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  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388880#Comment_1388880

    That's my point. They ride the wave of bad survivors to a higher rank then they should be at. Then once they face survivors that actually belong at the rank they're at they get stomped. I very much believe a fixed match making system would alleviate alot of the frustration. Shrink the giant maps and things would be pretty balanced.

    But you have to consistently do well to stay at red ranks, you can't just eat potatoes.

    I'm also hoping for the MMR system to fix some issues. And yes, giant maps are awful.

  • @DBDPlayerOne said:

    https://forum.deadbydaylight.com/en/discussion/165601/multiple-threads-of-killers-meltdown-are-the-devs-proud

    The vast majority of changes that have occurred in the game recently have been specifically advantageous for Killers and to improve the Killer QoL, not survivors. The current state of the game is the most 'balanced' it has ever been for Killers. They do not need to continually focus on Killers at this juncture. Solo survivors are what need to be addressed.

    That said, yes - they should be sitting down and listening to both sides of their player base and fixing the existing issues before coming out with new content, IMO.

    I don't think your assessment of the Killer experience is accurate. There are many many many survivor posts exactly the same every day. By far my longest queue times are on Killer on PC. Maybe it's my region or my platform. But we are not living in fear of the end of Killers playing this game, especially when your wait is 15 minutes because you cannot find 4 people that want to play survivor.

    All in all, I agree with the sentiment that everyone should be heard and the current issues, that have long since been issues, should be addressed for both sides.

    I acknowledged the survivors frustration on my OP, I just believe it's not close to what killers experience.

    Yes, there are plenty of survivors complaining about things they find it trusting, how many post have you seen saying they've burnt out and are taking a break?

    I never neglected the fact that are things frustrating as survivors, "ghost skill check 4 years in", I'm just saying they aren't as frustrating as the killer experience.

    As for queue times, it's seems to be a bug, as my killer queue is usually long on my first game, while the rest of the day is quite instant.

  • @CashelP14 said:

    I generally feel killers are the most vocal, whereas survivors who complain about balance generally get shut down because "they are the power role". At the minute solo survivor is weak and swf is strong.

    The thing is people just don't understand you can't win every single game, with every killer. When I play Clown if I get beat by a 4 man swf, I don't complain because it's a tough killer. Also certain maps are a pretty much gg so again you have to just except that.

    There's no doubt solo survivors are weak compared to swf, which is a big source of frustration for both killers, and survivors alike.

    About the maps, how awful it is to log into a map, and have the odds already stacked against you. It happens to often.

    On "Scotjund" video, the who the says he's taking a break from killer, he said something no one seem to have noticed.

    "We told them the new map wasn't ok, but they just ignored it". Something along these lines.


    It makes me think that, some players tested the map, and told the dev it wasn't a good map, as proved by the negative feedback it has received. Once again they ignored players feedback, and released which is one of the worst maps in a while.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388185#Comment_1388185

    Increased vault and pickup speeds are killer buffs. By definition those things made them stronger.

    Most killer frustration stems from they aren't actually good enough for the ranks they're in. But most survivors are bad. So they end up in ranks higher than they should be. If they can ever fix match making that will solve alot of problems. Also shrinking the gigantic maps.

    Sorry, But I strongly disagree.

    I see way more potatoes survivors at red ranks than killers.

    In order to rank up and maintain your red rank position you are forced to fulfil a bunch of criteria the emblem system asks you, hell, you can even 3k and black pip. In other words, you have to do well in order to stay at red ranks.

    As for survivors, you can simply rush gens, occasion get into a chase, unhook someone heal, bam, you pipped, specially if you are playing SWF.

    It's quite jarring the difference in skill level between some red ranks.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388042#Comment_1388042

    Over the years they decreased the amount of time it takes killers to pick up survivors, vault windows, and added the entity blocker. There used to be literal infinite loops. Not the ones people complained about now. These were loops survivors literally could not be caught in.

    They eliminated pallet vacuum, insta heals, and insta blind flashlights. They've nerfed toolboxes and their addons. They nerfed healing speeds. More recently they added doors on the structures killers complained were unfair.

    There are more things I could add. But I think you get the point. Survivors have been nerfed substantially over the years. Which has made killers stronger in turn.

    Disagree, it hasn't made killers "stronger", it has brought them up to a more even plain of field.

    Yes, survivors have been substantially nerfed, because they were substantially stronger as well. All the things you mentioned were MoM level of brokenness, it's a miracle the game survived the way it was.

    I don't dismiss the fact that they have, indeed, been moving towards a more balanced game, albeit I can't help but to notice that killers are still getting burnt out, which I reckon is due to some lingering issues.

    My point here is to raise awareness of the constant frustration that seems to be endured by the killer community, to see if the devs can iron out the rough edges in order to make the game equally fun for both parts.

  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1386617#Comment_1386617

    I feel quite the opposite. Red ranks in both. Rank 1 at killer playing with super stars like Bubba and Gorgon and clown. Grinding to get to rank two because i pretty much play solo (my swf is no allstar squad). Every match is pretty much someone gets hooked early and suicides on hook making it a 3v1. Swf is hard to face because of the communication, but also the facf that you don't get early hook suicides.

