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SunderMun

SunderMun

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  • @Regionlock said:

    You'll go back after you get faced camped or your teammates kill themselves on the hook don't worry. You will miss the consistent blood points even for bad matches and will run back too. I don't enjoy killer for different reasons but I do it for BP.

    This. Neither side is fun right now, and it's entirely because of the changes to matchmaking.


    Constant facecamps and DC's to go with it, too.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524049#Comment_2524049

    Wow, so every one is freaking out for nothing.

    Thank you for this

    Mass Hysteria is a large feature of the killer main side of the DBD community.

  • @pseudechis said:

    I think it stems from that most killers are average and in the current slam out the gens gameplay they feel highly pressured for time.

    Even tiny mistakes that extend chases can cost you the game as killer. So if you feel heavily pressured for time in a meta that says slam gens ASAP, the idea of having anohter thing to keep track of is kinda ugh.

    For it not to be insanely overpowered they'd have to be limited range and effect and removed by basically totem tapping the same way survivors can currently gen tap to remove regression.

    People are thinking that's probably not the case though and its likely killers will have some long arse animation to remove them making an already time crunched meta even more time crunched.

    Basically this game is currently killer sweat and stress/survivor listen to music and chill, which feels backward for a survival horror game.

    Its all conjecture because we have no confirmed facts on mechanics yet but the idea does kind of make you go ugh within the current gen slam meta.

    Tbf there's a reason survivors are slamming out gens right now and trust me, it's nothing to do with their games being chill.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525272#Comment_2525272

    Well probably because they get games like me where survivors use awful maps and BNPs most games so there very little you can do as some killers. I dunno I just hate how we apparently balance for casual yet say casual players don't understand half of the game lol

    https://forum.deadbydaylight.com/en/discussion/comment/2525279#Comment_2525279

    Giving trapper like 1 extra trap isnt a huge buff, let's be real most people used bags and now the purple bag was replaced. We shouldn't be nerfing killers when they already arent performing well like deathslinger who has alot of drawbacks.

    Spirit I get somewhat but directional? Say goodbye to any 4v1 aspects or grabs/hits on swapping targets mid chase in phase. Some of us are stuck against good players, we dont have time to just mess around and use blindness perks let alone have killers that arent over performing nerfed just for the bad survivors fun

    It's not just one more trap, though, is it? He now has more consistent traps and his add-ons are better with more flavour and options.

    They absolutely should be nerfing killers like Deathslinger (they didn't give him the compensation buff I wanted, but otherwise the nerf is exactly what I suggested many a time in the past) when they're incredibly healthy in the game and in fact are performing well despite many claims by killer mains.

    'Some of us' includes me...blame the new matchmaking system that forces sweaty games.

  • @ignaeon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525299#Comment_2525299

    If Huntress was terrifying at high-level then she'd be complained about more like nurse. Your definitely of counterplay is that the killer must play around the survivor's actions as a reactive force, which is the opposite of what counterplay means.

    I mean for one, you're wrong. She is incredibly powerful, and yet not complained about. That also is not my definition of counterplay, but do go off.

  • Someone had the challenge equipped from their tome. It's rare, but it does happen.

  • @Veinslay said:

    The problem is that a survivor's idea of a fun killer to play against is one that they can run for all five gens with ease. That's ridiculous in a 1v4 game. You're basically asking the killer player to take an auto loss every single game the way that the game mechanics are currently designed. No one is going to keep playing when one and two hook games are the norm at high MMR with the way the developer's design philosophy is moving in regards to killer nerfs.

    No. A survivor's idea of a fun killer to play against is one with tons of mindgames, decision making and other skill involved. Such as Huntress. She is terrifying at top level, but man do we love to play against her.

  • @Crowman said:

    Because Legion is "unfun" to play against so the devs will never buff him.

    People can speak for themselves; i love playing against Legion. They force chase interaction. A lot. So yes, they'll leave you and you'll be annoyed and have to mend, but you'll inevitable be chased again.

  • @Pulsar said:

    Sad times :(

    No Legion changes despite being the Killer that needs changes the most (besides maybe Trapper)

    Yeah I'm genuinely so sad that they didn't address Legion alongside all these other killers; not even their add-ons???? Half of them don't even have a use but to bloat out the add-on list lol

  • 2 killers nerfed, 2 killers buffed. Loads of bad add-ons getting buffed, and in some cases, new effects, across half the killers.

