Avatar

StupidButTru

StupidButTru

About

Username
StupidButTru
Joined
Visits
0
Last Active
—

Comments

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/643820#Comment_643820

    Because many players love For Honor, that’s why.

    So this game frustrates you, ok, fine.

    you don’t like this game, ok, fine.

    But how you feel isn’t representative of this games future.

    This isn't my emotions this is what's happening in the game right now. If I see streamers dc-ing in front of their streamers or straight quitting the game altogether then thats a problem, if I see reviews for the game and see people rating the game as a death simulator or any colorful comparison they come up with thats a issue. If I have to wait nearly 20 minutes or more to play killer but when I find a lobby as survivor the killer sends me a message saying please dont dc that's a issue.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/643835#Comment_643835

    A new player maybe ? Starting as killer is pretty rough especially after you win first few game against potatoes and you start getting better survivors.

    I don't man usually on rank reset when I play my Myers I usually see potatoes up until I hit rank 8.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/643845#Comment_643845

    You assumed it was rank 20, nobody said that. And then mocked the player like they're stupid, based on your assumption. Hell, nobody even said it was a killer player. As mentioned, survivors bully other survivors.

    How do survivors bully other survivors, if you mean by helping killer or body blocking that's considered griefing and is bannable.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/643829#Comment_643829

    Get a better example, because that's what I tell people who say the Nurse is too hard to play. In fact, that's what everyone tells everyone else who says the Nurse is too hard to play. She's the killer with the highest skill floor and, appropriately, the highest skill ceiling.

    You do get experience if you know what you're doing. Skill checks, for example, are the same no matter if you're playing KYF or not. You can practice those. The fact that you refuse to is not a balance problem, it's a "you" problem.

    2 years of playing this and the game still face the same issues, says a lot. Tell me how we still have the exit bug where you don't escape but get stuck out the map huh????? Please come on console and see my phlight.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/643835#Comment_643835

    See, your attitude in this comment is what actually drives most people away.

    My attitude???? It's true a rank 20 survivors' chance of escaping at this point of the game is severely low, especially with that nice bbq n chili in the web and the trend on noed 1 and you telling me at rank 20 you can't down a survivor who probably has no clue what to do. I didn't even struggle that much when I first started.

  • @White_Owl said:

    Little anectode: my gf doesn't want to play this game even though she loves watching me playing it because she doesn't want to get bullied by survivors. Yep that's right, it doesn't have to do with camping.

    Let's stop pretending camping is this huge plague that drives people away. If they stop playing because of that is because they misunderstood the nature of the game, which is a competitive one (where people do what they can for their objective) and in a sort of way a strategic one, where you must respond to a strategy with another one.

    Getting bullied by rank 20 survivors is the saddest moment of any killers lives, how bad do you gotta be you getting builled by rank 20 survivors...... BABY SURVIVORS????!?? That's tough.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/643824#Comment_643824

    Practice makes perfect. That's what KYF was made for.

    A cheap answer, that's like you saying Nurse is too hard to play she needs a buff, and I go Pratice makes perfect, that's what KYF was made for. You would feel some type of way, I'm not playing KYF because there's not real benefit, you don't get real experience or points nobody wants to do that unless they want to fool around.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/643815#Comment_643815

    Thrilling Tremors is active 16 seconds after picking someone up, only activates if you're not already on the generator (which you should be, always) and it takes 120 for anyone to die on the hook (assuming they don't suicide). As for Overcharge, get better at hitting skill checks.

    I would love to but as a Console player my game isn't optimized to be able to run at 30 fps so that skill check is slightly harder to hit.

  • @FishFry247 said:

    Sure thing negative nancy, I'm sure you know more on how to keep a game alive then developers that have been doing it for 3 years

    A doctor can keep a comatose person alive for years, I'm sure developers can keep a game alive long enough just look at For Honor they managed to keep going for 4 years.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/643808#Comment_643808

    Indeed, work on gens. The killer is supposed to be powerful enough to stop you from doing what you want to do. Otherwise, what would be the point?