    I much enjoy killer (besides auto aim and Ormundfield) than solo and even swf survivor play.

    I play on console, maybe that's why I face so many SWF deathsquads.

  • @feechima said:

    A despite a plethora of "killer meltdown" posts, they seem to focus "mostly", on fixing things that are frustrating for survivors, all the while, neglecting the other side of the community. Looking at the doc, ruin, nurse (this one in particular) legion.

    Uh okay, did you miss changes to toolboxes (now basically useless which I'm fine with), Insta-heals nerfs, breakable walls, safe pallets decreasing, all the new maps with better totem spawns like new Lery's, Midwich, Dead Dawg, and Badham. Nerf to BL. Smaller map sizes, removed strong loop tiles with windows, nerfed gen speeds for multiple survivors on a gen. All these mechanics and items were widely complained about by a killer majority and have been adjusted or nerfed to be more fair. So I wouldn't say that the focus is 'mostly' on survivors. Doctor was just changed so I don't see why he even made the list. Sure, they used the excuse to make him more fun to play against him but he is now much easier to play, and more effective in securing kills. And in NO way more fun to versus.

    Devs are working hard to balance things for BOTH sides. Sure there is a long way to go. Both sides suffer heavy from lag/dedicated server punishment. There are bugs in the game for killers like Billy, but there is also movement bugs for survivors during unhooks and after taking a hit. There seem to be a bigger presence of killer mains on the forums anyhow, or at least players that split both equally, as before they combined the discussion boards the killer side was always ahead on the amount of posts and not just complaints. It also made sense to have more posts as each individual killer requires a different set of skills and knowledge in his/her use, basekit, and add ons. Survivors, as has been said often here, are just skins at the end of the day.

    IMO the biggest problem with DBD is human behavior (no pun intended). The camping, tunneling, tbagging, beating on hook,slugging until bleedout, flashlight clicking, bming noise-spamming with pallets, vaults and lockers, and end-game chat messages being sent to players have nothing to do with playing the game as intended. It is individual choice and expression no matter how petty and immature it may be. This is the only thing that behavior cannot control. It will never be fixed and to play this game you have to come to terms with that.

    And for people who say survivor is much easier, well yes it is. If the opposite were true what difference would it make? Would killer mains play survivor? Probably not. You either want the challenge of juggling more objectives and outsmarting 4 different minds and sets of skills or you don't.

    Lerry still has some terrible totem spawns, and breakable walls have been poorly implemented, as they tend to come with a overturned loop, like Saloon, without realizing that in an meta where gens pop ever 60 sec, going around braking a wall to make it a bit more fair is not really optimal.

    And I'm not really dismissing anything, as my original post is not about balance itself, but the fact that there way more killers getting frustrated at the game than survivors.

    Balance patches usually come with changes for both sides, such as the ridiculous 2.5 sec sabotage, like for real?

    It's like no one in the entire dev team thought about how abusable it can be. I faced I Sabo squad yesterday, really "fun" game.

    When you talk about human behavior, you're forgetting that for better or worse, we like it or not, camping and tunnelling are still part of the killer objective in killing a survivor. Survivors on the other hand have to go out of their way to BE toxic.

    Do people really believe they outplayed a Clown on temple while rocking all the busted second chance perks? Because I don't believe it warrants the overly teabagging at the gates at this point.

    Funny enough, the same people also complain about Freddy, Spirit, Billy, Nurse, the four horseman.

    Coincidentally enough, these are the ones that can give them a run for their money.

    I do agree with you, there have been steps on the right direction, such as the map changes (though so me of them are so flawed by design, they are still a hassle, like the one in which you are forced into a trip gen situation from the start), but we still see many players leaving in frustration. I counted 4 killer meltdown posts only this week.

    In about 2 years, I'm yet to see any survivor quitting the game out of frustration, which leads me to believe, while frustrating as well sometimes, it doesn't scratch the surface of what it is playing killer.

  • @LordGlint said:

    In reguards to OP talking about ppl taking a break from the game... Theres really nothing wrong with that and something even the devs themselves have advice people do every now and then. Even in the event of a perfectly balanced game, after awhile it can just get stale no matter how good it is. I myself took a break from it for about 3 months awhile back andit was kinda refreshing.

    https://forum.deadbydaylight.com/en/discussion/comment/1386459#Comment_1386459

    Technically they do. If I wanna use an offering to decrease the chance of getting Haddonfield for example, I could just use any map offering thats not Strode key.

    I would like for neither side to have the ability to control which map they are playing on. Leaving it completely to rngesus. Having only the option to exclude 1 Mal which you really don't want to play on.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1386657#Comment_1386657

    Always, I am happy to have discussions with people because I am actually the odd killer that doesn't align my views in the same manner as many others.

