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TicTac

TicTac

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TicTac
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  • If someone doesnt have bubba, he needs bubba. BBQ is too important. Franklin and Knockout are easy to understand and more or less useful. But the tantrum could be frustrating for new player.

    Myers is easy to use (except i had one new player who stayed T1 the entire game and lost badly bc he didnt know that he needs to stalk to have a chance), his perks only need obsession explained (that can take some time).

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2165504#Comment_2165504

    or, and hear me out

    basekit totem counter

    so that people get the same information

    and devs can buff totem spawns around that

    shocker, i know

    Yh i had hope for it, too. Sometimes they do useful qol-changes like the change to obsessions this update. Sadly we will now never get one bc they small game has it. Whats more frustrating is the fact that we will never get a explanation why they did that.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2165462#Comment_2165462

    Then you clearly don't play that much survivor.

    4 gens done, you don't know how many totems are cleansed, possible chance of Noed. Do you search for totems or pop the gen? The killer could have Noed which would let them snowball pretty badly, but what if they don't? Have you done all the totems anyway?

    So you search for totems that could've been cleansed and throw the game with the time you waste doing that, especially if your team is also doing that, and everything goes to #########. Or you don't search but what if your team isn't either and oh god there's Noed and it's in a well hidden spot because people did 3 out of the 5 totems and that's it you're #########.

    Not to mention inner strength. Or maybe devour, there could he a totem laying in wait somwhere.

    Knowing how many totems are left is absolutely key information.

    I would say detectives hunch gives you the information more reliable. The range is insane. And you get the info in which area totems got cleansed.

    The totem counter is imo only useful for one thing: you are able to know that its one of this rare matches where your team is doing totems and its not a time waste to cleanse a totem.

  • @lassfroobynoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2165452#Comment_2165452

    I would hardly consider knowing how many totems are left in the map to be "key info" lol

    Only if you want that noed is 100% not working. But yh you could just cleanse noed after it activated. Cleansing all totems before the gens are done is a time waste imo.

  • @SammiieK1991 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2165156#Comment_2165156

    Exactly how many hours as we talking about? Yeah even being in an swf though she's still pretty hard. Having said that I barely go into it with swf because I just prefer to go at it alone. Don't enjoy hearing fluent dbd, find it takes the fun away. I like not knowing I'm safe, and not knowing where the killer is ... if that makes sense.

    I play only solo, bc everyone of my friends stopped playing after 10 hours maybe. So i play dbd only if noone is online. I have now 2500 hours and when i try to play swf most killers have no chance bc of the matchmaking (its rare that i get red rank killer). So solo is more enjoyable even if it sometimes frustrating.

  • @lagosta said:

    @Sonzaishinai explained masterfully.

    An important skill as a killer is to identify weak links in a team and avoid taking long chases, either bc the survivor is skillful or has a strong setup. If you can keep building momentum, you can drive other survivors away from gens by imposing more immediate priorities such as rescues.

    Eventually, they will run out of resources as their items charges dry out and the pallets are destroyed.

    Thats correct. But then there are matches, where you have no weak link, where there are too many ressources or where the map is too big and switching targets waste too much time.

    I use this tactic, but i would prefer if killing one early wouldnt be the best tactic. Right now you are playing badly if you have 6 hooks and nobody is dead.

  • @SammiieK1991 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2164772#Comment_2164772

    Nah those 2 are ridiculous. It's literally an instant sigh with them, you know its never gonna be a fun match or half the time a no escape. I've only ever got out 3 times if that against spirit. Rest of the games it's literally a 4 gens left and we're all done.

    Yh they are strong. I win quite often against both of them, but thats bc i have a lot more hours then the average killer. If its a good spirit with stridor i cant win in solo que.

  • Doc is fun and my pulse is really high against pyramid. Other fun killers would be nurse, huntress, blight, deathslinger. In general killer which are threatening in chase. On the other hand when i have a bad team i will 100% lose against this killer.