    Alright so how do I work on a gen with these big claws blocking me momentarily? Thrilling Temors including with Overcharge oohhhh man thats a extra 30 seconds by then my teammate is eating the claws and get taken up into the entity and rinse and repeat until survivors dead. There's many counters to gen rushing now, so you can camp and prevent generator progression.

  • 20k players is normal how is that a good thing, the developers job is to bring more people to the game and keep them not have them momentarily and then run them off after a bit. If that's the standard video games have truly gone downhill.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/643793#Comment_643793

    Plot twist: the reason newbie killers continue to camp is because it does work, since survivors keep feeding them. Survivors are the ones who need to learn to fear the killer's presence instead of attempting near-impossible rescues.

    Tell me what can we do about a killer sitting there sharpening his weapon at the hook, and let me guess what you're gonna say. WORK ON GENS. That was it wasn't it, guess what not everybody who plays this game has heart of ice.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/643776#Comment_643776

    Surprisingly, yes, survivors are to blame for more things that went wrong in the game than killers. That's because not only are they a bigger percentage of the playerbase, but they're also the ones who dictate how trials go, whether they admit it or not.

    You know that suggestion that would make it so survivors wouldn't be sacrificed if the killer was camping and other variations that everyone always suggests like it's a big innovation, even though it's the most obvious thing ever? Survivors abused it, so nobody can have it.

    Griefing? More often perpetrated by survivors (even to each other) than killers. I've had one killer purposefully trolling and that's it, whereas I've had multiple survivors blocking my path so I'm caught by the killer, actively cooperating with the killer, pointing out my location in a locker, and so on.

    Survivors may not be to blame for literally everything, but more killers have quit the game due to survivor abuse (perpetuated by those who think that killers are to blame for "being too sensitive") than survivors have quit due to killers using legit tactics.

    That isn't the case anymore I had a round few nights ago (rank 3 btw) where a killer against a swf literally ran Ruin, Corrupt Intervention, BBQ n Chili, and ofc a nice touch of noed 1 because you need that insurance claim am I right? Killer literally toyed with us, that doesn't sound like survivors pushing the killer away does it now.

  • @PolarBear said:

    The game hasn't been losing players. The average number of players has rarely dropped below 20k in the past year. I don't know what you're on about.

    Most likely this dlc will boost player numbers like every other dlc but those player numbers will fall back down to 20k like it always does.

    20k players loss makes a huge difference. May had 70,000 players at its peak, but this month it dropped down to 27,000 player that's not 20k man that's 50,000 player gone.

  • @Might_Oakk said:

    https://forum.deadbydaylight.com/en/discussion/comment/643771#Comment_643771

    Soooo your saying they bought a game out that was losing money, with the intention of losing more?

    Considering Starbreeze had a 22.2 million dollar pre-tax loss so what BHVR got for the publishing rights was considered a steal, now...... not so much. What dbd did was the equivalent of a rapper buying his masters.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/643768#Comment_643768

    Of course, killers are always to blame for everything that ever went wrong in the game. Survivors are perfect little angels who don't push players away.

    Of course, survivors are always to blame for everything that ever went wrong in the game. Killers are perfect little angels who don't push players away. I just watch a new batch of survivors get dismantled by a new killer immediately game didn't even last 3 minutes shows a lot, but again this was Consoles a different set of skills.

  • @Drazen said:

    so this whole thread is about whining bt nice bait m8

    Plently of killer whine on here so why can't I?

  • @Might_Oakk said:

    I'm pretty sure the game doesn't need "saving". It originally had a really outdated monetization scheme and still was profitable enough for BHVR to buyout Starbreeze for 15mill. Since then adding the cash shop has them rolling in it I'd guess.

    Considering BHVR have different games such as Fallout Shelter, WarHammer, and Deathgarden etc, Dead by Daylight isn't the only source of income they have.

  • @humanbeing1704 said:

    lol what this chapter is gonna expand the playerbase probably by 20 to 30% more

    Momentarily, once those new players see how killers play they'll hit that quit uninstall and demand a refund before you can say Yatzhee.