    That same argument could be made for those same killer changes. Those perks, mechanics and other nerfs were done to make the game overall more enjoyable for the killer side. Survivors we're complain about DS the same way killers running DS were... There were not, technically I have to give the survivor side kudos, because I don't believe there were nearly as many end of the world threads when DS and BT were nerfed to compared to when ruin was changed/nerfed (because I still consider it a good perk, just not strong). I would also like to argue that ruin is still relatively meta, at least from my experience over this past year. I still see it quite often, now not as much as before, but I would say its still at least kinda meta.

    Now here is where things get tricky, because I wont argue that DS and BT are not meta, they totally are. But that isn't to entirely blame survivors for that. Starting off, survivor perks are much more situational than killer perks are. Lets look at the big killer perks I see every game

    • Pop = You can use this almost every game unless you manage to not hook anyone
    • BBQ = Every time you hook someone you see someone
    • Sloppy = Every time you hit someone this perk has an effect
    • Thanatophobia = as long as people are injured in the game this had an effect
    • Dying Light = As long as you hook someone who wasn't the obsession it has an effect
    • Nurses = This one can be useful every game, but can also kinda be situational as people may not heal within your terrior radius. However, I would like to say, I've see this in more games then I've seen someone use unbreakable successfully
    • Bamboozle = Vault a window this had an effect
    • Brutal Strength/Enduring = Both have an effect as long as survivors use pallets (And how many games have you had where the survivors never used a pallet?)
    • Corrupt = Blocks 3 gens for 2 minutes every game, It has an effect

    Now this isn't all of them, but its the most popular I can think off the top of my head. This same logic doesn't even apply to the meta perks on survivor side.

    • Lets start with unbreakable, unlike many of the perks listed above this perk has the condition that a killer leaves you slugged. Now if you play as I do, I rarely slug. I think I've seen 2 maybe 5 people successfully use unbreakable against me all year long.
    • Borrowed Time: This one is clearly less situational and I do see it more often in my games. However as I rarely chase the person just off hook, this isn't something that has ever really effected my playstyle. I usually only see it when a survivor forces me to have to hit them because they blocked my path. Other than that I usually chase someone else.
    • DS: once again, this is still situational however because it requires me downing and hooking someone recently off hook. Now to be fair, given the 60 seconds I've had matches where I downed someone else and hooked them then happened to come back across the DS user with 1 second left, but honestly if the DS me at that point I just tunnel them out of the game. I get people are trying to change it from anti-tunnel to anti-momentum which technically fits better but being a long time player its an anti tunnel perk and if you use it on me and I wasn't tunneling you, I will tunnel you. The way I see it you just punished me for something I didn't do. Which is why I always suggest the following condition to DS: If you are not in the dyning state and the killer hooks another survivor DS deactivates ai
    • Now, I really could copy and paste my post breaking down almost all of the survivor perks, but it'll be easier to just link https://forum.deadbydaylight.com/en/discussion/comment/1382846#Comment_1382846
    • The post above explains alot of my issues with survivor perks. Unlike almost every single killer perk in the game, many survivor perks are two situational to become meta. For example, I absolutely love Autodidact and run it quite often, its not a meta perk, but it is really situational. This perk not only relies on me being the person to heal someone, but is handy capped if others are helping and relies on getting a skill check. For example, I've been running this perk all week so far. I rarely end the game with 5 stacks and more commonly end with 2-3 stacks.

    I can see why a lot of killers get upset with perks like BT and DS depending on the survivors you are getting, but I don't see them as bad perks. They server their purpose (DS with an asterisks) very well. I just believe until BHVR stops making survivor perks so situational they they wont see use at least once per game, the survivor meta is never really going to change. Even going with their latest perks, I was actually kinda happy to see soul guard. I though that was going to be a new perk on my build all the time. I ran it for four days straight and used the "Endurance" effect once and never got to use the "pick self up" feature. Why would a survivor to choose to run a perk, that might only activate once every few days compared to a perk like dead hard or BT which has a chance of being useful once per match? Killer perks are almost always useful every single match?

    -- Sorry that was a little long, but the reason you see those second chance perks so often is because they are useful almost every single match. ---

    Sorry I must have forgotten or missed it, I kinda like to explain my thought process in detail as you can probably tell by now. DS is in both a better and worst position than it used to be in. I really hope one day they add the condition I mentioned above to turn the perk from an anti-momentum perk to a anti-tunneling perk, but only the devs can answer that.

    -- Hopefully this helps you understand where I am coming from when we're talking about perks --

    Now l would love to bring up your next statement

    Which I'm asking, is why not also aknowledge the frustration aspects that comes when playing killer, and be more proactive at fixing these issues.

    There are plenty of survivors on the forums as well, I just find it odd that it's pretty rare to see any post about quitting the game or taking a break.

    Perhaps we, who play mostly killer, we are all snowflakes? Idk, I just feel there's too many "killer meltdown" post compared to zero from survivors.

    I mean they have been, my point in bring up the nerfs to those perks was to show that they heard they were frustrations playing against those perks specifically and they adjusted it. Now don't get me wrong they aren't perfect solutions, but there fixes for killers weren't perfect for survivors either.

