Avatar

StibbityStabbity

StibbityStabbity

About

Username
StibbityStabbity
Joined
Visits
1,317
Last Active

Comments

  • Killers:

    Legion - My name is literally a reference to their power. Most played, so my best Killer.

    Blight - I like physics interactions and pathing in games, so Blight was very much up my alley. I eventually didn't play him as much because either I'd do insanely well or get an indoor map and spend the game as mostly an M1 Killer without any power.

    Clown - I don't like Clown, but for some reason (probably all the Legion playing) I made him work well and pretty consistently poopt on Survivors with him. I actually consider him better than Legion because he can shut down loops which Legion simply couldn't deal with.

    Survivors:

    Nea - Basically cheating, since I was just playing another Killer. She literally became my main, and I probably have more time on Nea than all Killers combined. Probably more kills too.

    Bill - BILL GUY THE SCIENCE DIE. Or something. I played him for the memes and always did surprisingly well. I think some Killers underestimate Bill, since he's free and can't show off cosmetics you've earned/paid for. Ran a Pinhead for 5 gens and got out the exit gate without ever taking a hit. My friends were chanting "BILL BILL BILL BILL" as I ran towards them to leave. Good times.

    Nancy - I run a stealth build on her and only use her for that. I don't do that with Nea because I tend to keep Nea for "going loud" and looping Killers. So Nancy sits on my stealth build. Said build was generally only used for gen rushing or getting certain weeklies/tomes done.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054011#Comment_3054011

    Sadako Yamamura is by far the most powerful killer and I'm now going to explain why.

    Before I explain I want to specify that I'm talking about the movie version of the character.The original novel version is many in different ways and her powers revolve around a smallpox virus that causes heart attacks.

    Nensha: Nensha was an ability she inherited from her human mother (her dad is a water spirit/demon btw). Nensha has a wide variety of skills but is mostly used to burn images/thoughts into objects and people's minds. It normally is just used to let people see memories but she can also use it to instantly kill people by overloading their mind. She can also use it to create illusions and enter people's dreams. Any damage she deals in the dreams affect their real body.

    Healing: She is able to heal other's wounds, let a crippled man walk, curse blindness and revive the dead.

    Telepathy: Can read other people's minds and talk to them.

    Telekinesis: Can lift massive objects with her mind and shake entire streets of large buildings.

    Super strength: She can lift people with a single hand and easily tear a human apart.

    Future sight: Sadako is able to see the future and look into the past.

    Psychic aura: Her psychic powers are so powerful that any human standing near her will gain psychic powers. This is how Yoichi got powers btw.

    Hair: She can control her hair like an appendage and grow it to cover buildings. this hair is strong enough to rip people and other ghosts apart and drain someone's energy/lifeforce.

    Technology: She is able to completely control all electronics, using them to spread her curse or even explode.

    Flight: She can fly/levitate and move at speeds faster than the eye can detect.

    Mind control: She can control living people. She can give said controlled people super strength to kill others with ease. She can do this to multiple people at once including those with psychic powers.

    DNA altering: She can alter someone's DNA. she once changed a man's DNA so his offspring will be identical to her.

    Teleportation: She can teleport to anywhere on the planet instantly.

    Invisibly: She can become invisible and can chose if a specific person can see her.

    Water control: She can control massive amounts of water.

    Bugs: She can create and control massive amounts of bugs including locust and cicadas.

    Death vision: Looking in her eyes will instantly kill you. This has worked on other onryo and demons.

    Duplication: Sadako is able to multiply herself to create an army of duplicates that can be in multiple places at once.

    Weather manipulation: She can control the weather including a massive typhoon that affected all of Japan.

    Size: She can change her size to as big as a building to as small as a finger.

    Necromancy: She can turn the people she's killed into an army of minions.

    Dimensional powers: Sadako created a dimension that she can pull people into. It's near impossible to escape from and she is all powerful there. She is able to create portals to this world through any technology and reflection. Her bugs can also form together into a portal. (The forest with the well is apart of this dimension btw).

