Avatar

StarLost

StarLost

About

Username
StarLost
Joined
Visits
0
Last Active
—

Comments

  • @danielmaster87 said:

    I know Pinhead is weak, but it makes no sense that you struggle with him yet dominate with "no add-ons" Myers and Doctor. They're not much better than he is.

    Doctor especially, since about half his powerset is locked behind addons.

  • @luvcraft said:

    Pinhead's special was already useless, and all his power comes from the box, and my framerate playing as him is literally half what it is with any other killer. His saving grace was the box, but because the devs had a brain fart and forget Franklin's existed when they made the box, they later nerfed the box into the ground, so now it's useless too. And they nerfed it based on how matches were going before survivors knew how it worked, so now that survivors understand it the effect of the nerf is even worse.

    I guess I should just forget he exists and go back to just playing Doctor and Myers, and consistently 4k-ing with no add-ons.

    He's weak. A huge amount of his power came from his addons, and they were gutted to almost Freddy levels.

    He's not as weak as some other killers - and that's genuinely depressing.

    That said - I still do play him a fair amount and can have some success, but wow - Pinhead on The Game is one of the most frustrating experiences imaginable.

    @Sepex said:

    https://forum.deadbydaylight.com/en/discussion/301972/pinhead-is-unplayable-now

    I'm sorry but consistently 4k'n with Myers no add-ons against even semi-competent survivors is highly unlikely.

    Unless it's a Blight or a very good Nurse or Huntress, 4king against competent survivors on any killer consistently is highly unlikely. That's...sort of the point of SBMM. Myers can do very well with TSP or perma T3 though.

    The only killer I can generally get a 3-4k on if I absolutely want to is Hag if I really step on the gas. Generally though, I'll give people hatch, sometimes even a duo gate.

  • @Malkhrim said:

    2021 is almost over, and while some changes to the game this year were good, others were quite bad. One thing that I think was particularly negative, specially in comparison to 2020, is how map balance was handled.

    TL;DR: Map reworks and new map additions made the game more unbalanced and less fun. Now there are fewer killer-sided maps and even more survivor-sided ones.

    First off, let's see what was positive about map balance this year:

    The Crotus Prenn Asylum rework. That's it. Two maps had a few issues solved, like their really strong main buildings.

    Now, everything map-related that was bad:

    The Game (Gideon Meat Packing Plant) rework was terrible. It went from one of the few killer sided maps that still had a few things going for survivors to one that not only is insanely survivor sided as also really boring, with god pallet after god pallet, no mindgames, no strategy, no gameplay.

    The maps from Coldwind Farm were known for years as some of the most survivor-sided ones, and the rework managed to make them worse! None of their issues were touched, but they gained new hay tiles that are big enough to waste some of the killer's time but low enough so survivors can see the killers through them, making mindgames impossible. Also, breakable walls were added to previously fixed loops and even visibility in the corn has decreased a little bit. Not to mention it's harder to see scratch marks on them now.

    RPD was added as a map... and looks like the devs ignored all they had acknowledged about map balance in the past while making this one. Enormous size, loops that range from useless to broken, and it even has at least one infinite. It's miserable to play on it for both sides, but sure as hell it's much worse if you're the killer. Good luck trying to protect the gens or apply pressure on such a huge area, or to catch survivors on the strongest loops.

    And to make matters worse, Hawkins was one of the few maps that were still good for killers. It was removed. That also means one less maps to try stealth builds.

    Then there was the newest map addition: Eyrie of Crows. While I loved its visuals, there is one thing that I found very problematic and that should be avoided: the map is huge. I mean, the total area isn't that big compared to many maps, but it suffers from a similar issue to Ormond: there are loops, hooks and even generators spread through all the area, even on the edges, which means the area you have to walk is actually ridiculously big, which is a problem for applying pressure if you are playing a killer with no mobility like Myers, Clown or Deathslinger. A map big like that being retctangular means that the distance for crossing the map can be potentially even bigger, putting Ormond to shame and making the "Hold W" thing even more annoying. Eyrie of Crows also has another problem that wouldn't be that big of a deal a while ago, but it is due to Boon Totems: The main building has totems on its second floor that, in case you hear them from bellow, can take quite some time to go up the stairs, snuff it and go back, while it affects multiple floors, which has already shown to make Circle of Healing really, really powerful. And all of that not mentioning the loops on the main building.

    Overall, we lost two killer-sided maps, gained three survivor-sided ones (two of them are quite unfun for survivors as well), and some of the worst maps for killers got even worse. Map design is one of the main issues of this game's balance, and it took a few steps back this year. I believe The Game, RPD and the Farm maps need to receive layout changes as soon as possible, but unfortunately I don't have any hopes it will be done in less than a year, maybe even two, considering map reworks are so stagnant right now and the devs didn't show any plans to change already reworked maps. All of this is really disappointing.

    I feel you.

    The new Game map is one of the most frustrating in the game for me now depending on who I'm playing.

    Farm maps...half aren't too bad, Cowshed is the only one I truly dread.

    RPD is a misery for both sides. I win it far more than I lose, but I still hate it.

    Eyrie...yeah. I love the place visually, the major issue is just how dense the tiles can be.

  • @Raccoon said:

    Seems like a healthy way to keep one of the most popular games on Steam alive, for sure.

    I'm also amused at these 'gen-rush' and 'camping' experiments that just perpetuate the very behavior people hate seeing.