    The question comes down to, how often do you see DS and BT and perks like that being used against you? Not sure if I stated this before, I mainly play killer unless I am playing with my GF. I see this perks in my end game screen all the time, I rarely every have issues with them during the matches though, because my playstyle doesn't really allow them to trigger. Don't get me wrong I see them and god can someone blocking me in a hall with BT and DS trigger me because its stopping me from chasing the person I want to. But that isn't the common game for me, its the exception. Yes I want conditions added to these perks to make them a little less of a careless perk and more and a perk that has tactic to it. I do think the devs are going to come back around to them, I just don't think it's as big of an issue as its made out to be.

    As for the "killer meltdown" I actually never understood this, ask my GF, I can pretty much laugh away anything that happens when I play killer, but survivor I'll be screaming my head off. I expect the survivors to play smart and I expect killers to play using my similar ethics. I don't think these killers are snowflakes. I think a combination of stress and game feedback is tell them they are doing bad and making them feel bad.

    Honestly one of the biggest changes I want the devs to make. I want them to remove "Entity Displeased" message on a 2k. I've seen many devs mention that the goal of the game is a 2k with 2 escape... but if that is true why does the game tell the killer they failed when that happens? I think the game has a PR issue instead of a balance issue (I mean it has a balance issue too, but I find the PR one greater at the moment).

    I've had entity displeased in a 3k match more times than I can count.

    I'm not sure if it was you or not, but there was a very detailed post about DS and the problems that it brings, making the killer tunnel even harder the bearer.

    I don't have my problems with BT though.

    Now, I completely despise DH, as it rewards bad plays. How many times have you won a mindgame, or did a better panting through a loop, just to have the survivor yolo out with the press of a button. It's big slap on the face of the killer who played well.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1386583#Comment_1386583

    Why shouldn't it be stressfull? Most people like getting challenged and you can't be challenged without tension. And tension leads to stress.

    The dark souls games were stressfull and they are conciddert amazing to most people. Fighting games can get amazingly stressfull yet you can't deny people love them. And i'm fairly certain more people had breakdowns on fighting or souls games then dbd will ever have

    Hell the reason dbd is so popular is because it's so full of tension. People wouldn't invest 1000-3000 hours in a game if it didn't have that. They'd get bored.

    In short tension is a good thing. And you can't have tension without stress

    I agree with you to a degree.

    The stress that comes from facing an opponent of same skill level In a even playing field is really good. Though I don't think is always the case here.

    I've played all souls game (put almost 200 hours on the first one), and I've never felt so street as I do in DbD. Mostly due to the fact that in a souls game, everytime I died, it was mostly because I had mae a mistake, while in DbD, facing OoO in a giant ######### map full of safe pallets, you can't help but to fell you're facing terrible designer choices, instead of really skillfully player

    Freddy spaghetti nails, Huntress watermelon hatchets. Getting a ghost skillchecks as soon as you stop an action, really, after 4 years?

    Just things I wish they would sit down, take the time and iron it out.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/165601/multiple-threads-of-killers-meltdown-are-the-devs-proud

    So I wanted to reply because this actually sounds like it could be an interesting discussion. Starting off, you are always going to see more complaints than positive feedback threads. Forums are usually are used to gain feedback and discussions on the game. So those who think the game is fine or really don't know how to structure their feedback aren't really going to post. Leaving you with four options with the majority being the first three.

    • People who are frustrated with game mechanics because they either dislike, think they are unbalanced, or find them favoring one side over the other
    • People who want to discuss things to improve the game but really aren't frustrated with it, these are the threads that remain peaceful
    • People who want to talk about the game they love like the many threads such as "What's your favorite perk"
    • Praise for the game and the devs.

    That is why you see so many more of these threads than others. Now I would like to discuss your points though.

    Starting off, you bring up the most recent nerfs, such as Doc, Ruin, Nurse and Legion. But you do leave out the fact that many survivor major perks have been nerfed since release. Survivors themselves don't ever really get direct changes because unlike killers, there powers is perks and map layouts.

    Lets start with Doc, I am not sure why people find him weaker with these changes, the biggest change I see that they made was to make it so you had to use his ability for map awareness instead of just getting free map awareness. I personally find the reduction in using the shock power to hitting someone is a huge buff to him. Though personally I rarely play him so there isn't much feedback I could give her. I will say, I do not hate playing against him as much as I used to when I do play survivor. His sounds still slowly give me a headache, but I no longer feel punished simple because the killer is near me, I feel as though the killer earned his chase and map awareness.

    Next Ruin, This one I kinda divided, because honestly if you read the threads here, it sounds like it was the worst thing in the world to happen to the killer community. But this actually shows that the devs don't take all of there feedback from this site and instead listen to the community everywhere. This was a changed asked everywhere but if you came to these forums you would believe that it would have been the end of the world.

    Nurse, I actually agree with you kinda. I understand why the devs changed her how she changed her. Nurse is a devasting powerful killer (even with her recent changes). She always required a fairly high level a skill though, but even I who was just meh with her could do well. However I don't feel like her changes made her any worst of a killer (she isn't as nearly as strong), but she is easily the strongest killer in the game still. The problem is the skill level needed to player her is much higher than it was before her changes.