  • @xmenfanatic said:

    This game is fine :)

    Your post is laced with assumptions an bias, and if you want to stop playing then stop. The game isn't in need of being saved. It's growing and expanding. This is just a fortunate boost that will add a larger player base.

    Games will always have people who complain because they aren't as good as they wish, and try and blame the game itself. The developers listen to their audience and tweak things to find balance and do a great job.

    There will always be insecure extremists who never feel like it's in their favor enough.

    Greta job behavior, we appreciate the work you put into making this game so fun! On my third year playing BOTH killer and survivor, and plan on continuing to play both and enjoying each side ^_^

    Sounds like the fanboys from For Honor. "The game is losing players and might not get a Year 4." "NOOOOOO THIS IS A GREAT GAME NOTHING WRONG WITH IT" I've been playing for 2 years now going on my 3rd year soon this game was never this bad until the past few months and guess what happened the past few months? THE GAME LOST PEOPLE, why do you think they heavily promote the game, made it free for game pass for a limited time, give discounts for the game, give cheaper prices on cosmetics. They are trying to make up for their losses and trying to bring more people in but okay friend.

  • @Cymer said:

    https://forum.deadbydaylight.com/en/discussion/comment/643725#Comment_643725

    Awww such a nice killer, dropping everything to read you a bedtime story and make sure non of the other will come and taking advantage of your helpless situation by fondle you at the hook. What a great protector. And in the end, mama entity comes and embraces you in her clawy arms to send you to bed. She may accidentally poke you because of clumsiness and silly animation. But we all love you and wish you well.

    Yeah and you wonder why killer lobbies take 15 minutes or more to find a game, psssst nobody likes being camped.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/642832#Comment_642832

    No. Maybe getting an insta down when the stars align isn't the standards we are going for. In order to get a down with the chainsaw you need to be withing 0.906 meters of the Survivor when you start reving. And they need to not be within 3ish seconds of a window or pallet.

    By comparison, Hillbilly can instadown you cross map, AND loses less distance when charging the saw AND has a ton of utility from it AND has a much lower cooldown when hitting something AND accelerates instantly AND is considered to be one of the most balanced Killers in the game if not the best balanced.

    Exaggerated Leatherface's chainsaw moves side to side and he gains a boost while reving and capable of downing multiple people, if you think that needs a buff then you can't have one shot capablity with the buff it's just not FAIR.

  • @Cymer said:

    It is called animation lock. I see, you don't have a deep understanding of videogames.

    The killer pressed his space before you wiggled free and so started the booking animation (this also the snapping in place while hooking)

    As a survivor you can take advantage of this during pickup animation and pallet breaking to blind the killer if you memorize the animation.

    The same animation lock can issue hits, like at pallets. If your hitbox yet have to traverse a pallet or window, thus wanky hits (plus latency).

    At least you can use your DS after the unhook.

    That is if the killer isn't reading you a bed time story while you're on the hook.

  • @BloodMoneyMerc said:

    The biggest weakness about hex totems is easily how visible they are to survivors. To fix this, I say cover all spots in which a totem can be with a pile of leaves or rubble. It blocks visibility of all totems on the map, and the way survivors can make the totems visible is by clearing the debris off of the spots. This action of cleaning the debris should only take about 2-3 seconds. If a totem gets revealed, the survivor can then proceed with the normal cleansing process. If not, then they must go search the other spots on the map to find totems.

    On every map, there should be 15-20 leaf/rubble spots to clean. 5 of those spots should contain a totem. Also, the killer should still have a totem aura visible for their hex perks, even when the totem is covered by debris. This change would just be helpful in keeping totems a bit more hidden than they currently are.

    There's already a Hex Buff it's called Thrill of the Hunt

  • @Peanits said:

    This wouldn't actually solve as much as you might think. Generator times were increased from the original 60 seconds to 80 seconds way back, but as you can see, that alone doesn't change much.

    Adding extra time to a generator doesn't make the game significantly longer. To give an example, let's say the generator times goes from 80 seconds to 100 seconds. That's a 25% increase- 20 seconds longer per generator. However, over the course of the entire game and between all five generators, that's only a total of 100 seconds. Worse yet, this assumes that all generators are being worked on sequentially, but that's not the case.