    I dont like to play against a spirit who uses the standstill-mindgame. And against a freddy i have ptsd from dcing teammates.

  • @SammiieK1991 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2164662#Comment_2164662

    Was gonna say, I mean does he really need strengthening lol

    Well, hes a good B-tier. You could always give him more buffs and he would still be weaker then spirit. But i dont think its the right way to buff every killer to spirit/nurse level.

  • For me gen rush is if they let someone die to finish gens.

    Using 4 toolboxes/bnp/prove thyself etc would be also gen rush for me.

    So you see both is not really similar, so while i never use the term gen rush, i understand it as "scummy" tactics to do gens quick. And what scummy is, is subjective.

  • @Ivaldi said:

    All night it's been Rank 10-12 killers when we had a full SWF of Purple/Red Ranks. Our 4th had to go and our very next match we get paired with a fresh Rank 20?

    Anyone else having a similar experience.

    https://us.v-cdn.net/6030815/uploads/LRMANCPMSW76/image.png

    Just bc im interested: How long do you need to wait for a match normally and how long was it last night? And what is your escape quota normally and what was it last night?

  • Doc is only visually.

  • I did not play on the new farm maps yet, but i think the problem could be that almost every pallet on farm maps was safe. Looping in a farm map was braindead bc it was just waiting until you have no pallets left. So i would prefer many weak pallets instead of only a few strong.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2164488#Comment_2164488

    Normalize it? No. There is no way to perfectly balance the potential information of Comms, but a 5th Perk Slot on Killers is a serious Force Multiplier. The combinations now possible would certainly grant a hard to measure competitive edge, just like Comms itself.

    I'm not sure I understand that last question. Did you mean to say, how would I counter the disadvantage a Stealth Killer faces with one additional Perk? I hope that was your meaning, and I'll proceed for now as if it is so.

    1. Stealth Killers are actually less disadvantaged against SWF than other Killers. Remember that a SWF's primary advantage is passing information. Stealth Killers are harder to pinpoint and thus get their information shared. I am far more effective against a SWF playing slow Spooky Myers (Scratched Mirror + Boyfriend's Memo) than I am playing faster, terrifying Maniac Myers builds which are full speed. *Being Undetectable with no Red Stain and no Terror Radius makes it much harder to triangulate my position. They literally have to see me and can't just use the Terror Radius and each other to bird dog me. Does this make sense?
    2. One Build I would do for my Spooky Myers, if I had the extra slot is: Agitation, Star-Struck, Mad Grit, Iron Grasp, and Corrupt Intervention. I expect I would have most of them slugged before Corrupt ended.
    3. It doesn't sound like much but one additional Perk is huge.

    Consider the implications of stacking multiple regression Perks up, all the good ones. There are just too many combinations now possible to fully relate. Like Comms itself, the potential is huge, but it isn't automatically OP. The Killer still has to make USE of the potential, and like some SWF it could be squandered.

    I think its different. I dont need a swf telling me that oni is chasing them bc i know that i can get to safety when i hear his terror radius. The killer location against non-stealth-killer is not really important in most cases. If it becomes harder to know where the killer is the information becomes more valuable. So while its harder to get the information if the swf gets the location of the stealth killer it has more impact on the game.

    I just think the benefit of a fifth perk varies between killers and while some are fine with an extra ruin, others will always have it easier against solos. But imo swf is not the real balance problem its bad matchmaking. I think that the difference between 4 good solos and a good swf is smaller as most people think.

    But if the MMR-system does not fix the killrate we have right now, then killer would need a nerf against solos instead of a buff against swf.

  • @RenDesune said:

    Voice comm survivors will always be stronger than killers. I rather have the player who is queuing as killer decide if they rather play against solo survivors or both solo and swf. It is the killers game as much as it is the swf game so I don't see a reason why the killers can't toggle group matches on or off.