    Yes, 'these killers getting nerfed' are totally not just rebalancing for the health of the game alongside healthy buffs to killers.

  • @Altarf said:

    When his gun isn't loaded, he walks at 4.6m/s. Simple. Gives him some degree of mobility beyond Huntress and Trickster, doesn't make him more oppressive when in a chase because this is when his power isn't available, and adds some risk/reward to playing him. Do you walk around slower but immediately ready for a chase, or get somewhere faster but have to reload when you find someone?

    Ideally this change should be made with a reload time reduction so it's a bit more of a decision. Grappling with his chain would be unfitting, clunky and would barely work on most maps to begin with.

    Honestly seems like the easiest idea and it would definitely help. It wouldn't really provide map pressure, but it would mean he's at least not hindered more than other killers.

    On top of that, I think they should give him ADS. Literally all the changes he's gotten are changes I've been asking for on the forums for a long time, with the caveat that I also wanted his ADS sensitivity to have a QOL buff to go inline with it. There's more than one reason for the quickscoping and it isn't only because it's easy and oppressive.

  • Can we please leave the crying until we've actually...you know...seen what the perks do and how them being used affects the game....?

    It's not that much of a big ask.

  • @GannTM said:

    It’s going to get to a point where every killer will be rare and survivor queue times will be an hour long.

    Survivor queue times are instant. There is very clearly an abundance of killers.

  • The nerfs were fair. However, they need to give better ADS in return. It's literally the change I always asked for if they put that in.

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2520956#Comment_2520956

    Now now that's not fair. Besides, if these forums are anything to go by the real threat out there are these dastardly forum people who "belittle" others by calling them vile, disgusting names like "troll". You guys are fighting the wrong war, the real fight is right here in the forums where the hammer drops quicker than an exposed survivor.

    I'm not really sure what you're trying to say, to be honest.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2520132#Comment_2520132

    Sbmm is supposed to level out more when you play survivor...its just a pipe dream as killer☠

    It doesn't, for either.

  • Probably not; reporting does nothing. On the forums, we keep getting told it does because mods etc kind of have to say it works, but in reality i've seen enough first hand evidence to know for a fact nothing happens.

  • @Hektic3000 said:

    I will never understand, if people dont like to be camped they need to either not be found first or learn to run the killer better.

    Why is there so much hate for the killer doing what they're supposed to do which is killing survivors?

    Survivors wont leave a gen 99'd and start another one, they'll finish the gen and move on with their objective. A killer camping to secure the kill or next hook state is them just defending their objective, while gens are important to defend a hooked survivor has more priority since a 3v1 is easier than a 4v1.

    The killer has no reason to ensure survivors get to play the game, that's entirely on the survivors.

    1. The game is literally designed as such that the survivor will go down no matter what, even if the matchmaking was incredibly unfair in favour of the survivor (as in first few killer games vs 1k hours player) by huge amounts;
    2. It doesn't matter if you yourself get camped or if it's a teammate, it destroys the flow of the game and is not how the game was designed to be.
    3. The lore literally counters the idea that this game's objective is to kill survivors for killer lol, just as escape isn't really the objective for the survivor; it's to make an interesting match occur in order to provide entertainment for the entity. That is why the points system is based on doing multiple different actions rather than allowing you to get a ton of points for just holding M1 as survivor, for example.
  • @C3Tooth said:

    I just reached to higher sbmm, and suddenly all 4 matches I played (GF,Nurse,Wraith,Slinger) were hardcore tunnel that 1 guy had under 7000BP. The moment 1st hooked guy downed just 20sec later, all I think is slap the Gen real hard and ignore dull totems then escape with no Altruism. Despite I escaped all 4 matches. There was no fun in any of these matches, far worse than dying in non-tunneling matches.

    Gen rush & Tunnel/Camping goes for both side.

    Often I have 1-2 hooks as Trapper and all Gen done. Its easy to see Survivors start to toy with me to earn some Boldness when they know the Gates are ready. Often I got from 2 hooks into 4k after the last Gen done with End game build.

    Killer losing early doesnt mean he lose. Survivors losing early mean 3-4k.

    This. I know how to deal with it and can easily do so, and those people trolling by claiming it's ok it's in the game and saying to learn to play around it don't want to recognise the real issue at hand: it's a game health issue.