    Absorption and fusion: she is able to absorb other supernatural beings. in her crossover with the Grudge she meet Kayako, another onryo like her. She fused together with her to create Sadakaya. another time she met the demon king of the underworld. She then overpowered him with her hair and absorbed him, adding all of his power to her own.

    Her Curse: Anyone that goes near her corpse or anything her Nensha has burned will get her curse. She can control and manipulate these people all she wants as shown above. it's impossible to remove. Giving someone a copy of her tape won't remove the curse, she will simply spare you.

    Basically, she is more powerful than any other killer in the game.

    Cenobites can straight up alter reality. Which literally encompasses just about everything you listed there, and then some. Surprisingly, if you got into the later movies, which are all really bad, they get power boosted to being basically shy of gods. Hell, in one movie, they even broke the fourth wall and willed themselves into existence in a reality where they were originally just a series of movies and a bad video game, bringing all their power with them. Essentially, they can insert themselves into realities where they cannot and should not exist. The only caveat is that they can only do all of this when the box is open... except in Hellworld, which is where they appeared in a reality where they don't actually exist as beings and only as an entertainment franchise. I have no idea how they did that. I don't think the writers did either, and just wanted to get the movie out in time to retain the rights.

    Mind you, their power comes and goes depending on who is writing. Similar to Supermans abilities, they tend to serve the function needed for the story, and aren't too concerned about cohesion. If you go by the first two movies, however, they still have the ability to straight up change reality on the fly. The only thing they don't do is fly, probably because they just teleport everywhere and tend not to show themselves exerting much effort. Plus, they would look silly flying.

  • @EvilSerje said:

    https://forum.deadbydaylight.com/en/discussion/comment/3053605#Comment_3053605

    Still no one tell me how it is abused, maybe I, or someone else, would tweak it with another idea. Just an simple example.

    If I chase another survivor, I'll be definetely outside 12m (except shack, maybe, but shack chase algorithm is already known by everyone except new players), or if I can't catch survivor around the hook for a long time, I think I should raise my skill more and I'm definetely not belong on this MMR.

    Also with paused timer is basically a slugged survivor. I would behave the same as when I slug someone, or is slugging not viable?

    Please, give me example.

    As another option, don't show killer hook progress, continue timer if survivor is neaby, or even make it 1.5 faster. And I don't think why insidious shouldn't has cooldown if it is not used for facecamping.

    12 meters is not enough distance to really matter.

    Also, the way it was abused is that Survivors would intentionally run the Killer around the Hooked Survivor. They would keep the chase close to the hook, and essentially extend the hook time to nearly infinite. If the Killer drops the chase, the Survivors get to unhook for free. If the Killer does not drop the chase, the Survivor on hook gets to hang out forever. If/when the Killer finally drops the Survivor, they must get OUT of that area to get the hook timer going on again. So either they leave the chased Survivor slugged or pick them up to bring them to a new hook, at which point another Survivor can make the rescue. With all the wasted time on account of there being NO incentive to go for a direct hook save, the Survivor successfully let the other two Survivors work on gens without any worries, kept the Survivor on hook alive the entire time and without any timer penalties, kept the Killer busy, and now forced the Killer to bring them to another hook, which is potentially far enough away to get a pallet save, wiggle off, or at least let the other two Survivors get the unhook so it's 3 off hook again.

    Obviously, some hooks made this strat easier than other, while others make it harder. It depends on hook placement. If it's near a jungle gym, the Survivors will abuse the bajeezus out of it.

    Yes, the Killer could make a point to stay away from the hook as much as possible, but that may come at the cost of cutting out some mind games depending on the tile, as well as giving the chased Survivor distance. To avoid the penalty may cost the Killer severely.