    I dont think so. In tournaments spirit/nurse can win against teams with comms. They can win bc they ignore pallets and even good survivor cant loop forever. This shows that the real problem are survivor who can loop and waste too much time. Swf makes the team only a bit more efficient in most cases. Swf bonus is greater for bad players bc they hide more in solos.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/247567/heres-how-we-balance-swf

    While I agree with Pulsar and think having Solos with built in Comms would be a nice first step, I suspect the demands of the game might overpower a lot of systems. Some people have trouble running DbD now. Still, if it can be done, it is a nice step forward. I still think there will be Players who are uncomfortable with being forced to voice chat with others and simply won't do it. I think we will be writing them off as Players.

    I think an easier first step (if we aren't going to break Solo and Team into their own Queues) is to code a simple Perk Slot expansion. Anytime a Killer enters into a match with 3+ SWF, an additional Perk Slot opens up to help counter balance the competitive edge provided by the SWF 5th Perk (Comms). Doing this would alleviate the need for trying to balance with juicing up Killer Perks (this has the nasty side effect of strangling Solo 10x worse than it does SWF).

    Killers are more than willing to play against SWF, but I think they would like to know when they are doing so, and I think they would like compensation in the way of balancing the extra info. I truly think testing out the unlock of a 5th Perk is the right way to start. It is less code intensive, and less demanding on the Players themselves.

    Can you give me a example for a fifth perk build which would normalize the difference between swf/solo? How would you counter the disadvantage of a stealth killer with one perk?

  • @Aven_Fallen said:

    Despite knowing, who is opening the Thread, I try. I know, I will not convince OP, this is an hopeless task, but luckily there are also other and more normal people in this Forum:

    Ingame Voice Comms are a terrible idea. Several reasons.

    First: Discord exists-->Ingame Voice Comms would need to be able to be disabled, this should be clear. However, why should anyone use them when there is already Discord, which is an almost perfect programm for communication? So, if I am playing Solo and I am with a 3 man SWF, why should they include me in my communication? They will probably still do fine, but I am the one getting screwed, because they have their own comms (which does not make it necessary to have ingame Comms), and since the game is balanced around SWFs, the Solo will suffer in this case.

    Second: Language Barrier-->Not everyone speaks the same language. I have experience with events on international level, so I know how it feels when you talk to people who will not understand you and when you need a translator. However, the possibility of getting a translator is not possible in DBD. And not everyone speaks english - like, I am German, I can speak English. What if I play with some Italians or French, and they dont know English or they dont want to talk it? Then we all are screwed, yay.

    This might work for the US where English is the main language, but this will not work for EU. Like, I guess 2/3 of my games have Russian players in it, and often enough, the first thing I see them typing is Russian. This indicates for me that they might not speak English, so ingame comms would do nothing for them or their teammates, who dont understand Russian.

    Third: Social Barrier-->I know some of those players and I know what they are typing in the Endgame Chat - you dont want to talk to them. The DBD-Community is really immature and not everyone likes to be insulted by 14yo with 5 Euro-microphones.

    And last but not least: Immersion-->Even if all of this above would be solved (everyone using ingame comms, everyone speaking the same language, everyone being mature and friendly), there are still people who just dont want to communicate with everyone. Who want to have an immersive experience in the game without talking to anyone, just hearing Chase Music or Terror Radius while playing. And you also need to keep in mind those players, they would have a really bad experience when the game is balanced around SWFs. And no it is not "their fault" for not participating in ingame comms, they should not be forced to do that.

    Since I know that not everyone will read as much (especially OP):

    tl, dr:

    Ingame Comms suck because of already existing programs (which remove the need to use the ingame comms), Language Barriers, the "amazing" DBD-Community and Immersion.

    SWF is not that big of a deal, people should stop blaming all their losses on SWF (especially if they try to mindgame safe Pallets on The Game or lose Survivors right in the open, because they are THAT bad at tracking...Both things which also happen when facing Solos).

