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TheMonadoBoi

TheMonadoBoi

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  • @Kenidur said:

    It's been like this constantly, last 20 matches as killer, 80 players, 70 of them red ranks, and I'm green. This is nothing more than them inflating the survivor win rate numbers.

    It's not that. If ranking up were easier for survivors then you would have 75% potatoes in red ranks instead of the fuckfest of super coordinated swf teams that it is.

    Devs are just refusing to acknowledge that all the balance issues they've created are starting to pile up and there are barely any killers willing to play red ranks these days.

    I'm rank 6 as killer and I only face red rank survs, and as a rank 2 surv I never vs red rank killers.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/957113#Comment_957113

    I'm not denying that it would be helpful, I'm just saying I wouldn't like it personally. It would just destroy the vibe I get from DBD as a game.

    Then it's just the vibe you create for yourself. Think of it the other way, a killer that likes playing to feel that vibe of hunting players down and kill them and it gets destroyed by a 4 man of tbagging Blendettes.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/957100#Comment_957100

    Okay, let me rephrase it then. First person shooter command wheels don't belong in an asymmetrical game that attempts to have horror elements in it imo.

    Why not? People thought RPG elements didn't belong in a TBS game yet Fire Emblem Three Houses was one of the most successful in the series. Same with the pace change in FFXII, the examples are endless.

    One little feature used in a completely different game doesn't make it exclusive to that genre/franchise. An example of the opposite thing is how R6 siege, despite being an FPS game would definitely NOT benefit from this system since it requires more precise callouts and not to lose visual on what's happening in front of you.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/957094#Comment_957094

    I feel like that would totally destroy the feel of Dead by Daylight though. First person shooter command wheels don't belong in an asymmetrical horror game imo.

    Well problem is it stopped being a horror game about 3 years ago didn't it?

    It's only terrifying for survivors with less than 20 hours and sacrificing the biggest portion's fun to create a scary experience is just poisonous for the health of the game.

  • The easiest most effective way in my opinion would be to add an in game comms wheel like the one used in Overwatch. This way all survivor teams can be coordinated without the need of actually having to talk (and abuse a voice chat system with noise, insults, etc) and devs can buff ALL killers to be able to deal with high rank teams, and allowing low ranks to help each other improve and understand the game better.

  • Literally just a rebalance of SWF/solo survs.

    That's it. Yet it's probably not happening.

  • @Hex_Stalk said:

    Killer Perk:

    Bad Construction.

    "Whoever made these must not have intended them to be jumped on"

    Dropped pallets have a 5/10/15% chance of breaking under the survivors weight.

    This a good idea or a bad idea?


    I don't love the idea but it could work with some nerfs maybe? Some way to make god pallets lose their deity status and make them actually balanced for both sides.

  • I like the idea of inclusion and I think they should have an openly LGBT+ character, but having perks based on sex/gender creates a bunch of balance issues.

  • @Megatome said:

    https://forum.deadbydaylight.com/en/discussion/comment/948621#Comment_948621

    In what UNIVERSE is BBQ the worst aura reading perk in the game? It's the best aura reading perk in the game for killers. Do I actually need to explain this?

    You're delusional if you think the aura reading perk with the most counters is the most useful. Lockers, being inside the 40m range, faking your direction, being behind a gen, Distorsion...

    90% of killers run it because of Bloodpoints and if you legit think it's the best then there's no explaining needed, you just need to rank up and play for a bit.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/948717#Comment_948717

    Yet many do win the majority of their games at those ranks even versus them.

    The swf debate has been around since the games first year yet a good killer still manage to win versus them.

    I do find it funny when both sides say any and all stats are worthless unless it fits what they want to believe. If the devs released more stats and they showed a differnet picture than tou wish them too i'd bet they would still disregarded.

    So Zubat, Otz, Aaronplays and tru3 are all bad killers then? Sure they win a lot but a very good portion of their games end up with 0-1k because a surv team didn't make any mistakes and their coordination was on point. Thus, proving winning is absolutely not dependent on a killer's skill but on the survivors' willingness to end the game quick, it's that easy.

  • @twistedmonkey said:

    Becasue the lastly stats in April showed the amount swf which wasn't what people thought it was. It also isn't a console problem but a players thinking its always SWF they faced no matter the platform.

    https://us.v-cdn.net/6030815/uploads/431/R1N2OM008SX1.jpg

    PC actually had the highest number of all platforms from the last stats. The console version had been out for around 2 years before this was posted.