    Any time the Killer gets into a chase from that point on, and there is a Survivor on hook, they will lead the Killer to that hook in order to pause hook progress. The Survivors can, every single time, force a complete loss of pressure on the Killer by making them either get into useless chases that pause the hook or give the chased Survivor way more distance by traveling wide around the hook.

    When it was originally tested, this is all what happened. The vast majority of Survivors in the test would simply lead the Killer to the hook in order to force hook pause, which allowed the others to get gens done, keep the person on hook alive, and essentially remove all pressure from the Survivor team. It was punishing Killers that weren't trying to camp, they were simply chasing and getting lead into the new mechanic. These days, some Killers might have an answer to all of this. Many won't. Back then, it was a disaster.

    If you put a timer on the mechanic so that it takes several seconds to kick in, campers can just move in and out of range before the timer goes up. If the range isn't far enough, the camper can still just sit outside of range and react to anything that happens around the hook. If the range is far enough to make it hard for a camper to react to someone going for an unhook, then it is far enough for a non-camping Killer to get lead to the hook and kited around it.

  • Clearly outplayed.

    Or.

    She was in on it. With Bubba. Collusion suspected. You may be asked to appear before a hearing pending further investigation.

  • All Survivor now have shared hook count.

    Only 3 gens are unlocked at a time. The rest are blocked by the Entity.

    Survivors must, as normal, power 5 gens, then open the exit gate. With only 3 available at a time, this lets the Killer know where to look, and keep pressure on the Survivors. The Killer must get 12 hooks, or all 4 Survivors hooked at the same time, or all 4 Survivors sacrificed.

    When a Survivor is put on a hook, they are in First Hook Phase. First Hook Phase timer is removed entirely. They may either wait to be rescued or point to a hook they wish to be moved to. Moving to that hook will put them in Second Hook Phase. Now they are on a timer and MUST be saved from that hook or they will die. On Sacrifice, that gives the Killer another Hook hook on the counter. The Killer is NOT informed in the event of a Survivor switching to another hook, only when the Survivor is unhooked as normal. If a Survivor is in Second Hook Phase and the Killer spends more than 10 seconds within 32 meters of them, they go back to First Hook Phase.

    Every time a generator is finished, another becomes unblocked. The Killer can see the aura as per usual, but the Survivors do NOT get any notification of which one became unblocked. They must look for it. They are informed when the Exit Gates are powered as normal.

    When the Killer gets 12 hooks, all Survivors not on a hook and not already through the Exit Gate will be taken by the Entity, the same as they are during the EGC.

    Blocked Generators will normally not show up for the Killer unless a Survivor is within 24 meters of them. In that event, the generators aura will appear for the Killer, outlined in purple.

    This game mode is intended to keep Survivors at full power for most of, if not the entire trial. It also gives them mechanics to avoid camping, though the mode clearly doesn't reward camping in the slightest. To alleviate how much power the Survivors will have throughout the trial, Killers get a bumps in intel, as well as less generators to patrol. This is a fast paced, break-neck mode. Tunneling will not be a good option either, as the amount of hooks gathered is far more important than just trying to get the same person on a hook repeatedly. Some Killers may honestly not be great at this mode, while others would be much stronger. If the game overall doesn't ever address these balance issues, then the game mode should either boost or hinder the power of particular Killers in order to make the entire Killer roster more evenly matched. Some perks would also become much stronger in such a mode. The ins and outs, as well as other issues, would need to be determined during testing in order to fine tune any problems out of the game mode.

  • This is a pretty great breakdown of the issues with these perks. I hope the right eyes see this and decide to do something about the perks.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3051460#Comment_3051460

    I once looped a bubba for awhile around a rock. He started to chainsaw Sprint. I knew he was about to catch me so I dropped the pallet thinking it might take the hit for me. Somehow I timed it so it was in-between swings and the pallet stunned him without breaking. Then he dced.

    Ya. Getting a Killer to DC is the ultimate "DUALITY OF MAN" moment. You feel amazing for it, but feel awful for what you did to them.