    Realistically, three survivors are going to be working on separate generators while one gets chased. 100 seconds later, three generators are going to go off. They can then split off to three others, start working on those, and then 100 seconds later, the remaining two are bound to go off. (These are obviously worst case scenarios, if they're doing it that fast, you are doing a terrible job applying pressure.) In total, you would only gain about 40 seconds from that 25% increase.

    Unless you go to the extremes- which is going to feel awful to play against- it's not going to make a difference. We're talking old Freddy half speed levels of slow. Realistically speaking, that would make the vast majority of games incredibly killer sided just to balance around the few games that go quickly (which often times, the killer fails to apply pressure in). Increasing generator times seems like an obvious move on the surface, but in practice, it wouldn't accomplish much.


    As we see now 80 seconds (1 minute and 20 seconds) apparently still isn't enough time for killers to do anything had they just up gen time slightly before nerfing and buffing the game would've balance itself out. If you can't at least get a hook in 2 minutes then you're just bad.

  • @GrootDude said:

    Gen times don’t need increased, people just need to accept they won’t win every game.

    I understand that, but I see killers run here to forums to complain that they're not getting 4k for majority of their games which goes to show they won't accept that statement. Had they just increased Gen time in the very beginning before choosing to nerf survivors and buff killers there wouldn't have been this much of a problem. If a killer can't manage to get at least a hook before two gens with gen time of 1 minute and 80 second at that point its not game mechanics it's just the killer him/herself. They should've at least tested it in the beginning.

  • @malloymk said:

    Generator speed should be different based on how many survivors are in the game. You can argue that adjustments could also be made depending if a survivor is in chase, hooked, or downed. It makes sense that if there are more survivors in the trial that gens should run a little slower. And when it's down to just 1 or 2 they should probably speed up to swing momentum into the survivors favor so they at least have a chance. Also, I think the size of the map should be a factor in gen speed as well. Many large maps really put killers in a hole to start the game, when really most games are decided by how many gens can you complete before the killer gets the first hook.

    My biggest problem right now with balance is that on average you probably have about 2 dead/2 survived, as killer or survivor it's pretty rare that 2 of us live and 2 of us die. Most games the survivors get rekt or the killers get rekt. So the games are either pretty terrible if you're killer or almost too easy. Having the entity make changes to gen speed based on different factors would help balance the game.

    This........ This I like....

  • @TheBean said:

    @StupidButTru

    The playerbase always goes through ups and downs.. you can see that throughout the history.

    You got dedicated servers coming... and now a big popular hit show Stranger Things incoming, a license that is current and has a big fan base. That is going to send the numbers probably higher then that 75K influx that happened.

    They aren't losing players in the playerbase, and it doesn't look like they will for some time yet.

    Problem is playerbase on average might lose roughly a few thousand, dbd always drops tens of thousands in business terms not good numbers, had it not been for dedicated fans who buy their cosmetics and cells I'm pretty sure this game would be deserted as they'll probably leave to go work on DeathGarden. Not even Nba 2k whose known to abuse microtrasaction and have buggy mechanics lose that much in fan base.

  • @DoomOrb said:

    Hello, it's me DoomOrb and I'm here once again to talk about the weakest killer in the game. Yes' I'm talking about Leatherface.

    Now you might think Wraith is the weakest but I would disagree. But if you want to argue about that, please go to my other forum post to do all of that arguing yourself there. Because this forum post is for a different purpose.

    https://forum.deadbydaylight.com/en/discussion/81348/my-best-attempt-at-a-killer-tier-list

    Now back to Leatherface.

    Leatherface is currently in my eyes the weakest killer in the game.

    He has a standard movement speed of 115% movement speed.

    An Instadown that when he charges it slows down more and when he goes to a frenzy the distance is already too much that you won't really catch up.

    The Chainsaw hits multiple people so that's the good thing.

    When he bumps to an object he suffers a lot more for it and ends up loosing the survivor for it, unlike Billy that only looses a bit of distance but can be regain thanks to his movement speed.

