagine the xenomorph planting eggs on survivors.

1 2 3