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SyntheticAesthetic

SyntheticAesthetic

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SyntheticAesthetic
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  • I got to like 10 with ghost face (not sure if that's high) and hated every single game to the point I vowed to just de-rank to 20 cause having maps be a sure loss or survivors being toxic and gen rushing and ######### it's plainly a chore. I have no idea who thinks it's fun outside of streamers and #########.

  • @DBDIT said:

    https://forum.deadbydaylight.com/en/discussion/comment/946616#Comment_946616

    Yes, because you clearly knew what me and my two teammates were running.

    .....killers can see it in the lobby since it's in your hand, wow you really are a entitled survivor main aren't you?

  • @DBDIT said:

    #1's excuse out of #7 (So far)

    https://us.v-cdn.net/6030815/uploads/050/11226OQGYJQP.jpg

    #7 takes the cake on entitled killers

    https://us.v-cdn.net/6030815/uploads/055/LKUK3THSQBY3.jpg

    Since I didn't, he quits out. Why is this allowed to be a continuous thing honestly?

    oh right because killers are clowns here to entertain you. I don't wanna play a game of 4 survivors running all object that are clearly decked out in add-ons with a map that hinders me. this is why survivors are considered entitled.

  • @Zumz said:

    https://forum.deadbydaylight.com/en/discussion/comment/921614#Comment_921614

    It's quite obvious you never play survivor if this is your mindset. Spine chill, yes, is in fact a perk that people run a lot. It is uncommon for some, but it is something that survivors run a lot more than many other perks. Survivors have ears, they are people. They can hear you coming, stealth killers still make noise despite their terror radius being small.

    yeah a survivor on a gen can hear a quiet whoosh when working on a gen, lemme guess they also have ultra instinct and I'm plainly just not allowed to sneak up on them. If they can hear me and have a terror radius spine chill is overkill. Also ghostface is undetectable meaning quiet no terror radius and can crouch so I have no idea why you're accusing me of not playing both sides when you clearly haven't either

  • @micha_beck said:

    Is this thread satire? 🤔

    Sorry, but if on average killers have a 75% kill rate, so 3 out of 4 survivors end up sacrificed, then there is no issue with balance in favor of survivors.

    I don't know why this discussion is coming up again and again.

    I myself suck as killer too. Once I start playing killer more often, I'm sure I will improve. Calling for nerfs every time I get pwned cannot be the solution though.

    I have faced many a skillful Ghostface who just owned everyone in a match. And despite the camera it was mostly really hard to spot them. And when I did I was down really fast.

    The game takes practice. Changing things so that killers have a 100% killrate will not be a solution though.

    says who? maybe you just lose 30 percent of the time and pretend it's global?

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/921716#Comment_921716

    "they'd just regress ranks"

    That's why this change would only work after implementing proper rank rewards and the dc penalties. Yeah some people "can" still do it, but it would be extremely slow, tedious and not that common at that point imo.

    "I think what needs to happen is smaller map sizes so the gap between good and bad killers isn't quite as steep."

    That I can agree with. Map sizes and even map design in general for terms of balance is really bad.

    that's true, reverse boosting is rare if it even happens at all so I wager the people regressing ranks would be a small minority to the point it's rarely an issue. The map design really need to be looked at from a standpoint of balance first and artistic design second.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/113082/why-is-this-game-so-restive-to-having-strong-killers

    Ghostface is meta at high ranks? I never see him outside purple ranks except on a rare occasion. I see more Clowns at red rank then Ghostface.

    I see quite a bit of variety at red rank anymore. Billy isn't as great due to the influx of indoor maps. Rarely see him.

    he's like mid-high and I feel with the gap in good killers being so wide he's meta by the loosest of definitions.

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/921549#Comment_921549

    You seem angry.

    On your reply to my first comment - you're describing a certain playstyle that does rely on an artificial way to slow down survivor progress. This specific playstyle does not involve map understanding and knowledge of which gens/areas are worth patrolling and which aren't. It also does not involve very good understanding of how long a chase should last, what tiles you shouldn't chase at what conditions, when is it time to cycle targets and so on.