    Leatherface, like Billy can break pallets with chainsaws.

    And that's about it. Leatherface in general doesn't have much going for him aside from being the best basement camper in the game. No one can challenge him when it comes to camping. But he really doesn't have much chase potential, or map presence. He barely has an area he can protect and he has no tracking.

    Leatherface is almost the face of a bland killer due to how bland he feels. Sure he has an instadown, but that's really all he has.

    Now how to buff him? Well there are a few tweaks I would say that would make him a lot better. For one side when he's charging his chainsaw, make him not move so slow when he's charging it. Another thing is when he does bumb something, let his bumb time be less so is less punishing, and increase his acceleration speed a bit more to make his frenzy more of a threat.

    These small changes would make him a bit more viable and would move him to at least mid tier. Playable enough to be viable.

    But what do you think. As always your opinion is always welcome here.

    With Love, DoomOrb

    I don't know about that most leatherface just get right behind you rev up the chainsaw and insta down, don't think he needs a buff unless they take away the one shot down capablity

  • @NuclearBurrito said:

    I wouldn't put it to more than 100 seconds per gen no matter how bad gen rush and looping get.

    If it gets that far then I'd rather speed up Killers drastically instead.

    Woah woah noooo making them faster plus bloodlust chase would end easily.

  • @Almo said:

    I almost never play Survivor without Alert. :)

    Still doesn't make it useful you just see the killer aura for a few seconds its negated by spirit nurse wraith as they have high mobility.

  • @TheBean said:

    @StupidButTru  you must be new if you think the playerbase has been dropping.

    ...

    Bad idea though.

    Putting the gen repair to 1 minute and 80 seconds?... Adding a whole minute to each gen?

    Wozzers.

    I don't want to have 20 minute plus matches. If you want survivors to stop working on gens all together... put the repair time to 1 min 80 seconds... no one would touch them ever again.

    Check for yourself --> https://steamcharts.com/app/381210

    Also had you actually sat there and read I said from the very beginning.

  • Thats why I address this post as something the devs should have done from the very beginning before all the nerfs and buffs, we all would have had our perks normally on both sides.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/641973#Comment_641973

    (Eye roll)

    Can you please provide proof that there has been a decline in player numbers on all current available platforms. (PC, PS4, XBONE)

    As of May there was over 75,000 players on PC as of June that dropped down to 40,000 players and continued to drop, we will see a rise once the Stranger Things content drop, but mark my words after a month or 2 that number will drop again.


    https://steamcharts.com/app/381210

  • @DingDongs said:

    MoM deserve a BIG nerf

    It was totally nightmare for solo survivor who didn't buy ash(Me) and Killer who main M1 (Also me bad at Billy/Nurse)

    Every killer is Billy/Nurse/Huntress with Mori and it was totally unplayable and Every survivor is using MoM with being toxic and you totally need to learn at least HillBilly to play as killer or entity displeased you

    Stop saying "MOM doesn't need nerf murmur" just because you want free easy escape from M1 killer and teabag at exit gate after MoM trigger you

    JUST. STOP. I don't wanna go back

    Guess you didn't bother to read the ideas, -->MoM did not deserve to become a useless perk, they should've just made the requirement safe unhooks rather than hits.<--

  • @HazeHound said:

    Wow, if you think dejavu, alert or pebble are bad perks then i'm not even going to start adressing your points, need more experience i guess.

    I played the game for 2 years.....

  • I made a thread on this subject exactly like this, problem is there's too many perks killers have that can hinder the progression of the game, had this just do this from the very beginning things would've have turn diffrently for this game.

    https://forum.deadbydaylight.com/en/discussion/82449/what-the-devs-should-have-done-from-the-very-beginning#latest

  • @Ark_the_Bonsai said:

    https://forum.deadbydaylight.com/en/discussion/comment/641980#Comment_641980

    Agreed. They were just worried the combination of the two would be too strong. That's why I thought a simple bump up on the stack count would've helped too. Like just one more stack would have made it a good pair for WGLF

    I don't see how protection hits is even considered too strong (sounds like queens the only one who plays the game), but they had to know deep down that nerf or rework was straight doo doo water.