    Legion, honestly, I am confused by this killer but DAMN do I love playing Susie. There are some weird choices in this killer that I honestly don't understand. Like you cant see gen aura's after hitting someone with frenzy but can before you hit someone (not sure if this is a bug/fixed/intended). Also the fact that you lose your power and suffer a 4 second stun because you missed a swing (even worst when "aim dressing") is the cause can be quite annoying. But honestly out of those the killer is in a fairly playable state. You would have to provide me with more details and I'll be happy to discuss them.

    I guess my problem here is, these are all of the killer frustrations with the game. Is it safe to assume you play killer mostly? How long have you been playing the game. Lots of survivor things have been changed even some as recent as the massive loop reworks which was clearly killer favored. But before that, many of the meta perks killers complain about are gutted versions of their original selves. Take probably the most complained two

    • Lets start with DS which is probably the closest you are going to get to ruin. Did you know when this perk was released the only requirement to triggering it was to be picked up by the killer. You didn't have to be hooked first you just had to be picked up. This perk went through multiple iterations and changes (5 to be exact) to be where it is now. I will personally admit I am a little sad its changing from a anti-tunneling perk to an anti-momentum perk and I do hope the devs come back around to this one day. However my playstyle as killer rarely lets DS be an issue for me, so I am not entirely worried about it. Personally I think this perk should have the following condition If you are not in the dyning state and the killer hooks another survivor DS deactivates
    • Next BT, this perk not only grated the person being saved, but the person doing the saving with essentially the BT Status. Yeah, could you imagine being killer and both the person who was rescues and the one doing the rescuing got the BT effect today? Killers would be losing their minds. I still think BT is a very strong perk, but once again, the way I play killer means I don't really see it as an issue. I do think BT should have a cool down of 5 seconds. So one person with BT can rush and get multiple people off hooks granting them all BT.
    • Exhaustion, I am going to bring this mechanic up as a whole, as it effects all Exhaustion perks. Did you know your exhaustion timer ran down even if you were in chase or running. Like literally a person could use Dead hard twice on you in the same chase. This was a massive change for survivor exhaustion perks.
    • Now lets talk about items. Survivors items have slowly been changed to be more efficient but for a much shorter time period. I personally rarely every used or use items as survivor, so not really sure what this effected other than a brown medkit only heals you once now.
    • And one of the most recent survivor nerfs was to map loops and sizes with a promise from the devs to take this into consideration more when making and designing new maps.

    Now I specifically want to talk about your last statement

    TLDR: devs need to sit down with the community, and figure it out a way improve the experience for both parties, mostly killers, as they seem to be the ones quitting the game more frequently due to frustration.

    I have introduced so many of my friends to this game. I would say about 90% of them didn't stick with the game. To be honest none of my close friends even play this game anymore. Only a few I ever introduced stuck with it. Most of them found the survivor side more fun because they got to play together and really didn't just enjoy playing killer (I never understood why, I find killer to be by far less stressful and more enjoyable all around, but to each their own). Do you want to know why they all quite? They all quite because they didn't like how killers played the game. These were not Swat SWF friends, most of them were 5-8 beers in before the even started playing. But almost every match someone would be camped on hook, or tunneled off of it, or they would be 1 hook mori'ed. Essentially they were neve given the time to learn the game and hated it. Almost none of them play at this point.

    I think the difference here is that killers are more likely to come to the forums and complain about these issues as none of my friends came here to complain about these tactics, they just uninstalled the game and moved on. Now don't get me wrong, I bet there are a lot of killers that did the same. The problem is I can only speak from my personal experience's and that tells me. Those who don't like killer and are frustrated with the game, generally just quit and move on. Killers tend to play the game differently and keep playing.

    TLDR; I think you see more negative threads than positive ones because people feel more open to talk when they are frustrated with a game mechanic than those who just wish it would change but can put up with it. Also there have been numerous survivor related nerfs that for some reason get looked over as QoL changes, when for some reason every killer nerf is considered over reaching.

    Thanks for taking the time

    The reason I don't mention the aforementioned survivor nerfs I because they were massively OP perks, mechanics, that even after the nerfs, are still strong enough to be the meta for more than an year. And I believe some of the frustration from playing killer comes from facing these overused second chance perks all the time.

    I mentioned in my post, "I joined a couple of months before plague".

    I faced old D's, BT, MoM, which I noticed you didn't mentioned, which I reckon it was so massively OP they had to gut the perk to oblivion.

    When talk about the changes, such as doc, and spirit (which I believe it was extremely well handed), im alluding to the fact that theses changes happened to solve the frustration on side of the community was having when facing these characters. Same goes for Ruin.

    Which I'm asking, is why not also aknowledge the frustration aspects that comes when playing killer, and be more proactive at fixing these issues.

    There are plenty of survivors on the forums as well, I just find it odd that it's pretty rare to see any post about quitting the game or taking a break.