    I play survivor and I play killer. I use my experience from each role to become better at the other. You should try it - you might learn something.

    On your reply to my second comment - First of all, I have no idea what you mean with the reddit flowery voting. By the number of people who have issue with what I've said, I'm clearly stating an unpopular opinion, so I take the time to write a constructive reply to each of these people. I don't use reddit, so to that I'll only tell you that I believe in everything I say. Regarding the power shift - this is how the game is designed. What "should" and "should not" be is your own interpretation of how the game is meant to feel and to be played, which is only relevant to you and others who think the same way. The comment that you should always be in the power role just because you hold the knife is just silly to me. I don't see why four intelligent people with strong survival instinct should not be able to "outplay" a guy who does not know how to use said knife - and vice versa. The core game mechanics provide each side with the tools to do well in a game - it's down to each team's skill and ability to utilise these mechanics to decide the outcome of a match. In other words, each side has the opportunity to make great plays and/or capitalise on their opponent's mistakes in order to win a match. Instead of telling me to get off the fence and pick a side, I think that you should step back and look at the bigger picture.

    more concern trolling and being passive aggressive. You literally just said "you mad" and tried to veil it as some sort of neutral concern. Just stop drop the act.


    Secondly you're implying only MLG purists don't use ruin when I challenge you to show me great survivors at rank 1 losing to a no ruin setup. It's necessary and you're just upset you have to deal with it every game just as much as we are for having to run it. Why should the killer not have the power? It just seems silly a super natural entity aided by a supposed dark god should be thwarted by 4 teenagers so easily. Secondly it's needed since it slows the pace down so the killer has a chance to do something about gen rushing survivors. your response is just filled with bias obviously.

  • @LetsPlayTogether said:

    Cause some people equailize strong and OP. If some killer is fun or strong that just means survivors are dropping like flies. Most of them cant comprehend what balance is about. Lets look at Freddy. Hes probably the most balanced killer after his "No Gen Builds" was removed. So hes the ideal thats needs to be matched, everything besides is a fail. Like Spirit is above him cause her real issue isnt solved yet (no notification when phasing starts), or Trapper whos below cause his power needs to set up way too long. Both are not balanced, thus killer mains would reference about Spirit being nerfed as being gutted, which wouldnt be right, like nurse. Shes now harder to play but still as strong as a killer may be legal. Still those people cried rivers after her nerf, thats shes not powerful anymore.

    uhhh freddy isn't perfectly balanced he's far below any of the good killers. spirit needs those things you just whined about otherwise theres no tech it's just you reactingly to what was telegraphed to you blatantly. It's not a game at that point. you survivor mains have no idea how killer works beyond what's on paper.

  • @Raccoon said:

    1). I doubt they'll ever change unhooking, but either way, if you can plan around ten times, you can plan around longer unhook times - it would solve nothing, add nothing, and actually make it easier to camp people out if the game.

    2). Provide an example of how you think a buff can make it so the "killer can pressure them much more often and greatly so that their communication advantage is nerfed" without completely destroying or reinventing the game.

    1. it'd make it so you can't unhook during a chase, the reason they camp is due to a perceived necessity they wouldn't camp if they didn't feel they needed to. They do it because they feel they could only get that one kill in that game. I have no idea why they'd camp 1 survivor other than that. I feel like you're a survivor main and this is why you're not understanding of this.
    2. just make it so killers have perks for awareness and now the playing field is even at high ranks.
  • @Blueberry said:

    It's difficult because the average survivor is just really bad.

    We need to balance for the high ranks but they're worried about all the lower ranks. This is why I think we should have scaling difficulty IE gens take less time at lower ranks and more time at higher ranks. I don't mean literal gen time as this is just an example, but you get my point in general.

    There also comes a point where you just need to put the challenge there and make the survivors adapt and improve to overcome. Were at a time where instead of improving to overcome the challenge we'll just go to the forums and complain until the devs lower the killers bar to where they're at, no need to improve.