    Plus we know for a fact that these people are doing it intentionally to ruin the fun of others, not to 'win' as a 'valid tactic.' You see it in their names, profiles, etc.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515440#Comment_2515440

    For veteran killers yeah it sbmm is pretty much a stressful sweatfest...with survivor at least you have 4 people to help out🙂

    nah both are horrible to play in my experience atm. the extra teammates just get you all killed.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2516321#Comment_2516321

    The thing is, one counterplay to Blight is to make him use as many Rushes as possible before getting hit. E.g. if you manage to let him use 5 Rushes, you will have some time before he gets them back (since Blight can only use his Power when all Rushes are available). However, Alchemist Ring completely negates that.

    IMO it is too strong and I dont really know what they were thinking.

    (But, apparently other Blight Add-Ons will get Buffs, e.g. there is a description Change to Summoning Stone (the Add-On which works like Blood Favor), which increases the meters from 12 to 16 and the time vom 6 to 15, but the effect did not change yet).

    Alchemist Ring is great design for a very rare; it rewards skillful play. In combination with the blight tag, if you're a good blight, it can be devastating. But bad blights won't get use out of either add-on, so I don't see much of an issue in that regard.

  • I mean it is depressing since Legion is the weakest killer in the game, but the fact is that Vigil will still see very little use outside of niche builds.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2516986#Comment_2516986

    Nah,the camera flick is a pretty important part to Hags kit.It rewards her for good trap placement and has counterplay as long as you know where the trap is

    No, even if you know where it is, it completely changes your orientation. It's not important at all seeing as she can insta-tp and hit in most cases.

  • While we're at it, activation parameters need to be changed for her traps and they need to not change the survivor's camera.

  • Imagine complaining that killer is going to be unplayable when an OP killer getting an overall minor nerf and a refresh to their add-ons to be more fun rather than just breaking their power while one of the worst killers in the game is getting huge buffs and add-on reworks at the same time, as well as a bunch of other killers getting improvements to their useless add-ons and a bunch of rarely used perks for both sides getting buffs too.

  • About 4 months around the time of the Clown rework.


    Direction of changes, including map reworks, was horrible in my eyes and it felt like they didn't listen to the community at all on big issues like performance; they seem to be listening a bit but there's definitely work to be made on that now.

    The game just didn't feel fun; reworked maps just end up with huge deadzones and random spots that have collision for no damn reason (for example as both killer and survivor the old god window with the ramp on Crotus Penn Asylum costs me so many hook stages and downs as a result of its inconsistencies, but also gifts them to me because it's nonsensical)


    This latest patch is the first one where I've been happy with a change for a while and I'm teetering on the idea of taking a break, but now FOMO is kicking in with regard to rank reward and the rift which just makes it all feel so much worse seeing as the game now feels straight trash to play thanks to SBMM.

  • @Apollos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515138#Comment_2515138

    You don't really need any perks to run a straight line. If anything with Dead Hard gone, Sprint Burst, Lithe, and Balanced Landing (assuming you're near any kind of step or hill) would easily swoop in and take its place.

    Yes, you don't need them but they make it stronger. SB doesn't really help it much, Lithe can but it's harder to use effectively and BL is reliant on map RNG.

    Dead Hard, however, one can hold W for about 40 seconds while injured, and when the killer catches up, if they stop at a strong loop, they can greed and use DH to ensure more loops/safety, which is far more oppressive than a speed boost at the start of the chase.

  • @cyniChris said:

    I used to be able to play killer for hours on end if I wanted to, but now I'll do one or two games then I'm done.

    I don't think Behaviour can actually do anything to make me want to play killer for an extended period of time any more. It's 100% down to the DBD community. From mid to high MMR, I am facing the most toxic survivor players I have ever encountered. I can handle the dumb stuff like clicking and teabagging, I can deal with the occasional hacker (which I see now more often than ever, by the way), but several survivors have taken it outside the game, repeatedly harassing me in DMs on other platforms.

    Why the ######### should I queue for 10+ minutes for that kind of experience?

    And no, it's not ALL survivors, but holy #########, the ones I've run into over the last week or so are genuinely disgusting people. And I'm normally fairly chill about the game - I don't care how the other side plays, and I just try to have fun. Someone harassing me for playing "fair", though? Nah. I'll just survive with my friends and run dumb meme builds. Worst thing that can happen to me is I'll get tunnelled and BM'd on the hook, but then I can move on to the next game like a sane human being.