    Perhaps we, who play mostly killer, we are all snowflakes? Idk, I just feel there's too many "killer meltdown" post compared to zero from survivors.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1386569#Comment_1386569

    Nah, her Basekit was not fine. There were Nurses without any Perks or only with BBQ who 4ked constantly. While any other Killer (except for maybe Spirit) basically struggles to get to use 4 Perks. Nurse was also the only Killer where you had the luxury to equip Deerstalker, a perk which is mediocre at best, because you would not need the Perk Slot for something better.

    And well, I can only say for myself - I am not really a good Killer, still I am Rank 1. And I can only compare to myself, but if I manage to do it and get quite a decent amount of 4Ks, then others will be able to do this as well, since I am neither really good at DBD, nor good at games in general, lol. So Killer cannot be that bad/hard, lol.

    I'll respectfully disagree with the points you make about nurse, as I think she takes an abnormous amount of kill to play at a consistent lvl, hence it should be rewarded.

    I'm not really talking about being able to 4k or not. I'm sure most killers are able to 4k, more than they would like to admit.

    I'm discussing how different the experience is from survivors to killers, that it makes people, mostly killers, quit or go on long breaks.

    I'm currently a rank 2 killer (deppiped testing out new builds on legion) , and I have to sweat my balls of yo keep within red ranks. While I can causally rank up as survivor, having fun at the same time.

    I know is something inherent to the asymmetrical nature of the game, but good Lord.

  • @Sonzaishinai said:

    Important to keep in perspective that the forums are a very very very small amount of the playerbase.

    I think if you put all these "meltdown" post together i believe you still wouldn't reach like 0,1% of the playerbase

    That and most of the time they start playing again a bit later. Mostly they are vent post letting out frustration of a series of unfortunate matches

    It is a stressfull game. I won't deny that but as long as you don't start a game while already under stress it's managable

    But that's my point.

    It shouldn't be THIS stressful, in which you have to manage you stress in order to play. It's a video game fro cry out loud.

    I know the forums represent a small percentage of the player base, but these are the people who care enough about the game to be part of the discussion. These are the players who watch the streams, follow the patch notes, etc.

    If we are here discussing something about the game, despite difference in opinion or not, we care about the game.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1386527#Comment_1386527

    You know, I know this from a different game I used to play a lot. Funny thing there is that the Battle Count is linked to the Forum Account. In the German Part of the Forum, at least 4-5 times a day, someone said that they are quitting because of stuff. And then the Battle Count still goes up every day...

    So I know that most people who actually say they are quitting, dont quit. Hell, I even saw someone complaining here on the DBD-Forum about the Event Cakes, when he wrote multiple times in the past that he will be quitting the game.

    https://forum.deadbydaylight.com/en/discussion/comment/1386529#Comment_1386529

    Not saying that those Nerfs were not justified. But Killers who are opening Threads about quitting also act like they get tons of Nerfs - while the most Nerfs always go to the Survivor side. But only because 3 things got changed (Ruin-Rework, which is still a solid Perk, Nurse-Nerf, which was well-justified and SPirit-Nerf, which was not really that much) they are acting as if Killers get nerfed the whole time.

    The game is not in such a bad state. But the Community is.

    The only change that was well handed out of those three was the spirit one, hence no outcry.

    Ruin change should have come with a change to game pace (probably the new early game mechanic) as the chase ratio to gen speed is unbalanced as is.

    I don't play nurse cause I'm on console (other topic they fail to deliver, optimization), but from what I understood from the outcry, was that her base kit was fine, and the needed only a change to her op add-ons. So, IF they said they wouldn't be changing her base kit, then they blatantly lied to those who play her.

  • @Swiftblade131 said:

    I think I play the game 2-4 times a day tops.

    There are those weeks though where I play 2 times total, or not at all.

    The game isn't rewarding, there is no incentive to play. That goes for the Battle Pass to.

    Survivor is a stale and boring, looping, button mashing, M1 holding disaster. And Killer is an annoying, frustrating, and sometimes infuriating gameplay experience, that makes me want to take a break from the game after 2 or so matches.

    I launch the game sometimes going in with a positive attitude. But then I sit there, look at my killers, check out my perks. Thinking of what I want to do. And then for whatever reason, even though I am not in a bad mood, I exit the game and don't boot it up for a day or 2. And so the cycle continues.

    I cannot, get myself to play this game anymore.

    This.

    There are plenty of people out there who feel the same. I believe it's mostly due to the stale meta.

    Last night my SWF and I were discussing ways to make the seasons more interesting.

    Man, imagine if every 2 months or so, they release s balanced patch nerfing overused perks in the previous season, and balancing underused ones. People would have to adapt and figure things out every new season. I know it's not the best idea ever, but it would at least break us out of this same old molt.

    As it is, we re lucky to get 1/2 perks change in a patch. Pitiful.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1386503#Comment_1386503

    I wouldn’t call it simply attention seeking.

    I’d call it seeking solidarity and catharsis.

    Anyway, despite my earlier “outburst” I think the game is mostly (MOSTLY) in a balanced place.