    I know it is anecdotal, but I don't really see enough hard-camping/gen-rushing for it to even register on my care-o-meter.

    Which threads, exactly?

    Maybe I missed them, but the only threads I've seen asking for 'punishments' are against hackers or people being jerks.

  • @IsMmrReal said:

    I cannot stand Nurse. Shes boring to play as and she hella annoying to go against. I can deal with nurse but when a nurse runs ALL gen defense perks that stuff is legit boring. I won't play a full match against her because of it.

    I don't mind playing against her. If she's really, really good then she'd probably beat me just as hard on almost any other killer.

    She isn't my favorite to play, because I find her a bit streaky and her audio gets a little annoying.

  • @WaveyTrey said:

    Survivors HAVE TOO MUCH INTEL.

    Replace their aura reading with the location reveal bubble whenever a survivor is downed/hooked. The team now has an idea of what direction other survivors are in, but not exactly where. Survivors have to actually search for the person… In the same way killers must search for survivors.

    Don’t like that? There’s a LOT of solutions. Comms. Discord. A broken key with tokens. Bond. Situational Awareness. Kindred. Empathy. Buckle Up. Aftercare. All combined with Open Handed! Survivors naturally knowing exactly where their teammates are during critical moments isn’t fair. They never waste any of their time having to find one another. They can always be precise. UNLIKE killer who is forced to not only waste precious time searching… Killer must chase players whenever they’re found!!! Then survivors can always weasel away. DS, IW, etc. Survivors can simply use OP stuff since aura reading is a given. Killers almost always need some aura reading combined with gen regression. Lethal Pursuer, Whispers, Infectious, etc. This is what isn’t fair for killer. With all the aura reading and comms there’s LITERALLY no excuse/argument for survivors seeing auras as basekit for any reason. None.

    PS: Why suggest this? Whenever I use killers with their aura reading add on the game is perfectly balanced. Since survivors constantly know exactly where I am via TR or comms. For example, I main Clown. With Cigar Box/Tattoo’s finger I go straight to chasing without wasting time to find anyone. Catching survivors off guard if they think I didn’t notice. Find petty players that deny a 4K by crawling to a quiet corner of HECK. Trickster’s Cufflinks reveal the aura when a player is one blade away. Bing Bongs “All Seeing”. Etc.

    Hmm.

    I personally don't like it when survivors can't find someone that's hooked and they lose states due to the mistakes of other people. I want to win games - but not like that.

    If I was dev for a day and could implement changes to help sand some of the remaining rough edges off this game:

    • Revert half of the Wraith nerf.
    • Remove Billy's heat mechanic and give his addons some love.
    • Prevent Cenobite from breaking his own chains, increase box solving time by 2 seconds.
    • Bring back Slinger quickscoping, increase reload time by 1 second.
    • Introduce some sort of anti-facecamping mechanism.
    • Do a complete addon pass for Pyramid Head, Freddy, Artist, Hag and a few other killers with a lot of crap/boring addons.
    • Adjust outlier bananas addons like Blight's Ring and Spirit's MDR.
    • Entity protect hooks after repeated sabos.
    • Remove map offerings and further hook offerings.
    • Adjust a number of maps, particularly in terms of tile density, dual locker placement and hook placement.
    • Snuffing a boon breaks that totem.
    • NOED no longer causes exposed, but grants a 10% movement speed increase.
    • Buff weaker killer and survivor perks.
    • Rework Dead Hard to no longer give iframes.
    • Add the BP gain effects of BBQ and WGLF baseline on all killers/survivors.
    • Make it so SWF inflates your MMR proportional to the number of people playing together.
    • Add a robust system of gestures and pings for survivors, to improve the solo experience.

    Boom, basically everything that annoys me on both sides is fixed in one patch.

  • @Iliketoplaykiller said:

    Most of the vast killer issues never get addressed / brought up or even planned for potential QOL. However it seems the survivors complaints are always addressed, A lot of the times they get some kind of response from the dev team. Killers? lmao Just watching the dev streams on youtube is so cringe when only addressing survivors and killers just get the cold shoulder.

    End of rant, I'll see you in the fog. I wont be participating in the forums anymore since it seems like its just a waste of time like social media platforms. Good luck to the rest of the killers in the community voicing their opinions and peace out <3 signing off.

    Eh.

    That's just gaming forums.

    Everyone is incredibly partisan, thinks that any suggestion that they agree with is genius and if the devs fail to implement it immediately it means that they are other-side favored, and that any suggestion they disagree with is trolling.

    @Ramxenoc445 said:

    So many killers whine that they get ignored here when they get buffs and lots of QOL changes. They ignore everything they get unless its a major change against survivors.

    Killers right now feel like a matter of two steps forward, one step back. And sometimes that one step back is into something nasty.

    Nerfing Wraith, Cenobite, Slinger and Billy without giving them anything to help them out, with everyone and their dog saying that the nerfs were silly and making pretty decent suggestions of simple fixes to keep them decent while nerfing one or two problematic aspects - despite them being mediocre at best was pretty galling.

    The simple fact that there are still weird bugs like silent survivors not running IW, Pinhead's box getting solved without any ability to teleport and Dead Hard giving fake hits/eating powers - yeah. Then you had the thing with the snowmen, which was clearly not tested and completely wiped certain killers power.

    The game is in a better state balance wise than it was this time last year - but that doesn't mean that it's perfect, or that people cannot discuss things that they would like to see changed. Isn't that what the forums are for?