    I highly doubt its changed from this to the 90% to 100% figure people are now throwing around in the last 8 months.

    And about a million times before people have pointed out how worthless all these stats are. Of course SWF isn't a problem when player's don't even know how to play the game, we need to know what percentage of players are SWF in different ranks and you'll see how obviously overpowered it is. Now, in red/purple ranks (where most of them play) the game becomes absolutely unwinnable if survivors know what they're doing and they're not messing around.

  • I won't change your mind, Legion IS useless.

    However your build is pretty damn awful my dude ngl.

    NOED is useless and not only hinders you it promotes a bad play style and prevents you from getting better at the game. BBQ is probably the worst aura reading perk and I would change it for Nurse's, but if you're running it for the BP i guess it's okay. And Brutal Strength is terrible on 80% of builds, a good perk combo for Legion (and most killers actually) would be Nemesis + PWYF since the extra speed is very helpful to increase your map pressure. I'm All Ears is another very underrated perk (and a bit situational too) but it can be useful with Legion in certain maps.

  • @EntityDrudge said:

    https://forum.deadbydaylight.com/en/discussion/comment/948516#Comment_948516

    I know how you feel man. Whenever i get destroyed by SWF it adds so much more fire to me playing the game. Especially if they talk trash or teabag. If i was half asleep before that game, im super amped afterwards ready to knock out 10 straight 4k games. It's competitive and fun.

    I'm glad that's the way it is for you, but for some people it's stressful and not fun at all.

    In my opinion the worst part is knowing that it really isn't up to you sometimes to win, and that's what makes people complain about the state of the game; because they enjoy the game just as much as you and want it to be a pleasant experience.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/948557#Comment_948557

    Trolling doesn't mean what you think it means. Having an opposing view is not trolling. Being right is not trolling.

    Who says you're right?

    If you have nothing to say except the useless string of words you posted then you're invalidating your opinion on your own; so either you're too incapable or lazy to discuss like civilised people or you're just generating rubbish, which is in a way trolling.

    @LustForBP said:

    I’m just curious about this. I thought it was a good idea and maybe the community can help build on it.

    Survivors that are tunneled early-game usually de-pip because they were “useless” to the games algorithm.

    Killers that are “gen-rushed” end up playing a harder game which can result in a de-pip if they lose.

    If any of you are familiar with any RTS/4x games, they have a “Treaty System” usually between 5-20 minutes depending on what you set. Now, we do not need that long of a treaty because most games can be finished rather quickly.

    Let’s say, 90-120 seconds? A solo gen takes at most 80 seconds with no items and no ruin or other penalties involved.

    What if, within that treaty time, survivors that are hooked, if they die within the 90-120 second treaty are not penalized with a de-pip. The Killer is still rewarded points for the chase, destruction, and/or kill.

    What if, within that treaty time, gen-repair, was slowed down by ‘x%’? Survivors are still rewarded with repairs done. After the treaty time is up, Hex totems (like Ruin) are finally activated and show. All dull totems then populate.

    ALL actions normally awarded are still awarded during the treaty.

    Now, I know this can promote circumstantial DC. Not liking the map, killers, survivors, etc. But from my understanding, the DEVs are working on a DC penalty.

    Hook suicide can’t be prevented because it’s nearly impossible to install an algorithm intelligent enough to distinguish hook suicide.

    This is an idea, any input would be greatly appreciated

    Personally I think this system is way too complicated and I would rather they do something to either heavily punish survs doing gens alone or buff killers similarly to Fire Up making them faster with every gen that's completed for example, kind of the way Friday the 13th handled it.

  • @Snow_Lep said:

    https://forum.deadbydaylight.com/en/discussion/comment/943079#Comment_943079

    Or.. Hear me out... It existed in the Live Version because they thought they had fixed it at that point. Just to, and really big shock coming, not actually fix it properly.

    The devs, not fixing something fully, thats nonsense.

    Personally, I had not played the ptb or first released Oni, and I have no issues ending loops as him.

    Get the broken flick control out of your mind and stop complaining. Just learn the new one and guess what, you will see that he can still end loops just fine.

    Damn you might wanna take a shower, you reek of yellow ranks my dude.

  • @Tr0g said:

    https://forum.deadbydaylight.com/en/discussion/comment/941015#Comment_941015

    Never been tried and tested? DBD on console actually bans the use of mouse/keyboard for its competetive advantage. Yes, the advantage is that big. Not a single FPS game offers cross-platform play between console and PC because a mouse absolutely destroys a controller. It's no comparison.