    Most games balance from the top down to prevent the issues we are having now because they're not.

    they'd just regress ranks, I think what needs to happen is smaller map sizes so the gap between good and bad killers isn't quite as steep. Then it wouldn't just be ghostface,myers,nurse,spirit and the gang of Z tier killers. By design this game wasn't meant to be this happy fun bounce house kind of experience for new players, it's like learning to ride a bike you'll scrape your knees and fall over but with dedication you can suffer through it. The training wheels in that situation can be crutch perks like widening a terror radius and giving that stupid red eye glow thing.

  • @Raccoon said:

    They say they want to buff solos to swf levels, and then buff killers accordingly.

    Forcing solos to waste a perk slot for a fraction of that information (ie Kindred) is not fair or practical.

    There is literally no possible buff that they can give killers to make up for the amount of information that SWF has access to.

    This rebalancing will NEVER happen.

    I mean they could make it so the killer can viably play more reactively so they can't just make a fool of the killer by tailing him and unhooking the survivor when his back is turned it's part of the reason people camp. Increasing the time needed to unhook survivors and make it so it has skill checks would mean the killer wouldn't need to camp and the survivors wouldn't dread that. And it'd mean that if the killer were to get into a chase they couldn't coordinate that chase to end at the hooked survivor unhook them and just bamboozle the killer.


    They just need to make it so the killer can pressure them much more often and greatly so that their communication advantage is nerfed so they are busy coordinating ways to mitigate the damage the killer does to the progress to their goal than coordinating a highly coordinated strat to just avoid the killer and gen rush and win flawlessly.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/921661#Comment_921661

    To answer your first question - it's like wiggling off the killer's shoulder, it's not supposed to be a common occurrence, but that doesn't mean the fact that the possibility exists serves no purpose. If I had to guess, I'd say it exists so that survivors have a reason not to brazenly do generators right in front of the killer's face.

    To answer your second question - balance.

    I understand you find it frustrating, and you don't think it should be a thing, but there are good reasons for its existence. Just because you, or even you and a bunch of other people, are struggling with Ghostface doesn't mean that the entire foundation of the game needs to be shifted to accomodate that.

    it's not foundational just because it was there day 1, it's like saying adding a melee attack in call of duty would ruin the game because it wasn't included in the games design originally. And the fact they have more awareness by default is just frustrating. It means they can spot me much easier. It's not balance it's silly.

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/921422#Comment_921422

    That's OK, we can disagree. I've said pretty much everything I can say about the perk in several other comments in this thread replying to people who think similarly to you. Read them if you're interested to see what I think.

    A competent player does not need ruin with any killer against weak, decent or good survivors. You may need it because you've become reliant on it. I don't want to assume what your playstyle is, but in general, at least in my opinion, relying on ruin to slow the game down eventually puts a cap on your own skill and prevents you from learning how to put pressure on survivors by actually playing the game.

    it's that or pop since it's the better of the perks, it's not a crutch it's necessary. Crutch perks are ones like iron grasp or that one that makes you attack more often or quicker, if you can't slow the game down at all you lose. So quit with this concern trolling and passive aggressive reddit tier crap.

  • I feel like what they should do is make it so the killer has some wall-hacky perks for some map awareness since the main reason killers get no kills is because they have to spend time chasing and looking for survivors and hooking them takes time to. Lot of time lost where as the survivors have so much they can do to progress to their goal even if it's minuscule

    @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/921643#Comment_921643

    Yeah it replaces like ten perks. BHVR needs to start giving solos aura reading buffs. Kindred is good, but it's still a perk slot swf uses for a second chance perk.

    .

  • @ABannedCat said:

    Third-person is needed so all the survivor-mains can have their well deserved downtime from all the camping-tunnelling-crutch-trash killers trying to ruin their day. They enjoy looking at their 80s progress bars, while mindlessly holding down M1.

    Don't take that away from them.

    Edit: On a serious note, 3rd person camera is a business strategy to sell cosmetics better.