    Its just small things that as outliers can become BIG problems when well coordinated teams on voice comms are in the mix. And things that shouldn’t be an issue that become a gigantic nuisance with even the smallest amount of latency, and jittery FPS.

    Well said.

  • @Aven_Fallen said:

    People who are opening those Threads are just there for the attention. And well, Killer Queues are way longer than Survivor Queues.

    I guess those Survivors quitted the game because of the constant Survivor Nerfs for years (which is true btw.). But this nonsense is only allowed and upvoted when people are writing that about Killers.

    Imagine how broken it was. If after all the nerfs, there are still lots of things to be fixed.

  • @popoles said:

    Recently I witnessed first gen being done under 25 seconds. These gen times are stressful.

    I believe the record is 17 seconds

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/165601/multiple-threads-of-killers-meltdown-are-the-devs-proud

    I just starting taking a break again recently, after having 5 games in a row being gen rushed whilst running all of the game delay perks. I was also playing decently and consistently hooked, but when maps like Haddonfield and Ormond exist, along with map offerings I get stressed.

    I wished map offerings worked the other way around.

    Instead of increasing the chance, it would decrease the chance of getting certain maps.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1385406#Comment_1385406

    Gloating has existed in almost every PvP game and will continue to exist for as long as people are playing them. My boyfriend plays a game called Brawlhalla and some people there gloat every single time they get a kill, lmao. If gloating bothers you that badly then I’d honestly recommend staying away from PvP games because you’ll never escape it.

    Brawhalla ranked matches requires quite a bit of skill, gloating when you get a kill and manage to beat someone of equal skill level fine.

    Here the problems is that people abuse many designers mistake in other to gain certain advantages, OoO/swf as an example.

    There's no skill in this broken set up to warrant gloating at the end. It's pretty much sanctioned cheating.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1385326#Comment_1385326

    "Survivor rule book" is just a dog-whistle term for killers who play like trash and get called out for it so they can feel better about themselves because there are no actual ramifications for literally ruining people's games.

    Right, cause survivors gloating at the gates after beating the killer to a pulp due to terrible maps, crutch perks, and quite literally the worst balancing team video gaming history, is not toxic. Right.

  • @HawkAyeTheNoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1385336#Comment_1385336

    Dude, i'll put down my key if you put down your mori. Lets just meet in the shack and hug it out.

    After the event you can go back to killing me and i'll go back to teabagging you. Deal?

    Ps I hate corn maps to, even as survivor i get lost in them and cant see.

    One step ahead of you, I don't use moris, as they give crap amount of bp.

  • @[Deleted User] said:

    You forgot moris

    Played 5 matches with my 2 swf buddies.

    No more, albeit no killer also let us escape. Perhaps is the region , or we being around rank 8 ish, that we don't face many "toxic* killers with moris.

    I do face a ######### ton of pink keys though, Franklin's has become meta for me.

  • @HawkAyeTheNoo said:

    My guy, i had to sweat my ass off to get crowns on all my survivors. Killers chasing me with moris, devour, rancor, noed. Got them all but heres alot of killers out there not playing like you've described so survivors are doing needs must to get out with there crown.

    Are maps really toxic? C'mon, really. Next you'll tell me pointing is toxic. C'mon. Toxic? No, not having that one.

    Swing how broken some maps are. Next you're going to tell me corn maps, temple and moders are all fair and balanced maps.

  • @Fiv55 said:

    well, this goes both ways. Tried to get crowns on most of my survivors yesterday and killer mori of first hook and even some lag switching killers.

    so whats the point? People like to grief on both sides, which is sad. Guess they dont have fun at the game for their own reason and now grief other players. Also cakes are currently bugged, you're better off saving them until its fixed.

    They seem to be working on ps4. I have like 20 ish still.

    I've. Letting the last guy escape everytime I see then glowing, that is, when I'm not getting my ass handed to me by those busted SWF.

    I got it for 4 surv, so I know it's a pain.

    I just can't grasp people being overly toxic during an event. It goes to show the community the devs have raised.

  • @LetsPlayTogether said:

    Learn to play killer properly. Issue solved. I dont understand why so many killer players dont want to learn how to play properly and instead just ruin other players experience. Its not that hard.

    By properly you mean to follow made up survivor rules? Got it.

  • I strongly believe that those who complain, do so cause they care about the state of the game.

    Once people stop complaining, it's when you should worry, cause it means people are leaving.

  • Man, I was thinking the same thing.

    Why didn't do like many other games do, every season release some changes to perks to shake up the meta.

    Just imagine how exciting and fun it would be to start a new season and figure it out a new meta build.

    Unfortunately, I think it will never happen as they seem to be very close minded when it comes to listen to feedback or trying out new things .

    Gotta endure the same old DH, DS, BT meta build forever I guess.

  • Not to be the bearer of bad news,

    But I believe this sack in the picture is o my made out of bricks, because it's on haddonfield.

    I think all regular wood shacks will still be see through.

    Hope I'm wrong tough.

  • Well, we've seen 17 sec as the record so far.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1377839#Comment_1377839

    But why would they do that? Sometimes people use clicky specifically to get the Killers attention and draw them away from someone/something...which is a legitimate strategy.

