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StarLost

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  • @MajiJo said:

    Also if you think Haddonfield is bad, atleast it can have bad RNG for Survivors on occasion. Badham is just always pure hell for Killer. If I'm not mistaken, every loop except for maybe 2 are completely safe and incredibly strong and the distance between each is very short.

    Badham is...rough, but I find that the map at least starts to open up a bit as the game progresses. I have the occasional moment where it's literally impossible to hook a survivor in time from where they fell or get a bad run of houses and survivors that know how to abuse them, but it's mostly just another rough map for killer.

    Haddonfield and RPD though...urgh. RPD has that potential loop in the office which feels like an actual infinite, although I haven't seen that for a while (maybe it was removed) and it's impossible to pressure certain gens and Haddonfield, as I slowly climb the MMR, is becoming a real slog. That one loop that I encountered tonight...yeah, if I see that being abused and I'm not running an anti-loop killer/build may end up being an AFK. It's just so cheap.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2640366#Comment_2640366

    Doctors addons have been almost all buffed and effectively reworked though with two of the effects of the addons becoming basekit (random skillcheck positions and reverse skillchecks)

    The addons used to have the problem that the primary effect and secondary effect both scaled with rarity making higher rarities of the addons comparatively much stronger in terms of both primary and secondary effects but they have done a good job cleaning up the addons so that there is only 1 effect that scales between addons so they are less exponentially better or worse than their counterparts

    I also enjoy doctors selection of addons and think quite highly of them personally I don't think he needs a full rework of his addons just a few buffs on the weaker few

    Its faster to list the addons I think need a touchup for doctor than those I think are fine so here are the only addons I think could use a fresh coat of paint if any

    Scrapped tape should also have the effect of maple knight since its hard to use and it would make using it much nicer without having to sacrifice both addon slots just to use a weird addon

    Duration of the restraint addons should increase by 2 seconds across the board that way you have enough time to look around, 1 second isn't much and is usually covered by the scream bubble so you can't tell where they are headed so its effect is very much unnoticeable at yellow rarity

    Other than that I think doctor is in a good spot

    Mm. Doctor's big problem is that maybe 60% of the time, shocks don't seem to correctly prevent actions unless you land one well in advance. It feels like something is up with validation on those.

    I've also yet to find a use for the addons that change the shape of his shocks. The beam is really hard to land and the ring is just...why?

    Still a fun killer though. The only one I actually get to play with Overcharge on.

  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2640421#Comment_2640421

    You don't want to open the breakable walls in the main building though it opens up the infinite lmao.

    You sort of have to I find, otherwise it can be bloody impossible to get a hook if you knock them down in the tunnel.

    I haven't really seen an infinite in the main building (it's entirely possible that I just haven't come up against it yet though). The only one I've seen in Badham are two houses put together, and at least I can smack the walls to prevent repeated abuse.

  • @Omans said:

    Use your left mouse to do an attack when dropping down from the roof (and move your camera in the direction you want to go). It is faster to drop down that way. You'll catch them eventually.

    If you have bamboozle (which you should always be running on Bubba), then it shouldn't take long to catch them if you path correctly.

    I actually thought of Bamboozle, but I honestly don't think it would help as there are two windows easily accessible, and the second I go through one they can just go through the other or down the stairs.

    It was one of those 'wait, what could I have done?' moments.

  • @MajiJo said:

    Oh, that's the Haddonfield "House of Pain". The same tiles are in Badmap- I mean Badham too. They're one of the strongest structures in the game for Survivors.

    Badham's equivalent at least has a breakable wall if I'm not mistaken. I'll often just bust that out if I'm passing.

    @Pulsar said:

    That is why it is referred to as the "House of Pain."

    Do not chase there.

    Sure.

    But what do you do against a group of survivors that just high-tail it there every time you chase them? This was the big problem I had tonight.

  • @Bennett_They1Them said:

    I feel like I'm playing way worse then I normally do on other M1 killers, especially in T1.

    It's not helping that for some reason, MMR decided to give me at least 1 BNP for all of the games I've tried to start learning him with.

    I only got him yesterday, but I do think I'm getting better. I'd say my main issues right now are about gen pressure and overcommitting to chase.

    any advice would be greatly appreciated!

    Sure. I played a lot of Nemesis for a while and got decently good with him.

    A few things:

    • Nemesis is all about his tentacle. Forget the zombies, if they do anything than that's fantastic but often they don't. Using the tentacle in the open will often get you juked; instead wait for them to drop a pallet or vault and hit them during the animation. There is a 'tech' (see: exploit) where a perfectly timed DH can prevent you hitting the survivor or breaking the pallet, but that's another discussion and you shouldn't see it much.
    • That said, always M1 when you can against uninfected survivors.
    • Get to M2 as quickly as you can. Kill zombies if you pass them.
    • Nemesis is a fantastic pallet-buster. Bait out the pallet drop, break it with your tentacle and you can often resume chase fairly quickly, or at least burn through a lot of pallets really fast.
    • His addons are mostly weak.
    • Perks wise, I like Plaything+Retribution (Nemesis thrives on information and a stealthy Nemesis is just terrifying) and then either Discordance or BBQ and the slowdown perk of your choice. I like Pop, but a lot of killers still enjoy Ruin. Replacing Discord/BBQ with Oppression is also a solid build that a lot of streamers seem to like.
    • Keep at it! He's a lot harder to learn than you'd expect, as missing tentacle strikes mid-chase can be very unforgiving.

    @OhEtsu said:

    Don't overcommit to your tentacle. You shouldn't always be trying to infect first thing since it gives a speed boost. Infect when it's actually a good idea to, which comes down to experience.

    Run Ruin. Your zombies will force survivors off of gens for easy value, and it's a really good way to slow the game down.

    Corrupt Intervention is really good as well since you have a slow start as Nemesis.