    It's not a business thing, stop with this boomer tier logic. if it was meant to sell cosmetics killers would have a third person camera to, it's mean to ease the frustrationg for solo survivors and like I pointed out earlier it just trivializes the game in the hands of a coordinated team. 4 third person cameras on the look out for a killer will find him easily but a killer who has to physically turn their camera to spot and attack survivors is just silly.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/921645#Comment_921645

    Stealth killers, like everything else in the game, were designed with the third-person survivor setup in mind. I'm sure killers would perform better if the survivors were forced to play in first-person, but again, that would throw off the balance. If certain killers are weak, that's a problem with the design of that particular killer that should be addressed, not a core game component that has existed since release and is foundationally linked to every other feature in the game.

    so why even add the ability to yank people off gens if the chances of that happening are like slim to none? And why make it so they can knock me out of nightshroud by whipping their enormous FOV camera around to spot me. I bet if they knew maps well they could knock me out of it during a chase by whipping it behind them and spotting me. It's poor game design since like a lot of things in this game it just trivializes the game with 4SWF.

  • @Fibijean said:

    There are a few things that have been in this game since the very beginning, and changing any one of them would throw the entire thing off-balance. First-person killers and third-person survivors is one of those things.

    The fact that mediocre survivors can get to rank 1 is a problem with the design of the ranking system, not the survivor role itself.

    it's the survivor role, it makes stealth killers a bit annoying to play given they have a large FOV with anti stealth perks it's a wonder anyone whines about ghostface.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/921593#Comment_921593

    I beat those groups regularily as nurse. She's really strong with a specific build and two specific addons.

    The problem are killers that lack chase potential or map pressure. Or both. I mean look at Demogorgon. He's pretty strong, due to his portals and shred, and only needs one or two little QoL changes. And now look at Doctor. The only thing he got is anti-stealth and a very inconsistent anti-loop. He's bad. Really bad. Or Bubba.

    I feel like the communication advantage they have is the biggest uncounterable advantage.

  • @Tr0g said:

    https://forum.deadbydaylight.com/en/discussion/comment/921614#Comment_921614

    Premonition also works great vs stealth killers, just look around and when it goes off, chances are the killer is coming to your gen.. EZ wallhack warning. But not many people run it.

    even more evidence that this game favors survivors and a first person camera is mandatory.

  • @StrickxNyne said:

    You get permanent ruin all match and forgo all other perks and add-ons. Ide be down for that

    nobody said that last part, what the hell. Ruin isn't good enough to forgo other perks.

  • @Tr0g said:

    https://forum.deadbydaylight.com/en/discussion/comment/921539#Comment_921539

    Stop theorizing, that is exactly what happens. They either sprint away or walk and hide nearby when they see you coming or hear a heartbeat.

    they can't hear me since he's undetectable in nightshroud so it's likely the third person camera or spine chill (but spine chill isn't a perk people run that often so I doubt it's that) and the sound that is them working on gens masks any subtles sounds I make. They don't hear me so it's just a theory since I don't play survivor much.

  • yeah the communication advantage they have makes it feel like they're playing around you and not even engaging you at all since if even 1 survivor has eyes on you then they can communicate that and can relay that to the others who will just comfortably work on gens. Hell they can coordinate and work on the same gen with toolboxes and just blitz the gens and the killer probably barely gets 1 hook. It's why I feel smaller maps at the very least would make it so the killer can play reactively much better instead of having to bank on luck and operate on a baseless hypothesis.


    My worst games as a killer are when I walk away from hooks and the survivor is unhooked right away because the carried survivor is telling another survivor who is tailing me where I am and which hook im going to. They can sabotage that hook or just crouch behind a wall and unhook them (which the unhook speed is obscene, maybe that should be increased since unhooks during chases is dumb). Or they have eyes on me and just play musical gens and just avoid me with machine like proficiency making it so I have to play at my absolute best at all times to spot anyone who's got eyes on me. (thankfully ghostface counters a lot of that sorta).


    I feel like if they made unhooking more of a process removed terror radius (since that was designed for solo survivors, but with friends it's just a disadvantage) and remove the eye glow thing since that's plainly just silly and does nothing but tell the survivor that they are in range to be hit or when to throw pallets down. this is info you should learn not have signposted to you. And just make it so you can walk past survivors so bodyblocking isn't a thing and that'll be most of my gripes with this game gone. It'll be a proper survival horror game since it'll be tense, not simply silly griefing simulator with dark tones and themes.