  • @RiskyKara said:

    God I just get so excited when I see Father Triangle, when I hear his music, when I see his massive blade dragging behind him. It's all I can do to restrain myself from walking up and booping him, it's almost as if for a fleeting moment before he's allowing me to stroke his sculpted chest. Then the sword comes down and tells me to run or else he'll hurt me.

    Getting chased by him is such a delight, he wants to punish me so badly. I want him to, obviously, but I won't make it easy. With every wiff, every miss, I get more and more excited because he's getting so much closer to taking me down. Then the next thing I know I'm on the floor, face painted with equal parts awe and ecstasy. Sometimes he hesitates, which annoys me. A strong man like that earned his kill. It's like, don't look around for flash light savers this isn't a ménage à trois. This dance only has room for two, me and you.

    Sometimes he'll ignore me, walk away, decide I'm not worth his trouble. That's the worst, knowing I upset Daddy Pyramid. Occasionally I'll have to boost his spirits, let him smack me around a few times. He loves that. I know how to get him going, obviously. I'm his biggest fan!

    Long story short. We need more Pyramid Heads. I'm addicted to that flutter in my heart when I see him. I don't care if I live or die, I just want to spend more time with him. Won't you help us be together?

    I'd love to play him more, but there are two things that make it difficult.

    1. His cage doesn't work with hook perks. This is understandable for stuff like PR, but it not working with BBQ means annoying situations arise.
    2. His addons are...awful. One or two that are decent (but boring) and the rest are almost Freddy tier.
  • @IsMmrReal said:

    Like holy crap killers are running the evillest things tonight. I can handle it here and there but holy moly its like EVERY game!!!

    Something is definitely weird tonight, running into the clickiest, most aggravating survivors ever.

  • @JaDeN89 said:

    I just had a match as michael myers with fragrant tuft and it was a close one where i made 4k when the last gen was almost done. The survs were very experienced and tried to flashlight save all the time, dh, some bt, ds and put 2 boons on the ground, looping and so on. So after all, without the addon it would be a lost match.

    So why people have to be mad and salty if they bring good items and had a match where they lost with around 20k bp each? Telling afterwards that i am cringe and trash, miserable blablabla. If survivors use their op items and perks for 100 second chances, plus playing with friends where they get even more advantage of being able to communicate, i dont blame them either. This community becomes more toxic each day... Really sad

    It's just the nature of the beat.

    Killer exists, someone will cuss you out in postgame for it.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2718005#Comment_2718005

    1) Cenobite isn't available with shards

    2) Red boxes. He already has Artist and Cenobite.

    Ah, always forget that.

    In that case, Spirit for power, Clown for perks.

  • @Grandpa_Crack_Pipe said:

    https://us.v-cdn.net/6030815/uploads/UTMKG2UZ2D6L/image.png

    I suffer from a minor case of crippling indecision.

    I'm leaning towards Spirit now that I don't have to feel bad, but i'm able to be persuaded.

    Artist. Not even a question.

    She's a decent killer, and she has two very decent perks.

    Cenobite is also a lot of fun, and is due something of a buff.


  • @Munqaxus said:

    There's a lot of players on these boards that say Killers get punished by camping by not getting Kills. It seems like a majority believe that camping will net you on average, about 1 kill, while the other 3 survivors escape.

    Since I like date, I thought I would test this hypothesis by doing 10 camping-killer games a night and showing the data I got. (There is 1 caveat, if there is a hatch escape without all 5 gens being done I count that as a kill. So far I've only had 1 of these happen).

    Here's my data for night 1. I am, of course, playing Leatherface.

    https://us.v-cdn.net/6030815/uploads/TZ85PMV40IX2/image.png

    As you can see, as a camping-killer, I'm getting on average about 3.3 kills a game. I don't really feel like I've been punished at all for camping with kill rate of 82.50%.

    (I'll add 10 more games tomorrow night for more accurate stats and will probably get up to about 50 games, depending on if I can handle the boredom).

    Eh, facecamping is a problem and BHVR have already said that they want to make a mechanical change to discourage it - however proxy camping is entirely legitimate and they agree.

    However:

    • Your sample size is tiny and not really illustrative of anything.
    • Yes, Leatherface is really good at camping. That's...about all he's good at though.
    • Camping is about as much fun to do as it is to go against. If killers are resorting to an unfun style of play, that probably indicates that other approaches do not feel consistent enough.
    • The mileage you get from camping depends entirely on your opponents. It'll wreak havoc on an uncoordinated group, but can backfire hard against a good SWF.
  • @TruffleTurtle said:

    I just got pinhead and I kinda suck with him alot but are there any tips that would be helpful to learn. Like perks, playstyles, etc, right now I'm just working on aiming correctly with the chains

    Sure. I still play a lot of Cenobite, and while he's a shadow of his former (somewhat mediocre) glory, he can still be pretty fun.