  • Getting a Killer to chase me for 5 gens, then they look around for a moment and DC.

    It's actually both satisfying and kinda awful. I first go "I AM AMAZING" then realize I just ruined someones night. I'm simultaneously laughing while saying "I am so sorry..."

  • By the looks of it, they are simply cancelling out the Fade Out/Fade In and going back to the looped aim animation. Normally, an internal timer is used as a sort of cooldown for this to prevent animation clipping, but in this case, there seems to be a spot where you can make the same animation hop back into the looped portion.

    Essentially, they are tricking the game into thinking they haven't finished the animation, and kick it back into the looped portion.

  • Make it so that ONE Survivor below 50% Stalk is picked to receive a phone call. From a distance, this would reveal their aura every time their phone vibrates. Within 32 meters, the aura vanishes, but the phone still vibrates. The Survivor must answer the call, which takes about 5 seconds, in order to turn off the vibration (which, if ignored, would give away their position if the GF is close). This secondary objective would occur 30 seconds into the beginning of a Trial, then every 60 seconds after that.

  • You can report them using both the in-game report function, and on report function on the website. AFAIK, AFK farming is, in fact, against the rules, and you can absolutely report them for it.

    As for an automated function, that's a bit trickier. There are times when a Killer may need to sit still for a good amount of time, though this normally comes with meme strats/builds. With those kinds of scenarios in mind, an automated feature that requires the Killer to run or incur some kind of penalty would be hard to define without inadvertently attacking specific builds, playstyles, and meme strats.

  • Play Blight.

    Get Hawkins/RPD.

    Enjoy.

    Untitled Image


  • Truth be told, I wouldn't be surprised if both sides fighting bots was the logical end-game of all the complaining about player conduct here. Between people whining that the other side shouldn't do meta stuff, or hyper-focus on objectives, or be too good at a Killer or Survivor as they are currently designed, it always comes down to "play in a way that I can deal with, not the way you are currently playing". Without changing core mechanics of the game, bots would honestly be the best way to do this, and I sincerely feel like SOME people here would honestly prefer that to playing against players that can make their trial much more difficult/frustrating.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3048461#Comment_3048461

    If I want to face bots I'll go back to playing horde on gears of war. Or go back to payday2.

    Evolve tried replacing dcers with bots and it didn't work. If a monster was replaced by a bot it was a free win. If a hunter was replaced it was a near guaranteed lose. The bot was better than nothing but not by much.

    A side note. If they replace killers with bots I hope they are op as sin. Like a blight/nurse that auto locks and virtually cannot miss. A Billy that cannot be 360 juke. That will never happen given bhvrs ability to program but it would be funny.

    Actually, that would be easier to program than a Killer that can miss (realistically). You just program the bot to track player movement during all scenarios and animations. The only issue is pathfinding to stop bots from getting stuck on geometry. It's easier to tell the bot to be perfect than it is to tell it to make mistakes. If BHVR added bots, they would be goal oriented to a fault and hyper focus on objectives. Their logic would always be telling them to "move towards Survivor, chase the closest one (LoS check to confirm target), prioritize injured Survivors within a set range, pick up downed Survivors and put them on nearest hook, repeat all-the-above". This logic COULD be gamed to make the bot move back and forth in an open field simply by using LoS and distance to jerk it back and forth, but that's a thing with most bots.

    Also, as stated before, making a bot make realistic mistakes is much harder. In shooting games, bots tend to fire nebulously to the sides of a player until a timer hits 0, that 0 being their aim deviation. Then their aim becomes accurate. So you have a set time to respond to their incoming, inaccurate fire before they punish you for not dealing with them or getting out of the way. Other games with better AI have the bots go through a myriad of logic trees, situational modifiers, etc, to make the bot behave a bit more realistically or in the very least, in a more interactive manner. A good example of this is the Xenomorphs from Alien Isolation. They have a multitude of detection cones, situation based decision making, RNG based decision making, etc. A ton of work went into making just one creature behave more like a living thing than just a bot that hones in and kills a target.