    For add-ons, run Marvin's Blood and the yellow watch thingy that increases zombie FOV. What this does is having decrease the time it takes to get T3 early while simultaneously pushing survivors off of gens with the zombies that can track much better now, slowing the game down by a considerable amount, and even more so if you're running Ruin.

    I would recommend running Monitor to get surprise infections on people as well. I run Monitor and it really helps. Plus his hands and tentacle look really cool with it.

    Remember that your tentacle is basically a basekit 4 STBFL stacks whenever you hit someone with it, meaning that it's much more efficient to injure people with your tentacle rather than an M1. Be sure you can hit it though, otherwise you'll waste more time than you save.

    Also remember that you can move around loops with your tentacle up to get a hit really well, especially in T3. You don't have to have LOS already to get a hit, you just have to make sure it's possible to get LOS after you pull it up.

    Break pallets with your tentacle because it's faster, and pulling up your tentacle at pallets works really well for forcing a hit, since as I mentioned previously you can easily walk around loops with it up.

    And last, don't, and I mean DO NOT UNDER ANY CIRCUMSTANCES chase survivors who have SB and hold W if they're not infected. That is a really easy way to lose. Don't chase map tiles like Jungle Gyms that essentially force you to become an M1 killer.

    For a build I would recommend BBQ, Corrupt, Monitor, and Ruin.

    After this it's just practice.

    I've really started to lean away from CI these days, as even survivors at my intermediate level have just started hiding, doing totems and waiting it out. More often than not it feels like Lethal Pursuer is my go-to for early pressure/infections.

  • @IamFran said:

    The Doctor.

    Aside from Discipline, Electrodes, Iridiscents and maybe Calm, the rest are all bad. Order, Restraint and the Tapes are trash.

    Doctor at least has some game-changing addons. They just need their effectiveness upped.

    @Altarf said:

    Besides Ghostface, who's also being looked at in the midchapter, Pyramid Head, Freddy, Nurse and Deathslinger are the most in need of add-on passes, I think. All of these killers have extremely underwhelming add-ons, with virtually no options outside of a single line of add-ons.

    Freddy in particular has no add-ons that make him noticeably stronger anymore, which is just sad considering he's not even very good anymore. Even Red Paint Brush has the downside of causing multiple survivors to wake themselves up with clocks at the start of the match, meaning for 90 seconds nobody is falling asleep and you are a powerless M1 killer, even if you hit them. Dream Projection teleport add-ons reduce the teleport cooldown by like, 1% and 2%, the skillcheck and status effect add-ons are worthless, Dream Pallets make him weaker, the ropes/chains are largely weak and don't work with Freddy's playstyle, (teleports to gens so yellow rope's increased gen sounds isn't useful, iron will counters green rope, swing chains is muffled by the chase music) all of the purples are gimmicky and range from barely noticeable effects (swing chains, z block) to actually making him weaker. (class photo) Don't even get me started on Black Box.

    I'd not only rework Freddy's add-ons, but I'd also give him a third rework pass. Aim to marry the old Freddy with the Dream Transition and the new one in a way that actually has a skill curve and unique gameplay.

    I hear you regarding Freddy, but that's a close to 0% chance sadly. They nerfed his addons super hard and BHVR generally don't like to revert nerfs.

  • @SweetTerror said:

    Killer games have been sweaty, especially with the abundance of nerfs lately. But I decided to say, "Screw it", and go with a simplistic build. Obviously the strongest weapon survivors have is SWF, but outside of that it's pallets, and I decided to equip Endearing, Brutal Strength, and STBFL. The last can be info or generator related, but having a build that completely disregards pallets altogether and focuses purely on the chase can be quite effective!

    I'm not a professional player by any means, but the more simplistic build = the more fun that I'm having. I think I'll keep this going until I can't anymore.

    Ah, the good ol' Unga-Bunga build. It can be extremely fun, especially on Pig.

    Another brainless but brutal build is Doctor with Agitation+Starstruck+Infectious Fright.

    @Kurri said:

    Discordance, DH, No Way Out - the fourth perk compliments the Killer.

    That's pretty much all I run at the moment.

    This is somewhat close to what I was running for a while, except it was more like Discordance+DH+Retribution+Undying. I always feel the lack of BBQ though, and I wish the BP gain was baked into every killer baseline.

    My current build is also a bit brainless, but it works like gangbusters unless you get a particularly stinky SWF.

    Plaything+Retribution+Discordance/BBQ+Surge

    Unless you get really unlucky, you get 4-5 Retribution procs off Plaything totems, or you get tons of crazy grabs and ambushes. Plaything is also the closest thing to a boon counter that isn't an instadown. Discordance/BBQ lets me dive into my next chase ASAP to get more Playthings out and Surge...Surge is just 'popping bubble-wrap' levels of theraputic.

  • @Pizzasauce said:

    I've played a lot of dbd but still consider myself fairly new as I only started the beginning of the Halloween event. With that said I am still learning about game etiquette. Some in game behavior confuses me. What are some dos and don't when it comes to in game politeness?

    Sure. And welcome to the game!

    A few things (from a killer perspective):

    As a survivor:

    • Don't teabag or flick your flashlight on and off at the killer. This is usually taken to be a taunt/BM, and is usually frowned on. A lot of the time, this will also cause the killer to fixate on you and probably tunnel/camp you out.
    • Sometimes, a quick teabag means 'thank you' when another survivor heals you.
    • Get out of the exit gates once you've won the game. A lot of survivors like to stay and gloat, but not only is this just a really lame thing to do, it can occasionally backfire. Just leave please so we can both get to our next game.
    • A 'gg' in postgame never hurt anyone.
    • Don't DC. A lot of survivors will pull their cable the second they get picked up, to deny the killer BP/Adepts etc. It's extremely BM and also puts your team at a disadvantage. If you really want out of the game, run to the killer and point at a hook.
    • Sometimes the killer will ease up if you are getting hammered or have a DC. This is usually a sign to farm some BP, do some gens, heal etc. If you don't want to farm and just end, see above.
    • Finally, if the killer picks you up and instead of hooking you, hits the air over the hatch/a generator/the exit gates, it usually means that they are giving you an out. If you run away instead, they will take it that you want them to kill you.