    • He's very vulnerable to pallet heavy maps. However, there's a nasty little trick you can do - chain someone as they drop the pallet. Worst case scenario, it'll buy you time to catch up, best case they are playing on console and the prompt to break free is also the prompt to vault back towards you XD.
    • Never forget that you can summon your chain portal through walls, floors and ceilings. This is where a lot of your crazy good plays will come from.
    • Initially, summon your portal on top of the survivor you want to hit and aim at their feet. This not only has a better hitbox, but if you whiff it'll end the summon faster.
    • Once you have a solid feel for it, aim your portal just ahead of them - this will allow you to chain them almost instantly.
    • You don't slow down while summoning, so you can use this to bait jukes and make people do silly things.
    • Learn to predict where the box will spawn - it will always spawn (after being picked up/start of game) as far from both you and survivors as possible. Some high level players run Lethal Pursuer to give them a good chance to find the box very early on.
    • As he's an M1 killer, he works well with Surge and STBFL - especially if you are running Fang.
    • Don't run Franklins on him for the purpose of knocking the box out of people's hands. This was quietly changed to be a much less effective strategy.
    • You will break your own chains if you walk through them. Watch out.
    • Despite what others have said, if you are confident - use your chains to catch up in the open. However, if you struggle to land them or if you are playing against people who are good at juking them, be careful.
    • Original Pain, Greasy Black Lens and his two Iri addons are quite solid. Don't sleep on them.
    • Chatterer's Tooth is an...odd addon. It's main benefit isn't the stealth - it's being able to instantly reveal all survivors on the map and potentially catch people running to it if a hunt is starting.
    • Tooth is also a fantastic addon for farming BP.
    • Plaything is a genuinely excellent perk, often underestimated. It'll provide you with tons of free pressure and works well with Pentimento (Artist perk).
    • As his box provides a secondary objective, hexes are a solid choice on him - this can stress a survivor groups ability.
    • Don't be scared to teleport to the box if it's far away and you aren't actively chasing someone.
    • If you are close enough though, you can interrupt the box solving by hitting that survivor with a chain.
    • Sometimes, if you know where the box is - don't pick it up yet, especially if a hunt will start soon. Wait for someone to come looking for it and ambush them, then pick it up.
    • Sometimes survivors can solve the box without prompting a teleport. I don't know how this happens or how to prevent it.
    • My build for him goes: Surge/Jolt+Pain Resonance+Plaything+Pentimento. You can replace Surge with STBFL (for more of a battle build) or BBQ for more BP. Some people really like Ruin on him.
    • Watch some of Otzdarva's Pinhead videos. He plays him at a level I can't even fathom.


  • @Haven said:

    I am new to the game and trying to figure out what killer would be easiest to use for a new player.

    Hi and welcome!

    Killer is a tricky role, but if you stick with it it's a lot of (frustrating) fun.

    A few things to consider:

    • Perks are incredibly important when you are getting started. The Cannibal gives you BBQ, likely the first perk you should pick up, and he's also okay to learn with. Artist gives you Pain Resonance, which is another very useful and consistent perk.
    • I'd learn with an 'M1' killer first before learning someone with a different style. Myers is very easy to understand, and will unlock Save The Best For Last, which is another excellent perk.
    • Plague is a much more complicated killer, but she's really strong and also has Corrupt Intervention, another brilliant perk.
    • Nemesis is very popular and fluid to use.

    If I had to restart, my first purchase would be The Cannibal and my second would be The Artist or The Plague.

  • @Marigoria said:

    As the title says, do you have any opinion that doesn't seem to be very popular?

    Mine would probably be that Freddy is fun to against...

    Hmm.

    Here's 5.

    • Hag isn't as powerful as people make her out to be. She's been left behind the the modern meta somewhat.
    • Postgame trashtalk should result in a warning, then a time ban.
    • Ruin and Corrupt Intervention are overvalued.
    • People underestimate Doctor.
    • Artist isn't even close to overpowered.

    @Aven_Fallen said:

    The game is very easy on both sides and does not require much skill compared to other games.

    I'd disagree there.

    DbD is much easier to pick up than, say, Starcraft 2 or DOTA. However, it's skill ceiling is incredibly high.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714779#Comment_2714779

    Where are you finding all these clowns? I swear the only time I see him is when I’m playing him

    Yeah, ditto people saying Billy, Artist and Pig.

  • @Zachcjjj said:

    I play oce servers because im in aus and i get so many hackers on my team when playing survivor and so many when i play killer but its been like 1000 hours of gameplay since ive seen a funny hacker that actually just flies around doing stupid things all i see is cringe subtle hacks that you have to really pay attention to and then they always try so hard to deny after the game its actually so sad. But my question is why do people subtle hack how is that fun? either go all out or be actually good instead of having every perk on at once and insta heals with a 20 second blind flashlight.

    It's a self esteem thing.

    They cannot tolerate feeling like they are worse at a videogame than someone else.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715230#Comment_2715230

    You name 3 killers out of 26 that's pretty close to 90%. That only works if they step into a trap and if they are just running away not looping you have to have traps in odd spots that survivors might not even go to. Legion is super countered by w. As soon as you heat that TR just run and he will never catch you in his power. You can run STBL but I've been getting 4-6 stacks and one gen left lately.

    Killers that counter to some extent:

    • Cenobite
    • Artist
    • Hag
    • Huntress
    • Billy
    • Bubba
    • Demogorgon
    • Nurse
    • Blight
    • Trickster
    • Slinger
    • Probably at least 1 I'm forgetting.

    Honestly, I'm way more scared of someone that knows how to loop or abuse structures than a 'hold W' type.

    It's also the ones that can do both that really give me hell.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715067#Comment_2715067

    Have you ran into the shift w meta? That's my problem there's no real interaction between killer and survivor the problem is it counters 95% of the roster. Even when I'm playing killers that are loopable it's hold w and then loop and 5 gens are done.