  • Robutt.

    No, I didn't misspell that.

    Ro. Butt.

  • Honestly, it's not the players fault. It's the map RNG for being coded in such a way to allow it. Don't blame Survivors on that one, they are playing the game the way it was intended. Blame the devs for needing to code a better system by which tiles and hook placements are determined.

  • To be fair, I've seen a few maps that decided "Nah, this entire side of the map only needs one/no hook", and that just sucks.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043569#Comment_3043569

    You don't have to "fix" something first.

    You can buff killers at the same rate you improve solo q.

    I mean, yes, but BHVR.

  • So, while you can look up high-tier players, it's worth pointing out that you might be playing yourself if you try and emulate them, at least for a time. A lot of higher level players use perks, mechanics, and tactics that don't work too well in a vacuum. They use an incredible amount of experience and game sense to make those perks and tactics work. The average player trying to emulate these things might get absolutely nothing out of it, save for wasted time and frustration.

    First things first is to really dig into the fundamentals. Get yourself to the point where you perform very well regardless of your perks. Sure, run perks as you do it, but don't rely too heavily on them. Once you get a really good understanding of the mechanics, and you get a good feel for the flow of gameplay at a moment-to-moment basis, then you can start looking into more advanced tactics, as well as perk utilization that gives you interesting advantages.

    With all that said...

    Otz is good for looking up FAIRLY solid ways of playing Killer, though he DOES tend to use non-Meta perks. He can do this because he has a lot of experience and game sense. However, his general playstyle per Killer will normally be a good indicator of how you can play that Killer reliably. Sometimes he shows off advanced techs, but like any tech, you will need to learn when you should and shouldn't use it.

    If you like Demo, Scott Jund is good. He plays Demo in a very reliable way, and doesn't really use too many niche perks or unusual methods, so his performance is something you can very realistically build towards quickly.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043535#Comment_3043535

    Yea, a couple years ago, we're in 2022 with complete different perks + killers.

    So, if killers are performing below expectation against the entirety of survivors, and a portion of survivors are underperforming, which would you try and fix first? An underperforming portion of a population that is, overall, performing better than should be average, or an entire population that is performing beneath expectations?

    Honest question.

  • Basically, few people really think the new progression system will be faster than the current one, and those perks significantly speed up the grind. Most people believe the grind will be the same, and in some cases worse, only now they won't have bonus BP given by perks that used to aid in this issue.

    That's why.

  • So the solutions are...

    Rework thana.

    Plague and Legion simply went be getting reworks. Legion just got a QoL adjustment, which is probably the last time BHVR will touch Legion. Plague got one as well a while back. Same thing.

  • @Huge_Bush said:

    You labeled the bottom one wrong. It should be labeled as Doo Doo Poo Poo Pee Pee.

    I object, and instead propose "Ca Ca Doo Doo Pee Pee". More variation in vowels.

  • Given everything, bringing back the stun duration would be just fine. As it stands, the perk does slightly more than nothing, but far less than something.

  • As a person that plays things

    Please

    Stop thinking that anyone not inside of some arbitrary in-group you assign to yourself is the root cause of your issues.

    Cuz that's how THEY win.

    Yes, THEM.

    You know who I mean.

    Untitled Image


  • -Improved in-game report system

    Yes. Just yes.

    -Additional game modes with different objectives

    Friday the 13th wasn't a great game. Okay, but not great. However, the multiple types of objectives and multiple paths to survival actually made each match feel varied. Similar to Rainbow Six and how it uses wall destruction and three ways to win to vary up the match-to-match depth and variety, this could make the game simply feel more fresh and not make every trial feel like doing the same thing a million times. Speaking personally, I burn-out far less on competitive games with multiple paths to victory, because it gives both sides the ability to play those objectives and force an otherwise stale scenario into a new one.