  • @Prex91 said:

    I suggest in various post to devs the idea of bloodpoints reward for borrowed time (like bbq and chili). To incentivate solo low rank players to use it and learn better slowly to do safe saves, and help against tunneling killers.

    tunneling isn't an issue it's literally just the game design. It's just a long chase that's it.

  • @LostAndConfuzzled said:

    I don't think that rank 10-1 killers got a saintly patience. They are become jaded and dull from the exposure they experience on a daily basis that they simply don't give an F anymore.

    And once they get there, they become efficient. Like machines.

    yeah playing games at high ranks is probably a soul crushing grind, the same perks the same outcome the same strats the same tech the same characters and you have to play the same killer with the same perks to stand a chance. Sounds like this game has horrible late game issues.


    @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/921537#Comment_921537

    It's just something I've heard said in general, although some things have changed in the week since I wrote that comment. But as I also mentioned, it varies a lot according to region, so that could be why your experience has been different.

    Not likely, I live in the east USA and places like NYC and Chicago are there 2 big cities.

  • @StrodeWins said:

    survivors have been nerfed way more.

    because survivors have a trillion OP perks so they'll have a higher volume of nerfs because this game favors them. The nerfs are minor and nothing really felt. Instant med kits was a huge nerf but that's the worst of it. Other than that it's just whining.

  • I get tons of toxic survivors, it'd be nice to not run into them again even if it's kinda unlikely.

  • @tapegreen said:

    As a survivor who gets off a hook, I feel so thankful. Atleast until I get downed immediately by the killer who was camping. Now I'm back on the hook, put into the stage 2 or flat out killed because another survivor thought it was a good time.

    I hate to be the guy who says this but...git gud. To get hooked means you got outplayed and if your teammates aren't working on gens they're plainly bad at the game and lastly this games horse ######### balance lets you unhook yourself so if the killer is face camping you're ######### by a healthy survivor can just take a protection hit and unhook you.


    If you don't get hooked this doesn't happen, killers get punished for closing the hatch so I honestly have no idea what the game design is aimed at.

  • @Accullla said:

    Ruin is a crutch that people have become too reliant on. It's a bad perk. There are much better ones that help you get early game pressure like whispers or discordance, for example. The added bonus is you can actually enjoy them all game and not worry about losing a perk in the beginning of the match.

    Also, pressure>gen slowdown/regression

    pressure lol? Are you aware how big maps are and how slow killers move? They need 80 seconds and some maps going from one end to the other in a straight line takes like 20 30 (80 without any perks, which is unlikely to be that long) and slowing the gens down makes more sense since you have the time for chases even if the survivor runs a bunch of bs speed and endurance perks with items.

    Regression is better since all 4 working on the same one over and over means they have to keep building progress back up or they have to choose another gen without much thought to try and break the pattern, and if it's 4swf you put them at a disadvantage and if it's pubs you essentially can get hooks and this makes the game usually barely long enough for a 4k at best. Gen pressure is a meme and it's clear you only play survivor.

    @TBfishy said:

    Making ruin permanent would kill any new players. No way you want longer gen times if you play both equally, you should know how boring it is and how discouraging it is when you miss the great.

    A better suggestion would be a second objective, not a long and boring one though. Maybe something like bringing a few things to a certain area.

    Also if you dont want them to cleanse run thrill of the hunt. It might just be you thats not doing well, not ruin.

    Inversely keeping the gen times this short means new killers will probably not want to play if they're getting floored by an organized team. If not make ruin permanent reduce the map sizes considerably so patrolling gens isn't just down to luck.


    @grayon444 said:

    Oh yeah?I think we should be able to kill the killer too.

    I mean a 4swf can get 5 gens done in like less than 5 minutes and if they run meta perks the game becomes a chore for the killer. so it'd be a logic step considering how the meta favors survivors.

    @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/919685#Comment_919685

    I don't understand why you think it's a bad design if they get 1 gen at the start of the game. Why is that?