    Absolutely. I find that stressful and annoying, but not...boring.

    When I get tired of it, I generally switch over to Hag, Artist, Cenobite (sorta) or Demogorgon who absolutely rock people who try this.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715170#Comment_2715170

    Yes but atleast ppl like this are kept busy at the start of a season and it delayed the smurfs somewhat, I know its not the full solution but atleast its helping you know.

    Also no its not like I clap the hell out of ppl that are below me, I usually go easier on ppl like that and mainly focus then on getting more Bps and do challanges which means I go for 12 hook games, it is arguably better atleast for the survivors aswell.

    Sure. You may do this. But again, my experience of starting under ranks was getting stomped game after game after game.

    @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/301542/i-tried-to-play-killer-here-and-there-at-different-day-times-with-high-mmr-and-i-am-just-done

    Welcome to killer in 2021! You’ll probably have a few killers who play 50 hours a week come on here and tell you that you’re full of it, but anyone who plays casually like me know that most matches are just not competitive unless you’re playing top-tier killers with best add-ons and playing as sweaty as possible (camp/tunnel/slug all the way). This game has been purposely balanced to keep SWF happy and having their fun which means a lot of time playing killer is just going to suck.

    I play...maybe somewhere close to that (probably too much) if you factor in weekends.

    I've found that my matches are as sweaty as I want them to be, maybe 3/5 of the time. Sometimes I get games where I'm up against newbies or against 4500 hour monster SWFs, but most of the time my games at least feel winnable.

    If I tunnel and slug for the 4k, after a dozen or so games I'm going to have to tunnel and slug or I'm getting 4 outed.

    If I dial it back a little bit, give the occasional duo the gate and ease up if I'm stomping, I generally don't have to be super sweaty.

  • @ChiSoxFan11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715063#Comment_2715063

    I can relate to that. I stopped running Ruin on almost every build after regularly seeing it gone in a minute or less in my matches. On the very few killer builds I still have it on, more often than not it still goes quick -- but those matches it inexplicably isn't found, it can hard carry a match.

    I used to use it if I was on a killer that could defend it easily, like Hag. Now though, I find Surge+PR both more fun and more consistent than Ruin+Undying.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714973#Comment_2714973

    I suppose going from needing 100 games to find a decently fair match to needing 30-40 games to stop getting stomped is a step in a direction.

    Not sure if it's the correct one, but it sure is a step.

    Point is, most of the community seems to hate MMR.

    Really? I don't know.

    This game probably averages around 100,000 players at most times of day, if you combine Steam with Epic and console.

    I'm not certain how many people use the forums, but I'd reckon it's a vanishingly small minority of this.

    @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714973#Comment_2714973

    Ye you are right, that is the reason why I enjoyed dbd so much. Atleast not the majorety of my games wherent full tryhard, it was atleast a mix.

    However I dont think that it is a steb in the right direction, forcing ppl to play like this. Atleast give us the choice by putting the SBMM in a ranked mode.

    They tried this in Starcraft 2. It didn't work.

    What happened was the tryhards would grind Ranked until they'd gotten the rank/rewards they wanted, then smurf the hell out of unranked.

    Just keep in mind that the games that didn't feel 'full tryhard' for you probably involved you playing against people far less skilled than you. That was likely more fun for you, but less fun for them.

  • @Iliketoplaykiller said:

    Blight, bubba, and billy for me.

    Billy?

    That's...genuinely interesting. I literally haven't facef one in the 60 odd hours I've played survivor. Ditto Demogorgon and Plague.

  • @itsquiet27 said:

    I swear killer has always been fun for me since I first started playing this game until this patch 5.4.0. Everything has been ruined and became soo boring for killer. I swapped to survivor and honestly survivor is WAY more fun compared to killer. Playing killer honestly makes me feel depressed. I really hope the killer experience gets improved sometime in the future, it needs it badly.

    Wow, we have the exact opposite experience.

    I find survivor to be very static and repetitive.

    Killer...for all the problems and frustrations I have with the role - being bored isn't one of them.

  • @TeabaggingGhostface said:

    At least sprint burst users cant ignore my traps

    Bingo.

    If DH couldn't bypass/eat powers and didn't provide fake hits, it would be mostly fine.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715028#Comment_2715028

    I was having fun with Ruin+Resonance+Plaything the other day. Sure, Ruin might go immediately. Or I might down someone and let the sidequests begin.

    Ruin is one of those perks that tends to oscillate between being crazy strong and doing almost nothing.

  • @drpynz said:

    I get at least 1 DC per match. Are servers unstable or people leaving because they hate her?

    No.

    People DC constantly anyway. If anything, I see way more DCs when I play Myers, Doctor, Pig or Cenobite.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714980#Comment_2714980

    Damn it's almost like "imho" means "in my honest opinion" and to me in my experience even with validation it's more tolerable to have that happen and remain in a chase than it is to just never start a chase.

    Yep. I know.

    I was providing my own opinion on the matter :).

  • @smartemarte said:

    as above

    When the mechanic is just based on 100% luck of coming across it and probably surviving the match, or by luck for the killer it's in a hard place to spot giving them an easy game you know it's a mechanic that doesn't work

    it's 0 fun spending most games just wandering aimlessly around the map looking for the totem (don't get me started on the swapping to other dull totems) surely there is a better way to implement it to make it less based on luck/more interactive?

    Really?