    As a killer:

    • Facecamping (standing by the hook waiting for a survivor to die) is usually considered BM, and is only acceptable if you care more about making someone die than getting BP (you take a hefty penalty from staying close to a hooked survivor). That said, proxy camping (patrolling in sight of a hook while pressuring gens) is entirely fine.
    • Hitting someone already on hook is considered BM. Don't do it.
    • 'Slugging' - knocking multiple survivors down and not hooking them is controversial. It can be a legitimate tactic (ie. you know someone else is nearby and want to try and down them too, to snowball into a win) but it can also be BM (not hooking any of the survivors on the ground and instead just standing there and letting them bleed out/downing them again if they use Unbreakable). Use it sparingly, and only when it makes sense tactically.

    @themoobs1984 said:

    https://forum.deadbydaylight.com/en/discussion/294924/gaming-etiquette

    Welcome. Wanted to inform you that most of the cave dwellers on this forum won't know what etiquette means.

    Hey! I rather like this cave!

  • @C3Tooth said:

    https://us.v-cdn.net/6030815/uploads/H2A850UNCVL4/image.png

    Because how can you out run her with those legs?

    I suppose plague is the exception that proves the rule?

  • @GuyFawx said:

    https://forum.deadbydaylight.com/en/discussion/comment/2640265#Comment_2640265

    True they are but my guess is killers will eventually adapt to them if they havent already ive seen killers dc because of boons

    There isn't much room for adaptation.

    CoH is just too strong when other healing perks are in play and people know how to abuse it. I've had multiple people injured, took a DS and by the time I catch up, everyone has healed to full. On an attrition killer, even the potential for boons means you are locked into a handful of perk builds if you don't want to get stomped.

    CoH needs a nerf.

    Beyond this, even at pretty high MMR play, killers are routinely just not bothering with snuffing unless the happen upon a boon by luck.

    There are 4 survivors.

    There is 1 killer.

    The time you spend snuffing - multiply that by 4. That's how much time you're giving the others to heal, rescue and do gens. And that's time that doesn't actually amount to much, because they can almost instantly have another one up.

  • @GuyFawx said:

    Killers shouldnt be alerted to the boon lit noise it just makes it too easy to know whats goin on

    Boons are too oppressive as is.

  • @Phasmamain said:

    They make a loud noise?

    Which can be worse than nothing at times.

    The amount of times I've used the sound to zone in on a boon, only to realize that it's actually on the floor below me...

    That said - the issue isn't finding them so much it's that it frequently takes as much time to find and snuff as it takes to put a new one up. And the time of the killer is much more at a premium than that of the survivors.

    @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2639929#Comment_2639929

    Maybe you should increase your volume or clean your ears. They are pretty easy to hear.

    The issue isn't hearing them. Although on some killers (Demo is the worst) your ambient noises, or noises in the map can mask it until you are really close.

    The issue is how much time it takes from hearing it to zero in on it compared to how much relative time it takes a single survivor to just pop a new one up somewhere.

    I've suggested an aura when you are close before.

    The game would be healthier for it, certainly.

    Or at least heavily rework them so as not to hard-counter all attrition based killers. It really just incentivizes camping and instandown perks.

  • @AceinaHole said:

    Your responsibility for this hacking mess comes to you and not from BHVR itself. If you have no self control to hack the game and only think in 2D then when will games ever be hacker free? Humans can't be responsible, why do you think people don't get freedom? Because people would use the internet for bad things same in real life.

    ...

    What did I just read?

  • @lauraa said:

    What gets me is when players can dish it but cant take it.

    Tea bagging every pallet is an open invitation to proxy camp that second stage if you ask me, so that's why I dont do it myself. Because I value my life lol

    Maybe 75% of people who clicky clicky and teabag DC the second you hook them. I suspect there is a self-esteem problem in play.

  • @GuyFawx said:

    You see im currently replaying a fun game called Quantum break and while its a single player only game it got me thinking about how dbd could borrow elements. Imagine the killer having a aura that either slows or speeds up time for all in its aura. Players could grow older during the match if they stay in it too longer and thus not as nimble in chases. im not very good about setting up ideas like this so ill let someone else do it but id love an evil Dr brown

    It's a cool idea, just not very...scary. It makes me think of that hilarious Shymalan movie that came out a bit back.

  • @Blueberry said:

    General notes/Early disclaimers

    I find Nemesis to be quite lackluster and he feels like a lot of missed potential. I thought we might get a discussion going of potential ways to improve him not only in terms of strength but also in terms of enjoyment to play as and against him. I've got some ideas but feel free to post you're own or simply thoughts on Nemesis as he currently exists.

    Firstly I think the #1 goal for every killers design should be to have the survivors play differently. We only have one game mode and well designed killers I think ask something different of the survivors. This philosophy keeps the game feeling fresh and unique even when it's still the same game every time. I find that we have too many killers that have their counter play or play style generally speaking identical to others.

    Some positive examples of good design would be things like Nurse, Huntress, Plague ect. Keep in mind we aren't talking about power level here, but simply their play style and how you play against them as a survivor. It's unique to other killers. This keeps the game fresh and differentiating one match from another.

    ---------------------------------------

    Nemesis

    I'm actually not looking to do much in regards to his tentacle as to me it's very copy/paste to other killers and not a unique experience. We want to emphasize what makes play as and against him unique. I also think improvements in terms of a killers map pressure or mobility are also much better design rather than improving on anti-loop. This allows survivors to have their long fun chases while allowing the killers to still be competitive and not have those long/fun chases lose them the entire game.