    Idk, I find that while the games are more unfun/sweaty, the survivors are less toxic. Had plenty of positive back and forth and laughs about games in the post-game chat just today. Don't get me wrong, it's frustrating how scummy I end up having to play toward the end because I find it boring for all parties.


    I've actually found the most toxicity from killers recently when normally it's about even but seems more weighted toward survivors since you come across more in any game.

  • @OldHunterLight said:

    Balance maps aka all badhams, haddonfield, gidgeon.

    Do something about hold W players, I mean the ones that as soon as they hear the TR are already leaving from point A to point Z if not, then speed boost to the killer when they are not in an active chase something like that.

    And lastly, give an incentive to playing as killer especially when all of the odds are against us and by that I mean it, at least a BP boost or breaking the cap per match (this goes for both sides not just killer)

    Nerfing Dead Hard would destroy most W survivors tbf.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514127#Comment_2514127

    That... Isn't how Spirit works. She sees any scratch marks made while in phase.

    Unless she uses Mother-Daughter Ring in order to gain insane mobility! And that's been a meta add-on for top spirit players for a long time.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514075#Comment_2514075

    You know what happen ? Each time you nerf a killer as killer player we adapt you know what happened with old undying? Got nerfed cuz you all couldnt make totems.

    Not true. It got nerfed because it only affected solo play, incredibly strongly, whereas top players and SWF had no issue with it. But it was an incredibly boring meta given matchmaking doesn't generally give good solo players good teammates lol.

    Solo survivor is already incredibly weak, so adding on how oppressive undying/ruin/tinkerer was in that context, it was incredibly overkill.

    And I didn't want it nerfing personally.

  • Yeah pretty sure that's what it means!

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514057#Comment_2514057

    This actually adds some Skill and Decision-making to Spirit gameplay - you have to decide if you go the straight forward way and risk being seen or you take a little detour through grass so that the Survivor does not get the Footstep Indicator.

    Yep i can see that! I'm open minded about it but feel that her seeing foliage move when a lot of maps have it everywhere risks ending up as just being another broken interaction with no counterplay depending on the map.

  • @Maliken said:

    Welp, now high MMR survivors can enjoy going up against just Nurse and Blight.

    I love Blight, so yes please? Atm it's mostly facecamping bubbas at high MMR, though. I also love Bubba when they're good players and aren't just facecamping after the first chase.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514044#Comment_2514044

    I legitimately cannot remember the last time sound was not bugged.

    Last specific instance I recall was when the Oni came out. I think 2 or 3 days later they patched out his broken lunge when combined with Q/E and somehow sound broke again. :')

    Yeah I agree, the claim that we don't think something is unfair if its survivor sided is such a hard strawman lol.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513991#Comment_2513991

    Spirit can also see foliage moving while she herself can use it as a mask for her dust

    Yeah I found that bit very odd. Like, overall it's great, but that if she goes into grass she becomes completely invisible while it shows her your location and most of the reworked maps have a ton of foliage that survivors can't avoid in chase. I should know, whenever I see trapper my anxiety shoots through the roof as I try to avoid the foliage in an area I think he's been to.

  • @NomiNomad said:

    You can hear the footsteps if you're paying attention.

    This change just makes both sides have audio, with only minor visual feedback.

    Spirit: Can hear the survivors breathing and steps, and see scratch marks (or see blood with Father's glasses, unless that is an add-on changed.) I can agree that this will make Iron Will too strong against her, but only because Iron Will seems to bug out and silence breathing too. Which it isn't supposed to do.

    Survivors: Now hear a directional phase, and kicks up dust.

    Sound is always bugged. Whenever you manage to hear her footsteps in a new patch, a hotfix comes out within a week that bugs it out again. Every time.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/280685/facecamping-needs-to-be-dealt-with

    Welcome to SBMM.

    If the devs want me to play with high MMR/comp survivors, you need to expect me to play like a high MMR/comp killer. Go watch a tournament sometime. It's basically all tunneling, camping and NOED. Because this game is horribly balanced in favor of survivors so killers have no choice to play like this if they want to get a kill or 2.

    It's only balanced in favour of survivors when they're a SWF and all good. I keep getting this when I get brand new players as teammates, lol. Meanwhile I get legit sweaty SWFs to deal with when I play killer, as a result of SBMM but I'm not a piece of ######### so I don't force a disgusting way of playing on them.