    I haven't used Ruin in months. The reason being - in about 1/3 of games it gets broken at 5 gens and in about another 1/3 people either just power through it or it gets cleansed shortly after.

    I find Pain Resonance, Surge or even Plaything+Penti to be a lot more consistent, even if it's max power isn't quite as high.

  • @Kira4Evr said:

    I was today years old when I found out that Bitter Murmur's icon is not someone holding its own bicep, it's in fact someone touching someone's shoulder. I think, I don't know anymore xd

    https://us.v-cdn.net/6030815/uploads/YAJ0PB8XMK7R/screenshot-31.png

    ...

    I learned something today. I always thought it was a weird, muttering face.

  • @pseudechis said:

    Fired up Hag for the first time in a while trying a new boon era commit to chases build. I never really tried this before because her teleport is such a great mechanic.

    Scarred hand and waterlogged shoe.

    You are moving at a standard rate and the traps have collision and apply hindered. It works really well in chase but is useless any other time, very situational, but still fun.

    Just chuck down a trap in a choke point, doorway or window and watch survivors get stuck as you charge after them. The team eventually get wise but they still get stuck and its worked great for the last run of games.

    Between this and bruning all my lerys offerings with jumpscare myers its the most fun I've had playing DBD in weeks.

    Both of these addons are...rubbish. Fun and memey on some maps, but just terrible.

    @MrDardon said:

    Probably the only time I'd play Hag is by making her 4.6 and never use her traps.

    4.4 Hag with traps is the definition of boring.

    Each to their own I guess.

    I really enjoy playing Hag, and I don't mind facing her (on the 2 occasions I have). She's just so different to the rest of the roster, and it feels like every time I play her I learn something new.

  • @Shaped said:

    Headpops are too rare imo and are just there for slowing the game down.

    I would love to see a deadly version of pig.

    I honestly hate some Myers and Pig addons for this reason. They just feel cheap and unfun to go against and result in people DCing the second I use them.

    Myers needs a bit of a rework to give him a bit more of a skill ceiling (and a power boost), with a change to these addons.

    Pig honestly needs a ground-up teardown rework. She's just a mess.

  • @just_one_player said:

    It's a totally wrong comparison. DH benefits survivors while they are injuried, and remains active any time when survivor is injured, just press E to reach a vault or window. SB requires exhastion management, and it's not always during the match that the survivor will have 99% exhaustion recovered. Survivors are forced to use SB several times even if they don't need to, and there's a chance they'll chased while still exhausted. There's no such thing with DH, the "press E" is always avaible.

    The amount of mobility or long distance killers that handle well with SB is huge, while DH negates several powers, to be honest the only thing I know that is a good counterplay against DH is trickster's knives (and instadown powers and perks, but in these cases DH is not activated).

    I'm fine with SB. It's strong, but manageable.

    @GoodBoyKaru said:

    Dead Hard extends chases. Sprint Burst prevents the killer even starting them.

    They're equal in strength, but imho SB is far more annoying.

    I'd say that this would be true before the validation 'fix'. Now the constant fake hits and the times where it futzes with your power and stops you from breaking a pallet that you should have make DH way more frustrating when you are against someone that knows how to time it. A lot of the time, it's basically a third health state.

  • @BenZ0 said:

    Idk if I am having just a REALLY unlucky streak but I got my 19th game in a row with a full meta sweat team. They are not necesarelly swf but they are all VERY experienced and play only to do gens and get the hell out of the game.

    I played various different killers, even a lvl 20 doc and still got matched with absolut sweaty ppl.

    Again I could be just very very unlucky but still this is just not how I want to play dbd. Sweating for my life in every single game like my life is at stake.

    I just want to play chilled to farm BP and also do challanges, but I cant or atleast it takes way longer cuz my game last for like 5-7min. Yes I do sometimes get some kills, even sometimes a 4k.

    But guess what how many hooks? 1-4 hooks each game, they all die on their first hook at the endgame or I slug all 4 to death. This is NOT FUN AT ALL.

    I took my breakes, played even for weeks something different and havent touched dbd in weeks and STILL I get the exact same matches every time.

    Every single game on every single Killer I face from good suvivors (which I face less and less over time) to very sweaty players. I have to play every time pin point perfect without doing any mistakes, if I even miss 1 single hit the survivor will take this to advantage and build alot of distance immidiatly which extends the chase by atleast 20sec longer which steam rolls so high that I may lose this game because of this single mistake.

    I have to play always at the highest concentration and make use of this 1-2 hooks I get with everything I got otherwise the game is over.

    It feels like my MMR is in heaven and the game treats me like jesus christ himself of the Killers therefore I get matched with the absolut best or atleast best possible survivors.

    This is not fun at all, I eat rather ######### nails or wax both legs and arms rather playing Killer.

    *Edit: Again this is going on since MONTHS, since Resident evil chapter to be exact.

    @Gigante said:

    Get used to it, because the game has become a real hell for the killers.

    Here's the thing.

    Before SBMM, high MMR killers/survivors would face a much wider variety of opponents. This was fun for them, because they could fool around, try oddball builds and still win handily. It's why you got those insane '100 win streak no addons' videos.

    The thing is - it wasn't much fun for everyone else. It's never enjoyable to be stomped flat by someone evidently far more experienced than yourself (unless your proclivities run that way).

    SBMM isn't perfect by any means, but I do think that it's a step in the right direction.