    • For every survivor currently infected zombies gain an addition 25% move speed.
    • Every time a survivor is hit with Tentacle Strike zombies move 25% faster for 10 seconds. During this boost period zombies are significantly louder.
    • Zombie detection range increased by 8m and field of view increased by 18 degrees. (Admin Wristband basically)
    • Reduce the speed boost gained from tentacle strike on causing infection. (basically only when it's used to cause infection, not cause damage)
    • Using a vaccine takes 10 seconds longer.
    • Mutation rate when hitting survivors increased by 33% (Marvins Blood)

    Essentially our main priority here is increasing map pressure through zombies which is his main feature that is unique. Survivors should actually be actively scared and running from zombies instead of what we have now which is just an annoying thing that shows up sometimes and isn't actually effective at giving any map pressure really whatsoever. I understand the devs have limitations with adding additional zombies which is why I have gone this route. If we cannot have more zombies, then make the ones we do have scarier. We want the zombies to be actively pressuring gens much better than they currently are as well as scary moments of speed increases for the zombies when the killer plays well and lands more tentacle strikes. This creates more risk/reward and skilled plays. The killer may try to greed more tentacle hits to increase map pressure but in turn these are much easier to dodge than if he just went for the m1. Survivors should need to draw zombies away and break line of sight to lose them. More active game play with the zombies in other words.

    The vaccine increase is to slow the gen pressure down a little more as well.

    The mutation rate change is because it's currently too low to where every Nemesis basically feels required to auto lock Marvins Blood every time and limits build diversity.

    The reduced speed boost on only infection tentacle strike hits (not ones that injure the survivor) is to make it a tad less punishing in the fact that he requires 3 hits to down survivors essentially.

    ----------------------------------------------

    Addons

    Not focusing here too heavily but just some tweaks to under performing addons.

    Iridescent Umbrella Badge - Survivors are inflicted with Exposed status effect for 60 seconds when using a vaccine.

    Shattered S.T.A.R.S. Badge - Increases zombie move speed by 100% for 45 seconds after a generator is completed. Your zombies are silent.

    ---------------------------------------------

    Will be actively updating this post with changes as necessary.

    He's a very odd killer. If it wasn't for the incredible popularity of the franchise, I don't think he'd be played much.

    • His zombies are amazingly map/RNG dependent. Some maps feel like they need a third zombie, and their AI still bugs out.
    • Infection...seems pointless. It doesn't really give much info and a lot of survivors don't even bother cleansing it. This feels like a part of his kit that got nerfed somewhere in development and then they ran of out time to do anything with it.
    • His tentacle is quite strong, despite it's janky hitbox, but the DH 'fix' amounted to a pretty substantial nerf to the tentacle, as not only does it give you a free dodge, but it can also prevent it from hitting you *and* breaking a pallet if you time it right.


  • @Friendly_Blendette said:

    Now that he is being removed as a purchasable character is he just gonna be left alone and stay the same until either they reaquire the lisence or the games servers shut down. I mean honestly demo is in a decent spot atm and I dont see any changes he needs and s with some botched reworks like Freddy, Trickster and Billy maybe its better that he is left alone.

    As others have said, he'll be balanced as needed - although he's in a pretty much perfect spot right now, barring a few useless addons.

  • @TheDarkTyrant said:

    What is the point of the BP cap? It should be taken out. I guess some would say because they wanna prevent stocking up insane amounts of BP but does that matter? It's not like they progress any faster. They can just save more but you'll end up in the same place as you do now. It's just that now you are forced to spend.

    I think it was introduced to discourage AFK bots that would essentially farm BP for you while you slept.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2639540#Comment_2639540

    Same.

    I've turned off messages from non-friends and I just recently had to make my profile private because some real gamers were messaging others on my friends list since they couldn't rage af me.

    Yurp.

    DbD was the game that finally made me make my Steam profile private, and reluctant to play against TTV lobbies.

  • @supersonic853 said:

    Like macro flashlighting. Dropping pallet and tbagging. Running at you with bt up. Ds into headon stunning you. Flashlight blinding at pallets. Ect. Do you roll your eyes or get annoyed? Personally on a good day i don't really care what they do as long as 3 gens don't pop in like first chase. Now on a bad day i might roll my eyes and just try to play normally. But if they force ds onto me i won't say if were down to the last 2 gens and im given the opportunity to tunnel the annoyance let them go. What can i say i aint perfect lol. Hbu?

    The first two - yes. For a long time I did my best to ignore it, but now I've embraced the rivalry. Particularly since the flicky flicky macros tend to give me an actual headache. If a survivor does this, I'm going full villain. There are few things more schadenfreude-tastic than camping out a teabagger until they DC.

    Running at me with BT up - thanks! I'll smack you one and find another target, then come back for you. You just wasted a powerful perk that could have let you escape safely.

    DS/Head-on - It's irritating, but it's fine. It's just using the perks as intended.

    Flashy blind at pallets - see #1. Headache. You are now my #1 target.

  • @OhEtsu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637981#Comment_2637981

    Not really. There are subtle hackers in most of your games, you just don't notice them. It's only the blatant hackers that are rare.

    I don't think so.

    I have maybe 1 'is this guy hacking or am I just terrible today?' game every day or two, but it could easily be the latter rather than the former.

    I encounter 1 overt hacker...maybe once a fortnight. I generally just AFK if I see them, not going to dignify them by trying to play against hacks. Granted, I'm likely significantly lower MMR than you are, but I don't see many when Otz or Tofu stream either. They occasionally have a 'is this survivor hacking, no wait she just picked a really weird perk combination' moment.

    This all said - yeah. I wish there was a way to detect and MAC ban every hacker in DbD. But hacks are so damn sophisticated now. For maybe 40-80 bucks a month, I can buy a hacking suite for nearly every competitive game out there.

  • @JohnWeak said:

    For those playing soloQ, have you noticed some changes in the quality of the players you are matched with today or yesterday ?