    My opionion is that both sides need to be able to pressure each other in order to get an interactive experience. The balance of power constantly shifts throughout the match. The beginning of the game is usually when most killers are the weakest, because all 4 survivors are healthy and literally have nothing else to do, but gens. However, the momentum shifts significantly once the killer starts injuring and hooking people. At that point, multiple survivors are occupied with other things and not just gens. This is when the relative power shifts from the survivors to the killer. That's why in a standard game without ruin (or one where you lost ruin immediately) the first one or 2 gens pop very quickly, but then the game slows down quite significantly and it takes much longer for the next ones to be completed - this is assuming that the killer and survivors are around the same skill level.

    this is a reddit response, it's meant to paint things in a flowery rainbow way so it doesn't sound mean since someone voting up your comment gives you a euphoric rush unrivaled by anything. Secondly why should the balance of power shift to the survivors ever? the killer has the knife, that's the most ham fisted representation of power there is. The survivors should capitalize on the killers mistakes not the other way around. You can't have both, so hop off that fence and pick a side.

  • make it necessary, since it's annoying they get this huge FOV and have to find 1 killer to avoid where as killer FOV is smaller and you have to find many targets. As a ghostface main I theorize that sometimes survivors leave gens they're working on when I get close is cause they can somehow see me despite their character model looking down at the gen.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/899695#Comment_899695

    Yeah, the queue times for different roles vary a lot based on platform and region, which is why different players report very different experiences with them. For example, I've heard that killer queues tend to be longer on PC, and survivor queues tend to be longer on consoles.

    well your source might be a survivor main, cause I often wait 5+ minutes for queues and given the main issue is finding killers since from my experience the game dumps me in lobbies that are full of survivors rarely am I alone in a made lobby.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/887089#Comment_887089

    So you're just calling me a liar because the queues in your region are different, and because I prefer to play survivor so obviously I'm just making things up?

    I'm... honestly speechless.

    if not that then it's unverified speculation.

  • @Prex91 said:

    I think the game really no needs a secondary object. After the devs will balance keys and mori the real question is about balance between toolboxes and slowing gen perks like ruin. And the real problem is on map design, like community say, because of too big maps, where normal killers (without teleport or simil) have too much difficulties to patrol far gens.

    that to, but they probably won't do that since survivors would whine and reddit would explode with "I LOST A GAME DEVS FIX GAME NOW!!!1!!!". i like my idea better since it means they have to search for something while also avoiding the killer.

  • @Raven014 said:

    It's all about having a plan beforehand... as well as a backup. If you're going into a game at higher ranks without one, then you'll have a bad time.

    Survivors usually have a plan, killers should have one of their own. Granted, a lot of them may not work... but you have to try.

    I can't plan around their perks if I can't see them, I can't do much if they all run item except equip a niche perk (that wouldn't help me win anyway) and the map is random but some can destroy your chances at killing like that damn farm.

    @Fibijean said:

    Killer can be frustrating and difficult, for sure. It seems like a lot of people still enjoy playing it, though - at least in my region, killer queues generally take 5-10 minutes, while survivor queues at the same time of day are practically instantaneous.

    their quick for killers cause most people want to survive since it's easy, for survivors it's slower since few want to be killer. I highly doubt those numbers since if it takes that long they wouldn't want to be toxic and risk their queue time being longer. Also you're a survivor so it makes sense why you'd say all that. Killer is horrible under the right circumstances since you can only capitalize on mistakes and if they make few if any mistakes you've lost and they have the ability to be toxic in ways a killer can't match. So no, no one wants to be killer.

    @ThisGuuy83 said:

    I wish they would make the killers a lil more stronger. I mean, you have supernatural killers that are " suppose " to have the power role, but it seems reversed. Seems survivors have all the power(perk wise) , and the killer is always playing catch-up and either looses perks during game, or has to wait half the match to even utilize them. Coming from BOTH sides, killers need to be more terrifying and survivors SHOULD be afraid of them.