  • @Ark_the_Bonsai said:

    https://forum.deadbydaylight.com/en/discussion/comment/641972#Comment_641972

    It was like a slightly worse version of old DS. You got a free "extra life" for no effort. The biggest problem with it was that it destroyed M1 killers with no counter to stop it but hat literally no effect on killers like Legion, Billy, etc.

    To be fair, I don't like new MOM either. It went from brokenly strong to brokenly weak. It honestly probably needs a whole rework or just an increase in required stacks and the addition of a hook save stack (protection stacks are too buggy and hard to actually achieve in a way that doesn't negate the usefulness of the perk)

    Yep they could've done the idea they had at first which was gain a stack when you get a safe unhook but they took it out before the patch.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/641966#Comment_641966

    IMO they’re not only just better than they used to be at engaging their player base, they’re better than ANY studio at engaging their player base.

    Better than R6S? Overwatch? Fortnite? If they're that good at engaging their playerbase they wouldn't be losing so many people.

  • @Ark_the_Bonsai said:

    https://forum.deadbydaylight.com/en/discussion/comment/641888#Comment_641888

    I agree wholeheartedly with this, there have been a few objectively bad decisions (OG MOM) but stuff like gen times, early infinites, etc were caused by lack of predecessors and different expectations for the game then what it actually became. No one's omnipotent, they couldn't have predicted the game we have now 3 years ago when they still weren't even sure how to handle the concept in the first place.

    And honestly, looking at some of the terrible, horrendous things that used to be in this game that they just didn't expect people to abuse (toxicity finds a way) and have now been removed. I'd say that they've not only done a good job so far, they've done an amazing damn job so far.

    With dedicated servers coming up, a better ban system for D/Cers, and them just in general communicating with the playerbase far better than they used to they're only getting better.

    Why was MoM so bad? I never had a big issue with it at all it just prolonged the inevitable.

  • @Nameless said:

    https://forum.deadbydaylight.com/en/discussion/comment/641874#Comment_641874

    Totems are a 2nd objective and devs have been trying to give more incentives to do them. Though, doing totems is just as boring as doing gens which is why some people refuse doing them I guess.

    Ever since the rise of noed tier 1 I've have been busting totems left and right and feeling the salt from the killer as they send me hate mail and dude it's still really boring.

  • @SaltySwag said:

    To head off further talk of such things:

    STAND ALONES:

    2 Killers: Leatherface, Ghostface.

    2 Survivors: Ash, Bill.

    Leatherface-Decent-Perks-The Meta. Ghostface-Decent-Perks-Strong.


    Ash Perks- Dumpster fire. Bill Perks-Unbreakble is breakable.

  • @MonsterInMyMind said:

    Making gen times longer solves nothing it promotes camping + the last time they tried this they made exit gate timers 16 seconds which was seriously a issue it's not as simple as increasing gen times bud they have tried it didnt work.

    That's why I said its too late for them even implement that type of change, Had they done this in the beginning there wouldn't have been vaulting nerfs, perk nerfs, etc.

  • @NoShinyPony said:

    This is a topic often discussed here on the forums. Bottom line: Some people think the game is fine how it currently is, others don't. Of those who want the killer to have more time, the majority doesn't want increased gen time but a 2nd objective. (Because repairing gens is boring.)

    What 2nd objective would they even add?

  • @SaltySwag said:

    https://forum.deadbydaylight.com/en/discussion/comment/641867#Comment_641867

    In accurate.

    We Got Ash.

    Then we Got Ghostface.

    Essentially two stand alones one for each instead of a chapter.

    Oh I forgot about Cash Gra-- I mean Ash, that was a disaster.

  • @Might_Oakk said:

    Did they confirm there was 6 perks? Could just share the same 3.

    Yes seperate survivors with their own 3 perks.

  • No I feel like the reason why we got two survivors is to compensate for the last chapter since they gave us no map or survivor.

1 … 4 5 6 7