    I'll give it a try later. Yesterday at around mid-afternoon my side, SBMM seemed to be off completely and I had instant queues into a wide variety of groups. Later I had my usual queues and some really good games.

    I wonder if they tweaked something, because I've had some really bonkers games over the previous week.

    @[Deleted User] said:

    Something strange happened with the reset. Killer games have been super easy.

    Interesting. I've had mostly the opposite experience. Plenty of 2-3 man SWFs with fancy skins that gave me a really hard time.

  • @ManOMaker said:

    Like, let’s say your memory of DBD gets completely wiped and you find out about the game again. Would you purchase the game again? Why?

    Absolutely.

    I started at a really bad time. Killer matchmaking protections had recently been disabled and would remain that way for a long time. About half my games, as a very new player, were against SWF teams of survivors with hundreds, sometimes thousands of hours of experience, frequently smurfing at green or lower ranks. A lot of very unpleasant people telling me to 'uninstall, games full' in postgame.

    I persevered for a while and liked it...okay, despite it being very frustrating. Eventually I had one really bad experience that made me quit entirely.

    I came back just after SBMM was introduced and the game was so, so much better.

  • @Meg_Survivor said:

    I usually get on after work so ill say about 5:30 until 10:30 anywhere between that time, but on weekends i play anytime 12pm and onward. I feel like if you play late at night there are longer queue times then in the AM. In the mornings i literally queue up in less then 7 seconds, before cross play came out queue times were so horrible no matter the time of day you get on DBD

    I have a bizarro schedule work wise. If I'm doing online lessons with kids in China, I could be up all night in which case I could be playing at 5am. On regular work days, usually 6pm-ish. There are even days where I'll play at noon.

  • @coolmacc said:

    Killers always complain about playing against the same 4 perks then they complain when we start using boons. Survivors aren’t gonna play handicap perks so the devs can either release new perks that are strong or buff old perks either way.

    If I say my tires are flat, replacing one with a dinner plate does not improve the situation. Adding a perk potentially stronger than the too-good-to-pass-up meta perks does not mean those perks are any less problematic.

    That said, yes, DH and DS can be somewhat frustrating to play against. BT is fine. Unbreakable is...usually fine. However, all of them can be worked around. PTS and Spinechill scare me more at times.

    The major issue is that, on some killers, CoH is nearly impossible to deal with against a team that know how to abuse it. Setting one up in a spot where it projects through walls and a floor makes it nearly impossible to snuff without wasting far too much time. A team practically healing to full between me getting DSed and catching up is patently ridiculous.

    At the very least, it should not stack with other healing effects as aggressively as it currently does and snuffing it should apply a cooldown to erecting another boon.

  • @EntitySpawn said:

    Title. Killers getting nerfed. Useless perks/addons. Unwinable odds. Cheaters/hackers.

    I get we want new players to "have fun" but as a high skilled player its boring not seeing 80% of the roster, hell even killers I dont see often get nerfed (pinhead, even with fang and solve addons he still struggles to get alot of hooks/1k)

    Weak and pointless addons mean the killers run the same stuff, not their fault and I dont blame them but it makes it more stale.

    DCs, bad rng can just change a fun and interesting game to broken mess. Oh I can run this antiloop killer for 5 gens because I got shack into gym into a safe pallet or the other way around.

    Cheaters and hackers.... still an issue, even had a hacker insta healing me when I got injured and insta completed my gen.

    Am I the only one who hates the stale gameplay the devs are making?

    I have a...love/hate relationship with DbD.

    When I'm not playing it, I want to play it.

    After playing it for an hour or two, sometimes I want to set fire to the entire internet.

    I agree completely about killers. The devs' balance decisions feels off to me at times, frequently nerfs won't be surgical and will instead cripple an already struggling killer (Wraith, Cenobite, Deathslinger) or nerf an entire playstyle (Undying nerf significantly reduced the viability of hexplay).

    DCs - oh my. If there was one thing I'd change about Dbd rules wise, it would be to reduce the amount of DCs.

    Hacking - yeah. I'm honestly more scared of the subtle ones. It's a very tough issue for a smaller developer to solve though, as even massive Esports frequently struggle to stop hacking. Hacks have become incredibly sophisticated.

    That said - I really do enjoy the game, and the better I get at it the more I enjoy it. MMR, when it works properly, has definitely improved my match quality.

  • @AceinaHole said:

    You start the game and before you know it the game ends in a minute. Nurse must be looked at because this is unhealthy to the game especially combined with starstruck and addons.

    No.

    Nurse, if anything (and by BHVR's own design goals - balancing around net kill rates not ultra high MMR gameplay) needs a buff.

    You heard me right.

    You cannot have a double standard. If you are going to nerf killers because they are too troublesome for solos/low MMR groups despite them being mediocre at best in high MMR games, you cannot then nerf/not buff killers for the sake of high MMR games.

    Even in the hands of very experienced killers, Nurse is...streaky and difficult to do consistently well with. Watch Otz's '50 wins on Nurse' video - it was almost as difficult as pre-rework Trapper.

  • @TheDarkTyrant said:

    You should try to get some Last of Us characters in the game if possible. Preferably Joel Miller. Everyone says Ellie but I would just much prefer Joel. But that's why you have legendary skins. And that's it. Just a 1 character chapter/paragraph for PlayStation. Kinda like how Bill was.

    Why would you want platform exclusive stuff?

    The last game I can remember trying it was Marvel's Avengers, and that caused a huge backlash.

  • @nfochairman said:

    Gamers today are babies. They will take the easy way out. Survivor is like a child's game compared to killer. Literally the reason players have time and effort to troll & teabag. Because the killer is too busy worrying about the 6,000 things he has to do while the survivor who is supposed to be under stress from the killer is playing a game they almost can't lose unless they're awful. If DBD was to change the game to make it more balanced all the survivors would quit and go to another game where they are catered to.

    The only people that think this game is balanced are people who never play killer.