    I feel like they should be allowed to kill a survivor, if they're toxic it'll make em think twice and make the doors not open when the last survivor is alive and it'll make being killer funner.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/880733#Comment_880733

    I personally disagree because then matches would drag on forever if the last survivor decides to play stealth; and survivors wouldnt have a way to evade killers it would just go streight into a chase. There are already gen locations like this typically near the center of the map but removing them all seems unessisary

    That's speculation and wouldn't occur. I'd rather a long game with the potential of winning than a short one where I 3K and the last one leaves and dms me passive aggressive insults. And if you main legion it'd benefit you big time since you can cross the map find them and injure. The game should get harder to survive the less survivors you have it shouldn't be easier to survive.

  • no because unhooking doesn't always occur, you could be a survivor and get a clean game if you gen rush.

  • @Reyla said:

    He's good in that he is functional without add ons, which puts him at least in mid tier. He's tough to judge really because on indoor maps he's a bit of a monster, but on most he's just solid. I'd put him upper mid tier, personally. Top three is Billy and the usual suspects still.

    I'd also say I still think myers is better than him base and has better add ons to compound the issue.

    meyers stalk is a resource and can't be manually activated and he's much harder to sneak with. He's upper mid since his stalk is awful without add-ons but night shroud makes up for it making him upper mid since his power is okay and passable but with add-ons can do work.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/880754#Comment_880754

    In-game reports are always checked, in fact they are mandatory for every kind of report.

    @SyntheticAesthetic, letting the team die is not against the rules, if you reported in game for the insults they threw at you, then your report will be seen and acted upon if necessary.

    I feel like waiting for them to die is actively hindering their experience since they are basically playing with a guy who's for all intents and purposes reverse boosting. I bet if I reverse boosted similarly as a killer I'd be banned, seems fair lol.

  • @SilentSpectre said:

    In-game reports are almost never acted upon, as far as I'm aware. They're only used to corroborate reports from official tickets.

    that's nice, so the guy who waited for his team to die so he can escape the hatch and insulted me a bunch won't get any consequences. Great.🙃

  • @krowzar said:

    When the devs nerfed ghostface(for no reason) Stalking became a waste of time and stealth was a priority, Tru3ta1ent says hes top 3. What are your thoughts

    I'm rank 17 and get 4k's like 40% of the time (on ps4) that said I don't use stalk since it is just a waste he's basically just sneaky stabby killer. I have to use offerings to make the stalk time usable since gens can get rushed and completed if I stalk someone to completion. He'll get nerfed soon and that day is the day I won't play the game since his power is a teeny bit under powered. I fear at rank 10-1 I'll probably just run into meta survivors and I bet my opinion will go from "he's top 3 only because the rest suck" to "I wasted my money with this game yet again".

  • @[Deleted User] said:

    There's alot of ideas out there but i feel like a good step is to make gens more interactive, like atleast having to switch sides every x skill checks depending on how many survivors are working on it at once, that would also disrupt efficacy also would redistributing the repair times around a 6th generator.

    also make it so you have to fix all the gens no matter what, cause finding 1 survivor before they find a hatch is usually just luck. And your idea would be nice to but then they'd have to move gens away from walls and creeping around corners and spying on them to expose them with Evil within or night shroud is fun.

  • @Karl_Childers said:

    Kill rate is completely balanced (and actually exceeding) to the current speed of gens. People can attempt to dismiss the stats all they want, but it’s a fact that based off kill rate, killers are winning far more games than survivors. The pip system is an issue, but that doesn’t dismiss that. People ultimately play the game to win or lose, and while pipping is important, it will never trump the feeling of most players where they either need to win via kills or escapes. So we add a second objective so kill rates are minimum 80% across the board? Nope. For longer games, you have to add to BOTH sides. No addition should be brought in with the idea of bringing more kills. Extend everything, or nothing.

    120 seconds from hook to death means they get like 2 gens done. This comment is just bait.

  • @Mew said:

    https://forum.deadbydaylight.com/en/discussion/comment/879411#Comment_879411

    the devs have stated that teabagging and bodyblocking (and i mean survivors blocking the hook/insta down killers blocking survivors in a corner to get a free hit) isn't bannable at all.