  • @Chocolate_Cosmos said:

    My quess is

    1. Blight
    2. Nurse
    3. Bubba

    At my MMR, it's Blight, Nemesis, Huntress. Bubba, Freddy and Spirit are also frequently seen. I see the odd Nurse, but I suspect that I'll run into more at higher MMR (I don't really play all that much survivor).

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714603#Comment_2714603

    The spot on Gideon has been fixed with the rework

    But you can still swing over some pallets like on Haddonfield and The Chapel

    Yes, there are a handful of risky pallets. There's also a trick that allows you to pass over the 'hole' in the school building in Badham. If these were fixed, that would be okay.

    However, these are not things that can be abused to grief by stalling the game out for ages. Thanks to that Tru3 video, I've had 4 different duos do this recently.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714043#Comment_2714043

    There would be no harm in changing these spots

    But its like that one pallet spawn on old Gideon you were able to swing over, was it really an issue? or is it just a neat little trick?

    As with everything - it depends on the implications. Honestly, I'd just fix both.

  • @CLB198 said:

    From both a survivor or killer side, what is the communities opinion of The Hag.

    Edit: I forgot to ask for reasons.

    I enjoy her. My thoughts:

    • Powerful, but a bit behind the current meta.
    • Not quite as strong as some people make her out to be.
    • Mostly sort of boring addons, with a few truly awful ones.
    • Easy to pick up, impossible to ever truly master.
  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2713924#Comment_2713924

    I mean I guess I'm just not dumb enough to fall for these repeatedly, my apologies I'll let them do it to me next time and I'll think about venting my frustrations with a forum post

    seems to be what every one is doing anyway, complain instead of learning how to deal with it.

    There is no way to 'deal with it'. If a duo wants to stall the game out doing this, they can do so.

    What would be the harm in changing these locker spawns?

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2713878#Comment_2713878

    Except it doesn't because it takes 2 survivors and pretty good coordination to do so, again you might as well just walk out of there with an injure like you would have in the first place. Also it doesn't take the game hostage since their flashlights will run out eventually.

    It really doesn't. My MMR is likely pretty intermediate and I've had a 3man SWF use this to basically take the game hostage when only 2 players remained. Flashlights can last a pretty long time with the right addons, and it doesn't take much to blind when it's a 100% guarantee.

    I'm quite surprised that this is a hill you are choosing to die on. To my mind, this is about on par with an infinite. Sure, you can sometimes mindgame it and one vault will eventually get blocked, but that doesn't mean it's healthy.

  • @Smuk said:

    Starting to see a lot of it:

    Petrified oak x2

    Map offering ormond

    Alexs tool box w cutting wire and hacksaw

    Boons covering half of the map.

    Hooking is almost impossible.

    Ended up with 2 hooks (1 early game, 2nd killer shack basement) - match example

    search boon = revive

    try to slug = boon

    try to hook = sabotage

    Not even sure how to approach such teams

    This isn't meta.

    These groups are going in specifically to hold the game hostage so they can force you to DC (so you get a penalty) or force you to AFK (so they can all report you for non-participation).

    If I recall, the devs confirmed that this was totally fine a while back because it's theoretically still possible for the killer to win somehow.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2713815#Comment_2713815

    https://forum.deadbydaylight.com/en/discussion/comment/2713838#Comment_2713838

    then you have 2 survivors messing around not doing gens, move on and go pressure the others, and if they're healthy grab them out. Worst case scenario you get out of there with an injure which depending on the location (most double locker spots are at Long wall short walls) could of resulted in nothing in the first place.

    Except:

    • Usually they aren't just standing there waiting. A lot of the time they just make a beeline there during chase. It works something like infinites do/did - allowing you to safely escape if the killer is chasing you. Do you think that this is healthy/balanced?
    • It can also be used to take a game hostage with no way for the killer to prevent it.
  • @[Deleted User] said:

    This would be easier if the game didn't pretend as though it is fair and is competitive.

    This.

    Nail on the head.

  • @Mert_MK said:

    Fun way to save teammates and actually requires good timing and precision.

    No it doesn't. On some lockers, you can 100% guarantee a save. I've had a team basically hold the game hostage on DDS using this and a few other tricks.

    @Shroompy said:

    I mean its usually pretty telegraphed when survivors try to do this, just go for the person whos about to go for the save.

    The problem arises when there are two lockers together. If both survivors have flashlights, there is no way to grab one without the other getting the save. It's literally 100% foolproof.

  • @OmegaRejectz said:

    The 'Skilled Huntress' trophy was added to the game on July 27th, 2017 with the addition of the 'A Lullaby For the Dark' Chapter. On release the achievement was 'With The Huntress down 100 survivors using Hunting Hatchets from at least 24 metres away.' on Steam. On Xbox and PlayStation the trophy/achievement required ONE HUNDRED 24 metre downs. That is ridiculous. Luckily, Behaviour acknowledged this and changed it. The issue stems from the fact it was only changed on Xbox.

    The PlayStation 4 version doesn't have any way of tracking. It requires 5 times as many downs as Steam and Xbox (PC versions are arguably way easier than consoles to hit Hatchets on, and both platforms have statistics trackers). The PlayStation 5 version that was released when the new generation of consoles released STILL has the 100 downs requirement. It's literally a new trophy list. I'm guaranteed I know more about trophies than BHVR and know that if the PS4 version truly was an issue they'd be able to change the PS5 version no problem.