    Yeah, this thread is going to go well.

    I mostly play killer (80% of the time I'd say) and I definitely sympathize - it's an incredibly frustrating role a lot of the time.

    This isn't helped by how BM so many survivors are - nothing makes your day quite like having someone teabag you at the gates after you deliberately went easy after they had a DC.

    BHVR's occasional frustrating design decisions regarding killers don't help much - nerfing Wraith and Pinhead because of the trouble they give newer players while not buffing nerf because of the trouble she gives higher MMR players feels like a double standard.

    That said...most survivor players either also play killer, or just don't enjoy the killer role, and prefer a more cooperative approach to high responsibility solo play. It's certainly a more relaxing role.

    This a point that can be made without being nasty to survivor players.

    Except for the BMers amongst you.

    You know who you are.

  • @my_name_jeff_69 said:

    When you load into a match as survivor, and see the killer for the first time, what killers make you happy to play against them?

    I love to face:

    • Hag. So many survivors struggle against her. Just watch your feet and find her 'zone'. The exception is camping Hags, but those are rarer than actual Hags are.
    • Demogorgon. The portals are a cool mechanic and he's incredibly easy to hear coming. Shred feels powerful and skillful without feeling cheap.
    • Pinhead. Juking his chains is fun and I love the Box as a secondary mechanic. I'm also just a big fan of the franchise.
    • Plague. Incredibly rare (as rare as Hag it seems right now, there was a brief spike after her rework but it tapered off fast). Cool mechanic that is as fun as it is to try to outplay as it is to use. She also looks really imposing. I love 'side objective' killers, they break up the monotony so much.
  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637833#Comment_2637833

    Please provide proof of your claims and statistics.

    Otherwise, I disagree and I say that 99% of SWF's have comms and all of them communicate killer location. Especially since official DBD discord has SWF rooms and LFG.

    I'd say:

    1. Common sense.
    2. The fact that I can beat them fairly regularly. Of course you get the ones who are smurfing sometimes, but that's a different discussion.
  • @Goblin said:

    Why this game ban me after i dc from a couple of swf that were teabaging me and not unhooking me. And the killer just watch them and give them the exit gate.

    I am the toxic in that situation? And other thing is it hard or difficult to have a match history?

    Unfortunately, while you aren't toxic the system can't differentiate between your DC and someone DCing out of rage, or to BM the killer/deny them BP, or to give their buddy the hatch.

    DCing is already an epidemic in DbD right now, and even with the penalties I'll have one survivor DC the second I pick them up in multiple games in a row.

    In future - just alt+Tab out and watch an episode of something you like.

    They want you to DC and eat a penalty. That's the cherry on top of the troll cake.

  • @UwUGamer06 said:

    For me it would have to be nemesis and wraith

    Nemesis isn't too bad once you get a feel for his tentacle timings. Bait it with a fake vault then vault.

    Wraith...just loop him. He really struggles against boons too.

    For me:

    Blight: He's fast, strong and always jumpscares me when I least expect him.

    Huntress: I still don't have the timing down to juke her axes.

    Bubba: So, so many of these rely on camping.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637880#Comment_2637880

    Assuming all the MMR is equal, a 2k is a tie, kinda.

    As we have seen, the first kill gives the killer the most mmr, the final kill the least. Meaning that even with a 2k, you would gain mmr, albeit a tiny amount.

    But if you have 1 god tier survivor and 3 potatoes, you could kill that god tier survivor and gain mmr even if the 3 potatoes escape.

    So no, a 3k or a 4k isnt a win, and while a 2k is as close to a tie as you can get, in reality, it's not.

    Not even counting the fact that 3 survivors escaping isnt considered a win if you died. If a 1k is truly a loss, a dead survivor would gain mmr. If a 3k is truly a win, the 4th survivor wouldnt gain mmr by escaping through the gate.

    So yeah, made up rules.

    Wait, where did you hear that the first kill gives the most MMR?

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2638192#Comment_2638192

    Not to mention it's a maze to get around and pallets that killers HAVE to break to continue the chase. I love it because it's a RE map in DbD but when it's the size of Red Forest but with maze like corridors like the Lab makes only a select few killers have a chance....ie Mobility or Stealth killers.

    The pallets are only a part of the problem.

    The big problem right now, and one that not enough people are talking about is how many pseudo-infinites have crept back into the game. The basement house on Haddonfield (the one with the U shaped staircase and 2 windows), the 'barge' on Swamp, the double window bush house on Badham and several potential spots on RPD - particularly the office and the 'prison room'.

    Survivors who know about these will just run directly there and you may as well give up unless you're playing Nemesis or something.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2638171#Comment_2638171

    oh, what's your channel? I'll check it out! :)

    Mine's RosinRush.ca (or Bennett H they/them dungeon tracks if you're searching on youtube)

    I'm a musician.

    It's a horror channel focused mostly on anime and manga. Unfortunately it has my IRL details on it, so I'm reluctant to give it out on any public forum. Especially after the recent drama on these boards.

    I'll check yours out though.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2638169#Comment_2638169

    Ahhhhhh ok I misunderstood....but my point still stands with RPD that map can go to hell and stay there.

    RPD is an awful, awful map. It takes a lot to make me miss Badham and Haddonfield, but RPD manages sometimes.

    It's just such a misery to play against survivors that know what they are doing. So many safe vaults that allow you to completely drop chase on demand.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2638069#Comment_2638069

    I stopped steam from sharing my ip. oddly, it warned it'd take longer to queue, but these've been the fastest queues ever.

    I use a VPN (the missus is a bear about internet security and insisted on it when I started my YouTube channel) but I'll give it a try.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637875#Comment_2637875

    Demo is not gone for good. People who bought the DLC will keep the survivors and killer. We will just not have the Lab *Loud screaming of joy and happiness fills the air* anymore.....thank goodness now to get rid of the RPD map then I'll be happy.