    Guess ghostface will be my last dlce purchase

    @BHVR_XuS said:

    https://forum.deadbydaylight.com/en/discussion/comment/879411#Comment_879411

    Yes, I already explained which kind of body blocking is reportable.

    Teabagging at the exit gate is not holding the game hostage. You are entitled to get every second you can have in the trial, because it gets you experience points.

    Get dabbed on you salty stoner.

    considering they usually wait until I chase them at entrance to the exit I'd say it's holding the game hostage. I've had a few games go down to the wire cause the survivor just wanted to 360 tbag me. why is it face camping get's retooled to almost never happen but I can get denied a hook because I can only hook in one spot and if someone stands there I cant? Might as well tattoo entitled survivor on your forehead cause when this game doesn't give you a bottle it's a disaster but if a killer is griefed it's just gameplay.


    Regardless you're derailing the topic.

    @BHVR_XuS said:

    https://forum.deadbydaylight.com/en/discussion/comment/879401#Comment_879401

    I'm a killer main. The report for body blocking is when I block you in the corner doing nothing.

    Preventing hooks is part of the game. You can still hit them. There is even a perk in the game that makes hitting them while carrying more effective.

    You are actually high, wow.

    yet I stated I don't have that perk since it randomly occurs at 35 keep seething survivor main.

  • @Galklife said:

    @Lucama but you know killers have their outplays too? its not only going in 1 way? (except infinite windows which are BS) but thats how old legion was made 50h killer could kill 2000h surv without any effort

    and we're talking about extremely rare cases when more than 2-3 survs are rly good (most of killers think mediocre survs are good which is funny) but youre telling me killer is not viable because in less than 5% of games you will lose and you almost cant do anything about it? (almost because there is always a chance)

    when you play soloQ as surv you have much higher chance you will lose no mather what because randoms will DC, let me 3 men slugged in 20 sec, while slugged sit under hook so killer can camp both wont unhook you and you alone wont do 5 gens and even tho you lose because of that there is still plenty of solo survs (even tho entitled killer mains thinks and loudly speaks there is 99% 4men SWF with voicecoms (6% of games btw)) so can we talk about solo surv being unplayable but still majority of survs are soloQuing?

    I read somewhere that 4SWF have a 50% survivral rate, entitled my ass killers are Z tier mostly. You're just upset this game isn't giving you wins in ways you want and consistently.

  • Myers: Don't make evil within a exhaustible resource since it's possible to exhaust it and not secure the kill

    make it so evil within can be activated instead of 99% percenting them and getting the 1% in a chase cause he's big tall and scary it's obscene that they want you to play him stealthily is a chore.

    Make it so evil within 3 reduces the cooldown of swings by a lot so survivors that stick together in big groups die together since the skill seemingly only lets you down 1 person per use unless by a stroke of luck they are running side by side.


    Ghostface: make it so the exposure thing is just a touch quicker since when I use him I only get like 1 or 2 exposed through a whole match and I shouldn't need offerings to make it useful when survivors can fix gens obscenely fast. Slow and steady does not win the race in this game.


    remove the missed swing putting you out of your power since it's annoying to slash someone who's lagging or if I lag and I have to wait 30 seconds cause of network issues.

  • @BHVR_XuS said:

    You report people for pressing ctrl at the exit gate or doing their job right?

    Are you high?

    bodyblocking is griefing because I have no tools to thwart it and it is frustrating since it denies me a hook by virtue of the killer being too kind and not just shoving them out of the way. It's an exploit at worst griefing at best. You don't like being face camped so why should I have to deal with bodyblocking? Oh who am I kidding you're obivously a survivor main.

  • with how survivors can just gen rush and knock out gens so fast it's just laughable, I could get into matches where the queue is 5+ minutes only for the survivors to just gen rush and grief for 5 minutes meaning I spent 10 minutes not having fun. I think they just need to let killers have a 5th perk slot so we can run gen perks it's bonkers survivors can complete a match so fast. On console it's even more hilarious since you have long-ish load times.