    So Pings or voice commands would be the perfect solution?

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/247567/heres-how-we-balance-swf

    First, as a survivor main, i dont support the removal of swf, but the seperation and individual balancing of swf from solo queue.

    Also, giving voice chat to all doesnt solve anything. In the US maybe, but here in europe i play with a lot of russians which cant even write the same alphabet, let alone in a common language. I doubt voice chat would help that.

    third, while one factor for the sucess is communication, its far from the only one. I played in swf groups without comm, and we still easily won, because your teammates where reliable. They cared for you, and that took protection hits, didnt farm you, didn´t dc. no voice chat will make your random teammates do that.

    lastly, the game is designed around a lack of information. Thats what makes the game interesting, in my opinion. The moment you always know when you are safe it becomes boring. Thats why i stopped playing swf.

    To summit: Voice chat doesnt turn solo into swf, thus it still can´t be balanced accordingly. To me, the only way to do it is to seperate solo and swf queue. Balance each seperatly, and killers won´t need to dodge swf, since it will be just as balanced as solo.

    In a perfect world balancing separately would be a good solution. But this will never happen. When you look how fast the balancing of the game is right now, when would solo/swf be balanced? And the workload for that is insane. Its not that easy like a fifth perk. And then they need to balance every new chapter for both modes. They would need more time and that means less time for game health etc.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2162865#Comment_2162865

    Not hard, but grindy AF. You need the killer to never find you.

    Doing all adepts is grindy, but why do you need the killer to never find you?

  • No the point was that two survivor perks counter each other and that is bad bc you need to use both for laurie adept. But bc survivor adept is easy its not really an issue and that means its not that bad when both perks shouldnt be played together.

  • Stakeout meta incoming.

  • Like you need perks to escape...

    Survivor adepts were never hard imo.

  • Lets just hope the key nerf is good.

  • Yh this poor survivor got screwed hard. But jokes aside thats looks closer to a good matchmaking then giving you green ranks.

  • I dont think they dont do it bc of money. I think Sony for example does not want it.

  • @ItzZane_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155933#Comment_2155933

    So it's okay to shame on survivors who ran DS/Unbreakable? And now iron will/lucky break? Ok

    Ok remember me the next time when i say something like that to attach a list of everything what is similar. Bc if i do not say something about it means i approve it.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158931#Comment_2158931

    The fact that you said it needed to be gutted tell me you are probably a killer main that has 0 respect for survivors at all. Did it need a nerf? Yes. Was this the right nerf? Absolutely not or at the very least it needed more of a rework. Does it need to be gutted? Hell no nothing should ever get gutted.

    I think its stupid to say killer/survivor main, your opinion is worth less. I played with ds since the first rework and im fine that it got reworked again. I still use it and have no problems.

  • @Laluzi said:

    The only one of those things that should maybe not deactivate DS is unhooking (because it comes up a lot where you're in a panic situation and everyone's in one spot, either hooked or on the ground, and you have no choice but to try and rescue the player.) If you're going up to a gen or totem, you should not be able to DS the killer - you are doing objectives that the killer needs to protect and this is what made old DS so profoundly unfair. Players could pop gens and cleanse hexes in your face and you couldn't do anything about it.

    It's not wise to go for a hex or a mostly finished gen immediately after you get unhooked unless you know the killer's in a chase. The killer will expect this (especially if it's a hex, that's the first place I look when somebody who saw the hex gets unhooked) and come to stop you, and that's not tunneling, that's you making a high-risk play and losing your gamble. Be patient and do it later.

    I do agree that healing yourself shouldn't deactivate it, though. Self-healing is trying to recuperate from the hook, much like running away and hiding. If you move away from the hook, start healing, and the killer ran back to the hook, followed your blood trail, and goes after you, that's still tunneling.

    Unhooking needs to deactivate ds. The killer needs to go after the rescuer, if he dont want to tunnel. He shouldnt be punished for that.