    Yes, I mean 'it will no longer be available for purchase' :)

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/294741/bhvr-any-info-on-when-i-can-play-the-game

    I'm sure they're hard at work.

    for now, maybe change up your steam settings if you're on steam. (after doing so, I've actually also had wicked fast Q times, like, 99% shorter)

    SBMM seemed to be wonky a bit earlier, as I was getting instant queues too (and...interesting matchups, including a player with nearly 6000 hours to my 200ish).

    Out of interest - what settings did you alter? That p2p thing?

  • @OldHunterLight said:

    So basically in case people don't know, there are a lot of cheaters, and ddoxers, some streamers got swatted, people are getting their routers destroyed.

    The only way to play right now risk free is to buy a VPN, so why do I have to buy a membership on a vpn to play this game?

    Oh nvm new skins!!

    On the serious talk, why are you so silent about this topic? It is worse for you to stay quiet because it says that you don't know what you are doing or how can you do something about it.

    Big companies at times of crisis are like ducks.

    The upper body glides on serenely but the legs are paddling away like mad below the surface of the water.

    They'll fix it (they have to - this was a massive gaffe) and they will likely give out some free BP and maybe a skin by way of apology.

  • @Kurri said:

    Why not just add in game messages for things like;

    • Focus on Repairing!
    • I'm Going For The Unhook!
    • Help Me!
    • Run! I'm Going For Hatch!
    • Sorry...
    • Thank-you!
    • Come On! Keep It Up!
    • Awesome!
    • Get away from me!
    • Open the gates! I'll save the others!
    • Follow me!
    • Don't rescue me!
    • The hunter is close! Hide!

    etc, etc, etc

    I'm not mentioning the game I stole these from, but it's a game that has literally everything everyone else has been asking for since Dead by Daylights creation.

    These are so perfect that I wish I could upvote you twice.

  • @Pankaces said:

    Is it just me or every single new killer is just godlike loop potential and thats all?

    Like we have nemesis that is a vault the window get hit by tentacle, dont vault it get punched

    Trickster is spam knives at survivor and move because they cant move faster when crouching so they are getting hit from every 6th knife until they are downed

    The artist is just i'll leave a crow here and you find another loop or get hit

    The cenobite has more counterplay because you get warned when he opens a portal but he is still only good at looping maybe being a bit helped by his passive chains but gets countered by a good survivor team

    And these are 4 in a row anti looping potential killers that are in dbd. I know that it's hard to come with a good killer ideea and i don't really want to say that i dont appreciate the developers for making a large variety of killers but i would like to see more killers that are better in other situations or just not having a ranged attack

    If you guys have a different opinion about this subject or just think im wrong let me know, i would really appreciate more opinions

    There is something of an arms race going on right now - as survivors, even intermediate survivors get better and better at chaining loops together into frustrating chases or sneaking around the map doing gens, combined with the addition of boons is making playing killer quite difficult. To compensate, killers are usually given more anti-loop and sometimes traversal/information tools.

    I'm not really sure what else they could add. Instadown killers are a problem because they are frustrating to play against and tend to incentivize camping. Stealth killers crush new players as does any killer with a side objective.

    Thus it's going to be unga-bunga type anti-loopers.

  • @Kurri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637935#Comment_2637935

    Have been playing the game recently? There is a hacker in like every game, every second game, and you can't even make a smurf account to get away from them because the hackers that get banned just make new accounts - so their are hackers all over the new player games as well.

    Maybe you just didn't notice because you didn't take the time to learn the natural details of everything in the game to catch "subtle hackers".

    You are exaggerating. Even the pretty high MMR streamers barely encounter overt hackers, and I see maybe 1 every 100 or so games at my intermediate MMR. Tofu was actually talking about this yesterday, and they seldom pop up (generally at ultra high level MMR).

    Regardless, this does not explain the ridiculous rates of DCs I experience in my games (usually early on) and absolutely does not excuse it.

  • @Kurri said:

    I don't care when players leave. It's a casual game and I will never be fine with players being forced to play a GAME they are not having fun in. That's why it's a game - to have fun.

    It's so many DC's before that player quits the game entirely if they are leaving games because it's unfun.

    What makes even less sense is players being forced to stay in games against hackers, and rule breakers. It makes even less sense to be punished because of performance issues, and server issues. It makes even less sense to be punished for having to DC because of bugs.

    It also doesn't make sense that Survivors can suicide on hook, but Killers are forced to wait out till the end of a match.

    https://forum.deadbydaylight.com/en/discussion/comment/2637869#Comment_2637869

    This game isn't clean enough like League of Legends to have a harsh leaver penalty.

    Except that the vast, vast majority of DCs are not against hackers. Only a tiny minority of DbD players hack - and of those that do, most are subtle about it.

    When people say 'I'm not having fun' they mostly mean 'I don't think I'll have an easy win'. I see maybe 1 DC every 4 games, sometimes every 3. Those are unacceptable numbers.

    'If I don't win EZ I DC' is a terrible thing to advocate for - because it means that the killer gets less BP and the other 3 players now have to suffer through a loss.

    If you aren't having fun, don't play the game. Don't sabotage the game for 4 other players.

  • @my_name_jeff_69 said:

    As a killer main, I have never wanted to give up on this game until now. I wont, but I really want to.

    Killer is not fun anymore, survivors have their wins almost given to them on a silver platter. Currently every game I play now is so dull and boring, it's pre drop after pre drop after pre drop with no mind games, no looping, nothing. Just pre drop and hold w. And considering the killer I main is Billy, who already isn't the strongest, this hurts him even more.

    At this point for a killer to win, ie get a 3 or 4k, you have to play in scummy ways, by either tunneling someone out of the game, camping, or slugging everyone. Which isn't fun. The worst part is even the scummy strategies aren't even that viable anymore with the release of boons and new perks. You know how hard it is to slug when COH is up? COH almost eliminates all snowball potential by itself. Holding W is already the strongest thing you can do, so now the devs are making it worse by releasing overcome, which gives you 40s of pure free distance. If you commit to that chase, unless you're Nurse or Blight, you will lose the game then and there.