    PC gaming is the Olympics, us console players.. we're the Paralympics.

    You're never gonna get cross-platform play with PC and that's a very very good thing. I wouldn't mind cross-platform play with other consoles but from a technical and legal point of view that's actually a lot more complicated than you think. Do we want the devs working on bugs, game balance and content or do we want them to work on cross-platform console play for a full year?

    Uhh, ever heard of Modern Warfare?

    It could definitely be done and for such an ambitious roadmap it needs to be done eventually. I don't know exactly how but balancing the game so that killers stand a chance against decent survs would be an amazing first step.

    Plus you say FPS games would never work yet this isn't even CLOSE to an FPS, hell killers hit in CONES you only have to aim with huntress and she's already as difficult as she'll ever be on console.

  • @Umbrae_pk said:

    Gen times are fine. Good job fellow survivors for actually doing the objective!

    Don’t feel bad when you get called a gen rusher, feel proud that you did the objective quickly, swiftly, and sufficiently!

    You sure seem unbiased, mature and competent enough to keep a discussion going.

  • @NinoV1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/933776#Comment_933776

    Yeah but you’re never gonna get better if you don’t try.

    It's not even about getting better. That's a poor excuse to justify bad game design. I've seen Otz, Zubat, Tru3, Aaronplays, etc. lose 2 - 3 gens before getting a hook and sometimes losing a game downing everyone in 30 seconds or less. Killers need a way to gauge how to properly face a team of survivors since they have 1/4 of the resources survs have.


    Edit: typo

  • @NinoV1 said:

    Never understood lobby dodging, why bother searching without the intention of playing regardless of what you’re facing.

    Why bother playing when you have almost no chance of winning?

    Not defending lobby dodging here just giving an explanation for why it's not an isolated issue and it's rooted in much more complex balance issues with the game.

    No one wants to vs a 4 man blendette group with toolboxes.

  • I believe the problem is not so much with gen speeds but with survivors'ability to work on 3 or even 4 gens at a time.

    80 seconds to complete a gen is fine, but when you have 3 people doing different gens then it becomes ridiculously unbalanced. A good fix imo would be to greatly increase gen completion time unless survivors work together on a single gen, with the possibility of the time to complete being reduced each time a survivor is killed.

    This way there would be no games in which 3 gens pop in the first 2 minutes of the match starting.

  • We don't need a "solution" to camping cause survivors would abuse the hell out of it.

    More than a year ago there was a form of anti camping in which after a certain amount of time a killer wouldn't be able to M1 near a hook, it didn't get beyond a few tests because of how easily abusable it was.

    Just do gens jesus it's not that hard, with stiptic agent and BT facecamping isn't even a problem, why do we still have posts like this 2 weeks from 2020.

  • Skill checks would change absolutely nothing since even the most difficult skillchecks (unnerving DS or ruin) do nothing to survs who have been playing for more than a few hours.

    I rarely cleanse or even look for ruin these days because of how easy it is to hit the skillchecks if you just focus on it a little bit.

  • @ThatOneGuy said:

    https://forum.deadbydaylight.com/en/discussion/114014/a-massive-portion-of-the-games-imbalance-issues-could-be-solved-by-literally-just-adding-comms

    Laughs in Xbox. Most the time no one joins the party invite that gets sent out or if they do their muted and don’t talk at all. Or you’ve got the lovely person who is first one hooked and starts going off on the team about it being our fault he got hooked cuz we didn’t rush to body block. Or you’ve got the classic music blasting, dogs barking non stop, someone cooking or doing dishes in the background, baby’s crying. All the noises you wanna hear in a game that requires 100% listening.

    Once again, please read my post.

  • @Might_Oakk said:

    Every game I have ever played with built in comms always just has some moron blasting music, baby crying, people yelling in background etc. etc.

    Very few people will use it because of this.

    Anyone serious will use superior out of game communication systems.

    **Edit: duplicate reply, my bad.

  • @Might_Oakk said:

    Every game I have ever played with built in comms always just has some moron blasting music, baby crying, people yelling in background etc. etc.

    Very few people will use it because of this.

    Anyone serious will use superior out of game communication systems.

    Please read my post before commenting.

    I never said we need VOICE comms, hell I'm openly AGAINST voice comms in most games, but a similar system to Overwatch's comms wheel in which you can only select a few useful phrases would be extremely useful for EVERYONE.