    According to Peanits, the Community Manager 'We later reduced the requirement to 20 downs on other platforms, but it's a little harder to change a trophy. As long as it's still possible, we're limited in how much we can change it. Unfortunately it's gotta' stay that way unless there's a radical change to the huntress that makes that trophy no longer possible.' in May 2019. They’re saying Sony isn’t as lenient with trophies compared to achievements on other platforms, and unless the trophy becomes impossible then it can’t be changed.

    This is a shame, why would Sony do this to us? Unfortunately, from everything I've been able to find, this simply isn't true. I have some examples.

    Pixel Junk Shooter Ultimate: 'Win 5 league battles in a row' was changed to 'Win 5 league battles'

    Obviously that change made the trophy substantially easier, less frustrating, and, as far as I can tell, wasn't impossible prior to them switching it.

    Here's an example where the developers literally just changed the amount required... exactly what I'm suggesting is done with this trophy.

    Towerfall Ascension:

    Originally there were these trophies:

    Play 5,000 matches.

    Play 20,000 matches.

    Beat 30 Diamond Time Trials.

    Get a Time Trials Time under 2:00.

    They were changed to:

    Play 1,000 matches.

    Play 5,000 matches.

    Beat 10 Diamond Time Trials.

    Get a Gold Skull on King's Court.’

    Despite knowing nothing about the game I can easily see that 3/4 trophies mentioned literally just changed their numerical values. They weren’t changed because they were impossible.

    Also, I've earned this trophy. And I'm still wanting it changed. I don't want others to have to do 5 times the work that the other platforms have to do, for no actual reason. It's ridiculous. This very clearly seems like Behaviour's just unwilling to change it. Not because there's an actual limitation made by Sony.

    Please change this Behaviour. It's clear you guys are able to, just unwilling.

    I agree, but I think this is something you'll have to take up with Sony.

    I wish you all the best.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2713818#Comment_2713818

    Yeah and that’s why it needs a cooldown or something, though it’d almost have to be a global cooldown that applies to everyone to really make it work, otherwise a coordinated swf can just take turns setting up totems, (unless you want to go the route of killers destroying totems entirely, but then you probably have to adjust other stuff too). The other idea I’ve seen thrown around is applying blessing speed debuffs for every rebless (like freddy’s wake up), although that also isn’t as effective against teams with multiple boon users.

    Idk, I just get the impression the system wasn’t thoroughly tested.

    But the actual mechanics of SS and expo aren’t an issue once boons themselves have counterplay/when it actually means something for the killer to get rid of a boon totem.

    Yup. As basically every fog whisperer I've seen talking about this seems to agree, snuffing a boon should break that totem. That, plus adjusting CoH to not scale with other healing items/perks should fix them.

    Exponential isn't strong, but can be used in certain compositions to stall the game out for a very long time.

    Overcome is very strong, but it competes directly with Dead Hard, so basically nobody runs it. If Dead Hard is eventually nerfed, you'll see a lot more of it.

    Shadowstep is just...ugh.

  • @BenSanderson55 said:

    If Artist is played correctly she is absurd. Imagine huntress hatchets going through walls/obstacles across the map and she can see your aura. And when she cant see your aura she gets killer instinct from hatchets.

    Shrug. I've watched some very skilled streamers playing Artist and she's...fine.

    She just requires you to play a little differently. She's far from overpowered.

  • Ah, I think I've figured this out.

    If you change your 'height', it counts as 'leaving the area', so you don't get crows. This feels like an oversight because if I hadn't been playing Pinhead and caught him between leaving his locker and vaulting down, the game could have continued indefinitely.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712894#Comment_2712894

    My guy when I was still playing I was still randomly getting placed with people sub triple digit hours one game and people with 6k hours the next. It's just more random now or atleast that was my experience with it. I'll admit I haven't played in over 3 months now so it might have improved somewhat for newbies but from the more veteran players that I talk to and watch it seems to have not improved at all. So I'm real glad that they wasted 2 years of dev time on it for to mostly be a more negative experience.

    Also even for intermediate players the system seems to be awful for some and mildly better for others at least with the old system we could see what ranks we were supposed to be with, now we don't know ######### and have to assume where we are placed which just throws a massive wrench into the discussion about it, and the only way to actually see it would require you to do something that would get you banned. I also love how SBMM doesn't even measure skill it mostly only measures kills and escapes which they themselves said would be a bad system then they made extremely minor tweaks to that and shipped it.

    It's definitely not, at least in my experience.

    Under ranks, when I started, maybe 2/3 of my games were either against purple/iri survivors with hundreds if not thousands of more hours than myself, or the same level of survivor smurfing. Smurfing was so common and easy under ranks that even fog whisperers openly admitted to doing it for easier games.

    Rank matchmaking was why those awesome (but let's face it, ridiculous) 100 win no addon streak videos were possible. Now, even Otz is struggling to get 20 win streaks. That's positive. Those crazy streaks came at the expense of less experienced players being thrown to the wolves.

    Now, maybe 3-4 games in 5 are pretty even. Occasionally I'll get a 'wat' game where I'm paired up with very new or far too experienced players, but it's so much better.

    I think the problem on your side has to do with queue times and lobby dodges. I'd personally be happy with longer queue times if it meant more even games, but the devs are reluctant to make these too long.

    I'm fine with SBMM going off kills for killer. I do think it needs to be more nuanced for survivors, but it's very complicated to get that right.

1 … 90 91 92 93 94 … 145