    You do have a point.

    At the end, those who want to be toxic will find a way, best option is to ignore.

  • @Mookywolf said:

    so, what, you want a cool down to crouching and using the flashlight? because i cant see any other way to take either of those out

    Actually, it's quite easy to fix flashing click spam. Make it so "if a flashlight is used multiple times in a row within less than 1 sec, it consumes X amount of it's battery".

    Flashlights retain the same function which it was designed for, but it will run out of batteries really fast if you "click it" multiple times in a row.

    It's not rocket science, it only requires the devs not to be biased to fix shitt up.

  • The only thing that is uncalled for and unfair, and quite literally sanctioned cheating is SWF, which the game wasn't fking balanced for.

    Tunneling and camping are legit strategies that will, more often than not, make the killer lose.

    Do gens and stop whining.

  • Glad more people had the same idea of running this perk with legion.

    Now if only the blood web was kind enough to give me blood echo

  • @vdzz said:

    https://forum.deadbydaylight.com/en/discussion/163867/survivor-juke-that-cuts-the-lunge-short

    I thought I was the only person experiencing this issue... It infuriates the hell out of me sometimes.. I hope devs will do something about it (they probably won’t cuz console lives don’t matter)

    It's been like this since forever, guess the devs think survivors doing this are just skilled

  • It's pretty much the standard now. No ruin to punish terrible survivors who can't loop and/or hit skillchecks, hence the amount of potatoes at red ranks.

    About your experience, any decent survivor will loop the killer for a gen or two, chase time to gen completion is way off.

  • It's not even a matter of how it happens, but why does it happen so frequently.

    I'm quite sure we yet to have a patch that doesn't screw up killer sounds in any shape or form.

    I wonder how would the rest of the community react if survivors couldn't hear the killer TR, or killer powers every single patch

  • I would suggest waiting a couple of months for the match making fix.

    Trying to play killer as new player right is just going to be extremely frustrating.

    Unless you plan to play exclusively survivor.

  • We interact with pretty much every single killer in the same way. We run around stuff, period.

    It bogles my mind that Freddy, a killer in which you have to actively play around his snares, keep track of your sleep, be aware of your surroundings cause of his tr, is considered boring, while no one mentions Wraith, GF, Myers. These have literally zero interaction between their power and survivors, yet, they're not boring, I wonder why.

    Bet there's nothing to do with their power level right.

    Seriously, can we stop with this "boring Fredy" Bs?

  • I'm wondering which Killer survivors find it funny to go against. I'm guessing every single one they can bully with ease.

  • People have been asking for that for ages.

    They are just to stubborn to listen to it.

    Seriously though, how long will it take for them to get a new sound team?

    Sounds are extremely important for killers, and every single ######### patch, they manage to screw up something related to sounds. Ffs, just get a new sound team already.

  • @BigTimeGamer said:

    tbh he is a perfect example of why DS is needed

    being uncaged vs. a PH who beelines to it immediately isnt fun, no DS, BT, or Exhaustion reset to use as a defense

    i really dont get how the devs dont care about this

    From my experience playing him, caged survivors are almost instantly rescued, thus crossing the entire map is not really optimal, as the survivor will be long gone by then.

    This is what I have been experiencing on ps4 thought.

  • @BigBrainMegMain said:

    This stun was already this long.

    I played the PTB a lot, and I played Pyramid Head 3/4th of the time I spent on the PTB.

    It's already a garbage mechanic and they kept the 5 second stun.

    So the stun was never 3sec? Thanks.

    5 sec seems a bit execive for how easy it is to dodge it.

  • @OperationMintyHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364842#Comment_1364842

    Because you take away BT and DS for two days and killers go tunnel crazy lol. So, yes. Why do you think those perks ever became meta? Because that's how a majority of killers played. It became a necessity. ######### think my guy.

    DS anti tunel, LOl.

    It's not like survivors rub their 1 min immunity and BT on killers' face right.

    Oh wait.

  • @Seiko300 said:

    Awwwwww.... can't fall back on the classic Decisive Strike crutch anymore?

    What a shame...

    Touché

  • Actually, I never had a SINGLE match in which I was losing pretty bad, and some of the survivors decided to give me a free kill.

    That's why I NEVER give hatch, no matter how potato the survivors were.

  • Though I agree with your point about breakable walls, I disagree about the killer shack.

    In fact, I find it hilarious how the "killer" shack is on of the safest places for a any decent survivor. Should be called survivors safe heaven.

  • He's balanced, thus he will just get an add-on rework. Just like Nurse 😅

  • It also reveals how badly destructible walls have been implemented into the game.

    Instead of making a balanced tile that later on, the killer may choose to exchange time to make it more killer friendly, they make stupidly strong tiles, completely neglecting the fact that the killers needs to wast time in order to break those ######### walls.

    And yes, in a meta where gens pop every 50 sec, breaking a stupid wall is literally a waste of time.

  • It's a terrible map. It seems no one likes it.

    It IS aesthetically pleasing.

    Gameplay wise is God awful.

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