  • @ZFennecFox said:

    This is one of the 2 games that brought me into the Multiplayer world. Hitting Red Ranks as Both A Survivor and Killer I have to say it was easy to rank up as survivor. Playing Killer was massively harder. Now a day's in red ranks I have one survivor trying so hard to get my attention and after he's dead on the hook I get spammed messages calling me a tryhard, a Tunneler. Gen's pop like crazy so I run Noed. Spammed by SWF's party's calling me out for using it,

    My point is SWF really needs to be reeled in. Its to the point on console I get spammed invites to join party's all the time and when I don't I get the Killer lead right to me, I get Sandbagged. Its annoying, and it feels like the Report button just leads to the delete bin.

    I know and I understand your point completely. What people don't understand is this is going to keep happening until we EFFECTIVELY (no need for perks) put ALL SURVS on an equal playfield.

    This benefits both solo survivors AND killers since they can now be buffed to deal with the incredibly annoying advantage of SWF teams. If you had a comms wheel with just basic phrases (heal me, killer's after me, I'm repairing, or whatever) all these toxic SWFs would stop inviting you to their parties and sandbagging you for not complying with them, and all teams have an easy way to communicate and coordinate.

  • @ZFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/931478#Comment_931478

    Fastest growing. . . I am rank 3 as Killer and I'm Rank 5 as survivor. it takes me 5 seconds to find a game as Killer and upwards of 15 to 20 minutes for a survivor game. I have never played SWF and I have experienced everything in this game that you could experience.

    If you let a teabagger or a salty camper ruin your experience then no amount of fixing anything will help. There will still be campers even if they get no bloodpoints Key's and Mori's always will be a thing.

    But fair enough since you say Unfun features should be removed.Let's remove

    Exposed status, Tombstone, Tuft of Hair, Tombstone Piece, Piggy's Traps, The Killers ability to move, I could go on but why bother. The game is full of things that make us Rage, and Laugh.

    In any case I'm trying to tell people to push the chair back walk around the room before they go shouting that this or that should be removed.

    Okay you're either just very oblivious or trolling at this point cause none of that made sense.

    They literally said today queue times are a problem ON THEIR END. The fact YOU can't find games 1 doesn't mean it's that way for everyone and 2 doesn't mean there's no one playing the game. And once again you prove how little you understand even the basics of the game since all those things you mentioned have some level of counterplay dependent on your skill (hiding when exposed, not letting Michael stalk, etc.) so next time you attempt to be a funny troll try typing some better comebacks.

    Now did I ever say campers or tbaggers were a problem? I didn't think so, glad you admitted you have nothing to add to this discussion at all so thanks, I'll push the chair back and walk around.

  • I legit can't tell if you're genuinely looking for feedback/a discussion or you're just trying to show off how morally just and woke you are by not caring if you get mori'd in a game.

    They're all unfun features that shouldn't be in the game and just because you're not competitive enough that it matters to you doesn't mean it should be that way for everyone else.

    People have always complained about them, but in case you're not aware DBD is one of the fastest growing games from a relatively small developer so obviously the larger the community grows the more people will speak up about things they don't like.

  • That's a great idea to make skillchecks a little bit less stale (and a much needed buff to most status effects).

  • @ZFennecFox said:

    . . . . No, I remember reading something that the devs said way back in the day. "We don't care if the character in game is scared, we want to scare the player"

    Communication is a curse that is destroying this game. You hear a random heartbeat you get off a gen and scout around. With communication it removes the fear that the Killer could be targeting you. SWF is a horrible mode that shouldn't have been added. Be honest if your running with 2, 3 or even a full stack how many of you tell your friends "The Killer is chasing me do gens"

    Communication ruins the fear aspect that this game tries to build up. Killers become a joke because survivors shout out they need help and here come 3 survivors to body block the hook.

    Its so bad on console that I get spammed with party invites to join the other Survivors. It happened Yesterday in two matches. And when I didn't join I got hookfarmed, sandbagged you name it. I would be in the side of the map healing and her comes a survivor dragging the Killer right too me.

    Communication is ruining this game point blank and simple.

    SWF is not going anywhere, that's a hard fact. You remove the ability to play with your friends and you kill the game, it's that simple. Not trying to make assumptions here but you sound very defensive and I don't know if I didn't convey my idea properly but it's pretty clear if we put all survivors on equal grounds we can proceed to buff killers to deal with it.