  • Given the names of the categories, I feel like the colors should be flipped.

  • @BadZilla said:

    Why is this Otz worshipped in this community?

    He's generally regarded as a wholesome and level headed high-profile player. While he is a Killer main, he tends to base most of his judgments on overall balance, and not strictly take sides in the us-vs-them debacle. If you are looking for absolutely no spice, some good gameplay, and some pretty objective opinions, he's good for that.

    Personally, I think he's too soft on calling anything OP or garbage. He also likes to utilize niche perks which sounds fun, but may give you the wrong idea when trying them out for yourself. He's been playing non-stop for years. This game is his job. He can use perks which might seem really neat in his hands that feel impossible to get value from in yours.

    Personally, I preferred Jott Scund, but he plays far less ever since Elden Ring came out.

  • So, shared hook states would actually work if the game was properly balanced around it, but it's not.

    Basically, you're asking for a new game. It's honestly not a bad idea, and one I've toyed with, but ya, it would be a new game at that point.

  • Jaws. I want to see a shark, on land, flopping towards people menacingly. Not big booming flops, but like wobbling and smacking a fish on a table. It's power would be to dive into the ground and come at you as a fin, ripping through dirt and concrete alike.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029952#Comment_3029952

    Well have to see what the general reaction time of survivors is like but it would be silly if dh usage didnt drop. This is not a nerf its a proper rework. Long term this could become a problem if survivors dedicate themselves to mastering dead hard.

    I can agree with that. I don't know how many people would take the time to git gud with a mechanic pulled straight out of Bayonetta or Devil May Cry, but if they do, they will become the single hardest thing for a Killer to deal with. That said, it would require a pretty good amount of skill to pull that off regularly, and personally, I couldn't even get mad at that. I'd just be like "Nice" every time it happened.

    Also this would be playing:

    https://youtu.be/EV6E13xODyA?t=3


  • I think there is a slight delay on DS, so probably PS+FF. I do not know for certain, however.

  • Once Killers get used to the fact that sloppy players will hit E too far in advance so they can just wait it out, the only players left using Dead Hard will be Featuring Dante from the Devil May Cry Series.

    Untitled Image

    And that's honestly a good thing. That takes either the reflexes of a 14 year old CoD player drinking WAY too much Redbull, or the mind reading powers of Professor X. In advance to the players that regularly get that Endurance hit without giving the Killer ANY warning they were going to press E, I salute you.

    Dead Hard will be the Perk of absolute GigaChads that Witch Time every single incoming hit, and I'm all for that.

    Side note: I cannot complain about the Dead Hard change. At all. It is almost word-for-word the suggested change I wrote up like a year ago.

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028702#Comment_3028702

    How would you know if you don't even play it? Doesn't make any sense. One of the coolest maps in the game.

    I tried it several times, and from a gameplay PoV, I completely hated it. It's an absolute maze and I can never find what I'm looking for. When I play Survivor, I can't find gens. When I play Killer, I can't find Survivors and half the time, my power is completely gimped because of how tight the hallways are and small/cluttered the rooms are. Mobility Killers essentially can't operate there, ranged Killers get their LoS blocked every other second. Many Killers simply operate poorly on that map, because the map was designed to be accurate to a game with completely different gameplay than DbDs.

    So ya, after a few goes on that map, I DC if someone tosses up an offering or I sit at a pallet/locker and make a bunch of noise to get the Killer to remove me. If I'm the Killer, I don't even try and wander aimlessly since that's precisely what I did when I DID try to play on that map.

  • @Jarky said:

    If a SWF want to rush gens they're actually more effective splitting 3 people on 3 different generators rather than grouping up on one most of the time so survivors grouping up on generators isn't actually a bad thing for you as a killer.