    Not to mention the terrible map design, big maps are bad maps, and the devs seem to want to releases big map after big map, the new map is huge, which isn't what the game needs.

    Accompany this with the meta of dead hard, bt, ds, coh, the killer has so little to utilize in their favor.

    I've only actively gotten mad at this game today, I have never gotten this angry in my 4 years of playing this game.

    This game needs some changes, fast, we need

    • Better map design
    • A boon change (For example, make it where if you snuff a boon you destroy the totem, limiting the use of a boon to 5 times and making players try to utilize them less frequently but more impactfully)
    • A overhaul to the overcome perk entirely
    • Making holding W not as strong and/or give us killers who aren't effected as strongly by it

    I sympathize, especially with map design. I don't get how people can say 'there are no infinites left lul' when you have stuff like the basement house on Haddonfield, which is so close to an infinite that it may as well be. RPD and Badham are also awful.

    This does at times feel like a game designed to make you rage, especially as a killer, especially especially with how BM some survivors are.

    What I like to do in these cases is either play a few games as survivor (it's...so much more relaxing) or find a killer that I'm quite good at, throw on some addons and go break some heads.

    It doesn't help that some evenings SBMM feels entirely broken, with me getting constant insta-queues into nutty 3000 hour premades.

    Boons...yeah. Otz just had a stream where his streak with Cenobite was lost mostly because of boons. The healing stacks too well with medkits and other perks, and it's almost pointless to get rid of them if you are already behind.

    That said...

    @[Deleted User] said:

    At this point for a killer to win, ie get a 3 or 4k, you have to play in scummy ways,

    I stop reading posts like this when points like this get brought up. It's unfair to call a game unbalanced when you are following made-up rules.

    It's tricky, considering BHVR have gone on record to say that they want to eliminate 'facecamping' completely, and as it stands camping (or even being led on chases around hooks by canny survivors) destroys your BP gain.

    It also gets tedious having to slug and camp people out game after game, and probably isn't much fun on the receiving end either. It's just sometimes that, or get looped for 5 minutes by a survivor abusing a pseudo-infinite on a map offering.

  • @beatddb said:

    So in one of the tome IX cutscenes we can clearly see a new spider-like creature as a killer. We can see its appearance and one interesting thing is that it opens its mouth just like the demogorgon does, and even moves pretty fast in some pounce-like fashion.

    https://us.v-cdn.net/6030815/uploads/LH9Z4IY4CJVE/screenshot-1.png

    But if I'm not mistaken this would be the first time BHVR shows that much of a killer before release (other than blight I think). So, instead of a whole new killer chapter with new power and stuff, wouldn't it just be the killer that will replace the demo after the license is over? So, new players would have to buy that one instead, while players who had demo would keep it as a legendary skin

    I've always wanted a spoopy spider killer (spawn baby spiders! Stealth in web! Drop onto people doing gens! Yes please) but I doubt it'll replace Demo.

    Demo is gone for good. BHVR have been quite unambiguously clear on this one.

  • @ZephanUnbound said:

    Does anyone else understand it? Why quit, get no points for a match, and take a 5 minute matchmaking ban, just because you're unhappy that a killer downed you a little quicker than you had hoped, or because the killer tunneled you or is camping your hook, or because a killer is using a perk that negated your dead hard, or whatever? Even if you're know you're going to be tunneled and hook camped until your death, why quit, it's actually faster to wait for the death on hook, helping your team get some gens done for free in the process, and then get another match, than it is to quit and take a 5 minute matchmaking ban. I just don't get it.

    It's usually not about quitting.

    It's about being BM.

    You are basically throwing a sulk because you might have had a more challenging game than usual.

    Honestly, if I were in charge of the system, I'd introduce something like LeaverBuster in LoL. People who persistently DC would wind up with lengthy bans and eventually a perma.

    Like, I understand that sometimes you have internet issues, or a rare crash. I even understand occasionally DCing after you get sent to RPD or Haddonfield multiple times in a row. Sometimes you have to DC, for example when a hacker traps you in a game and goes AFK.

    However, with how commonly people DC in my games (and I'm not even particularly cheesy/nasty unless you BM me) this cannot possibly be a rare occurrence. It's so bad that some people in SWFs will even tactically DC to give their friend the hatch or to break certain killer perks (NWO/BW etc. that rely on hooks).

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637745#Comment_2637745

    How can it be overpowered? The devs have already ruled that it's not cheating.

    Because it would be pretty much maphacks.

    The vast, vast majority of premades aren't 4man tourney comps. A lot of the time, it's 2-3 randos queued together. They won't communicate perfectly. They'll be overly altruistic. They might start fighting or accidently giving false information. Hell, if I with my whopping 218 hours of DbD can at least 2k most of the non-smurfing premades I come up against, anyone can.

    What you are asking for would essentially amount to giving solos an advantage over most SWFs.

    More importantly, it would make playing killer absolutely miserable. Just think of how useless Ghostface, Wraith, Myers or similar killers would be if you could constantly see their auras.

    You'd have to give killers a colossal buff to compensate. I'm talking baseline BBQ+Deerstalker+IAE+Monitor - and that may not even be enough.

    It's just...not going to happen.

    @botrax said:

    OP is right that perk is not overpower and its fair because like he said swf already have that perk as a basekit. Maybe that perk should be basekit like that survivor can keep their 4 second chance perk and their booner intact

    I have no idea what you are saying here, but no - it would be a ridiculous change that if it were done in a vacuum would break the game.

    @SeannyD115 said:

    They could just add coms to the game or have premade messages that the whole team can see.

    Example killer is camping do gens

    Bingo.

    Give solos more ways to communicate. That's what (and *all*) that is required.

    This game has to be fun for killers too.

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