    I know well how comp players play, and it's awful for both sides; 9these people genuinely make any game they're in horrendous even if they're losing badly) no skill for either side is required, just instadrop pallets and rely on crutch perks for survivor and as killer abuse NoED and facecamping while being either Spirit or Nurse. Fun.

  • Because a lot of the old killers that used to play him have left a long time ago; that is to say, this game sucks at overall player retention (thanks to it being the same stale meta for so long at a time, usually...although recently I'd say that's improved somewhat with the introduction of new perks) more recently, but keeps pulling in better numbers thanks to licensed chapters so they still seem like people stopped playing Billy.


    Newer players won't play him much because he's incredibly clunky especially since the add-on rework added the overheat mechanic (and that annoying ass scream he makes every time he chainsaws) and the number of random spots where there are rocks and invisible walls since the map reworks came into the game is stupidly high.


    A good Billy is just as scary as before, however.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2505072#Comment_2505072

    Not necessarily. Killer is all about time crunch. Adding more into what a killer has to do already just makes it worse. So while we may not know exactly what the boon perks will be, you still know that the killer needs to find said totem to deactivate whatever perk it's tied too. The very fact that the killer has to waste time in any form on a new mechanic tips the balance further into survivors favor.

    You realise that in order for a boon to be active, a survivor is going to have to find a totem and activate it, right? It's an extra objective for survivors.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2503519#Comment_2503519

    What makes you say there is more killers now. The whole new killer released has died down and there's been no buffs to killers. So I'm wondering why you think more people are playing killer is the problem?

    Because that's the only way such extended queue times can happen for one role; it has to be the more saturated role at the time.

  • the term 'facecamp' is too. Along with a plethora of innocent words/terms.

    It's weird lol. Nothing should be censored except for extremes like wishing death upon and racism/homophobia etc. And if thy're censored, chat should automatically be logged so someone can deal with it.

  • Facecamping is rampant, forcing DS to be used even though it doesn't really do anything about this situation.

  • We'll Make it

    BT

    Desperate Measures


    If you happen to be lucky enough to not have a camping/tunneling killer, We'll make it will counter the inevitable slowdown from Sloppy, allowing for a nice swift reset. If they're tunneling/camping, you get to mess with the timing of grabs and if they hit the unhooked survivor, they get a chance to run away. And easy stacks: you likely take a hit and safe unhook, meaning 50% increased BP off the bat.

  • Just read the last page and its just excuses. What are the chances that I go to the other pages and see a load of justifying facecamping at the start of the game with 'wElL oThErWiSe ThEy'D bE gEnRuShEd' lol

  • It would be funny if we didn't get forced to do it early because the other route is blocked by a challenge that doesn't track whatsoever lol.

    I intended to leave it to last, after all my survivor and killer challenges, but instead, I'm forced to try and deal with it during a session in which I'm playing survivor with a friend lmao

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501655#Comment_2501655

    It WAS iterated on but every iteration got abused to the point that they gave up.

    Simply put if there is a way for survivors to gain an advantage over the killer by using a feature they will find a way to do it and abuse it until they lose it.

    There was one version of it only; that is not iterating on it. Not that it matters - I'm not even asking for that system. I'm asking for a genuine fix to very badly broken game design.

  • @Hex_Llama said:

    I've gone against a lot more tunneling and facecamping since MMR. I don't know if it's because I'm playing with different people or because people are playing differently.

    In most of the games where this happens, the killer tunnels and camps one person and then plays fairly normally once that person's gone (which is also new for me -- in my previous camping games, the killer usually continued to camp people for the whole match). But, it seems like they're trying to eliminate one person to make it a 3v1.

    As I was watching that happen a few times today, I tried to think of a solution and I couldn't. Any measure I could think of to stop tunneling and camping would be vulnerable to abuse -- even rewarding the first person who dies is vulnerable to abuse, because people sacrifice themselves on first hook. Then I thought "Maybe the game should just be 3v1," but then I thought, "No, 2 is going to be easier than 3, so they'll tunnel someone at 3, too."

    The only thing I can think of is if survivors had some way to keep participating in the match after they were dead -- in which case getting killed right away wouldn't matter as much. But that would totally change the game.

    Can't say I've witnessed them play normally after the first facecamp, honestly. If they tunneled someone instead, I do find that happens, but again while I find tunneling annoying I'm more concerned about the inability to play the game entirely by having another player's camera stare straight into your avatar.

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