  • Nowhere near as bad imo hahah they get a free hatch pass

  • All Blendettes die tho

    No mercy for people playing on easy mode.

  • If they weren't toxic and/or they don't wiggle then yeahh I even try to give them doors (Cause it gives more points in the end if I'm not wrong?)

  • God these braindead trolls are getting less and less creative with their complaints these days.

    Imagine thinking exhaustion perks, some of the strongest in the game, need passive effects to be good. Go back to brown ranks if you need to be carried by overpowered perks like pre nerf BL.

  • @Izo_Quartz said:

    https://forum.deadbydaylight.com/en/discussion/comment/866995#Comment_866995

    dodging a lobby just because of a few cosmetics and items is way more toxic then just last second switching. There isn't even anything toxic about last second switching because it's just avoiding being dodged by killers who can't handle a challenge. I'm pretty sure almost no one thinks it's toxic anyway and anyone who actually thinks it is, needs to re-evaluate their life and stop playing dbd

    Did I ever even mention dodging a lobby? No, I didn't think so. Get off your high horse, you are no one to tell people what or how to play. If your only advice or explanation for OP's question is telling other people "re-evaluate your life" take your own advice instead of taking the time to be negative online.

  • @Unironicalygoth said:

    Been having a bunch of lobby Dodgers and killer dcs after spawn when I'm Steve I'm p3 with sunglasses.

    To test this I've started spawning in as nancy and other "non threatening" characters and then last minute switching to Steve then I get tunneled and camped to the point literally everyone else escapes

    This doesnt happen when I play as anyone else except nea

    So I ask is blind Steve toxic?

    Idk if this is bait or not but you can't be quickswitching that blatantly and then be surprised some people find it toxic.

    I'm not trying to justify their camping or tunneling as I don't do it myself, but quickswitching has always been regarded as a pretty toxic thing to do; it's common knowledge.

    Personally I don't feel like any particular survivor mains are more toxic than the rest, but I do have less respect for default Claudette mains just because of how unfair her base kit camouflage is.

  • As someone who plays slightly more killer than survivor I agree NOED is a dumb perk. It's frustrating and boring to go against.

    Think of it the other way around, a survivor perk that repairs all gens after a certain amount of time, or replenishes all pallets unless the killer fulfills an annoying (and to some extent random) requirement. You should be rewarded for doing well in the match and if you're struggling and need some help (Blood Warden, Haunted Grounds, etc come to mind as reasonable "clutches") one perk still shouldn't have the power to take you from a 0k to a 4k in the right situation.

  • Let me get this straight, it's wrong and extremely unbalanced if a killer -whose purpose is to be stealthy in the first place- is able to counter or cancel ONE of four perks of a survivor (in a team of 4 btw) but it's perfectly fine and logical that a single perk can cancel out a killer's ENTIRE power. (Wraith, scratched mirror Myers, pig, etc)

    See how ridiculous it sounds in context?

    It should definitely work against prayer beads though, THAT'S a reasonable adjustment since it would literally have no counter otherwise, which would be the same as Ghostface being affected by them while using his power.

  • Because it's true. In theory it would make sense to deny it applying the same logic to survivors, as you did. However you are not taking into account the way the game is played in red ranks.

    First of all the game is balanced around survivors not having comms. That way even ultra optimal survivors have to guess and waste some time going for saves, deciding when to use certain loops, etc. But the reason a killer's skill is almost irrelevant in high rank play is because survivors are able to bypass many of these "obstacles" that keep the game balanced since most of them are playing with comms. Add to this the fact that there is little a killer can do with all the dozens of pseudo infinite loops the game has, which are not terrible in low ranks since survs don't know how to exploit them. Haddonfield + Balanced landing, the big storehouse in Macmillan, Crotus Prenn disturbed ward, etc. the list goes on and on and on.

    Survivors typically have guaranteed tools to make the game harder for killer, but killers have to rely on RNG 75% of the time to win. They need good totem spawns, good gen spawns, good map, good loops in order to have a chance at winning.

    I love playing both sides and I don't blame people who play with their friends because I know it's unrealistic to ask people not to in a game like this one. I do think, however, that the best first step towards fixing the game's balance issues would be to make the playfield equal for all survivors. Solo survs have an impossible time making it to rank 1 and survivors with comms break the game too easily. If every survivor had comms in their base kit it would allow for appropriate adjustments to killers, since they would be balanced and buffed accordingly to how efficient they can be against 4 coordinated survivors.

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