    The only time I'd argue that Prove Thyself is more beneficial is when there's 1 gen left to complete and they can group up and smash the last gen out, but in that case, if you're already in a situation where 3-4 survivors are left alive and you have 1 gen remaining, I doubt the difference in Prove Thyself would have made a gigantic difference most of the time. Additionally, there is the odd situation where you spawn on the opposite end of all 4 survivors on a large map - but even then, I imagine they're going to get that gen done most of the time anyway.

    Ultimately, I don't think SWFs are really abusing Prove Thyself that much - they're more effective splitting up on 3 separate gens whilst 1 is being chased if they want to get gens done as soon as possible.

    Well said.

  • @jesterkind said:

    Games should be balanced with all their players in mind, not just the top few percent. This goes for any game, not just DBD.

    Most games balance around the high end because, more often than not, changes for better balance towards them brings more balance towards the audience at large. Especially in games that center around a competitive game mode. Changes made on account of what is going on in high tier play tend to be beneficial for all tiers of play. High tier is simply where any problematic mechanics are most likely to be noticed and abused/suffered, so it acts as a sort of megaphone.

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029295#Comment_3029295

    What does "abused" mean? The only reason the survivors are currently so pissed at the nurse is because the killers are fed up and have found something that makes it difficult for the survivors to escape. It's just not a killer you can turn over 100 times. As long as the survivors are having fun, everything is fine, but when the killer is having fun, it's a different story, isn't it? Unfortunately, this has become a reality.

    "Abused" means using a Perk or mechanic in a way that likely wasn't intentional in order to get a greater advantage from it. A simply example would be when Survivors used to tap the hook in order to force the Killer to hit instead of grab, which would ensure they could get the unhook.

    I was using Nurse as an example of how issues with the high end eventually became a casual problem. The insane speed of heal builds can also go into here. Camping, while always an issue, essentially exploded after a few tourneys showed that it was the tourney method of securing kills. It went from 1 in every 10-15 matches to 1-5, sometimes higher. Even Survivors scattering to each solo a gen was originally more of a high end strat that has now become common practice in the casual bracket on account of Depip Squad videos showing how well it worked. Killers are lucky that casual players still don't think Lucky Break is very good, despite how you can bring a medkit and just heal to turn it off after completely losing the Killer and getting free chase wins in nearly every scenario.

    There are a myriad of common strats and unintended Perk usages that started in the higher end of players that made their way down. They are now problems for everyone. If the game had been more balanced towards the high end, these problems would have been addressed much sooner.

  • At the end of the day, the majority of the casual community is not good enough for this game.

    I don't really like the wording of that. Maybe "They aren't skilled enough to play the game to its full extent and potential".

    In any case, the game SHOULD be balanced for high MMR. For most games, balancing is primarily geared towards the high end, and the meta and strats of that high end trickle down to the more casual players. DbD isn't really that much different. It may take a bit longer in DbD, but it happens. Not too long ago, Nurse was considered fine because she has a steep learning curve. Now everyone (anecdotally) goes up against a god Nurse every game that may or may not have kissed their dad without anyones express permission.

    When you balance for the casual audience, things get overlooked and abused by the top end of players. Those abuses trickle down to the casual audience, and you end up with a mechanic that was fine when people didn't know how to abuse it, but now everyone does.

  • @BlightedDolphin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029224#Comment_3029224

    Interesting.

    I’m glad they decided to go with the current “Get over here!” version but that would be cool to see.

    Actually, I THINK the intention was for him to have both mechanics. He ended up with only one, likely due to complications with collisions and such.

  • @BlightedDolphin said:

    Let him swing of walls like Spider-Man.

    Apparently that isn't far off for what was originally intended for him. In his original design proposal, he'd pull himself across the map with his chain.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029161#Comment_3029161

    looking at Boil Over and (to some degree) Circle of Healing, it doesn’t seem like that’s how they are adjusting problematic perks nowadays…

    Facts and logic shall not stop my memes.

1 … 4 5 6 7 8 … 34