  • @crowbarman said:

    I think they should lower the crackling sound slightly as well, but yes, the totem spawns are atrocious. They shouldnt be so close to generators on most maps, but that appeared to be the default thinking.

    I think if they would be all well hidden, the crackling sound should remain as it is. It should take time to find a totem, but survivors shouldnt waste too much time. Otherwise they will just ignore the totem search and power through.

  • Alert, detectives hunch or windows of oppurtunity.

  • Midwich is ok, but Haddonfield...

    If i see Haddonfield, i open the menu and look for a map offering, if i see one, no mercy. As survivor i will let someone die if i can escape without his help.

  • Yh lets make the game boring. Great idea.

  • @Pulsar said:

    I have seen two Blight's on Console in the last six months.

    We get all the issues everyone else does, but we also can't flick or turn and have to deal with low FPS and constant freezing whilst using his power.

    Can i ask you why you play without crossplay as survivor? I switched to çrossplay bc i thought i had faster matchmaking and no downsides.

  • According to this forum the devs want everyone that plays their game to quit. Interesting business strategy.

  • Sometimes immediately unhooking before the killer reacts is the best strategy to rescue without trading. It probably doesnt work well against a killer who knows this and with a good team i dont need it, but in solo que its sometimes the one chance i have.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2157668#Comment_2157668

    Not everyone plays in swf. It's time to start thinking more about solo Q

    I know how frustrating solo que can be. I play only solo. But if my team is bad, they dont deserve to win. Its almost impossible to carry a team, who doesnt do gens.

  • There are many problems which are not easy to fix. How would you fix it that two killer are impossible to loop at the same time? The only counter would be to do gens as fast as possible and that would be boring.

  • @OGlilSPOOK20 said:

    I mean when survivors are in the Dreamworld and inflicting with the Oblivious status they only hear his Lullaby when in range but it's not directional.

    Meaning you know he's in your area or near you but you can't pinpoint where he is exactly giving him some type of an advantage to sneaking up on hiding survivors that can't pinpoint where he's coming from giving him a free hit.

    It's kinda like Huntress... You hear her Lullaby but you can't tell where she's coming from so you basically end up running into her most of the time.

    But I have no clue why the Devs buff BT... A meta perk that was already pretty strong. I feel like they did it as another nerf to Freddy but accidentally indirectly nerfed all Stealth killers without thinking.

    I dont thinks its an accidentally nerf for stealth killer. Stealth killer had the same problem. They could camp without BT. The devs wanted to address that for all camper not only for freddy.

  • @lagosta said:

    @Gladonos

    Off topic here. Why is your avatar in jail? :p

    It a warning before a ban. You can read more about it the forum rules. If you want to know for what hes jailed, he cant give you an answer. Its not allowed to discuss bans.

    in Technician Comment by TicTac
  • I play only solo and its not bad. There are just some matches where you just want to quit and i think people remember them the most.

    There are also many matches where you cant win and that can be frustrating.

  • Was the overheat mechanic unneccesary? Clearly. But i think prenerf basekit billy would also struggle right now. The problem with current billy is that curving is not strong enough anymore. Im not an expert curver, but i think the missing addons are the problem and not the added overheat mechanic. They could have nerfed instasaw and crack billy without deleting every useful addon.

  • @lob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2156102#Comment_2156102

    everyone asleep with blackbox exposed status and paintbrush puts everyone to sleep at the start of the match

    Ah i misread. Everyone at the same time needs to be asleep.

  • @lob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2156102#Comment_2156102

    because of paint brush put everyone to sleep at the start of the match meaning black box would activate since everybody in the dreamworld which they are exposed

    So it would make sense bc it would enable a broken combo?

  • I think Myers. Myers needs a secondary power or he needs to be nearly unstoppable in T3. Only buffing his T1 wouldnt be enough.

  • Windows of oppurtunity:

    Bc i want to be braindead when looping

    Decisive strike:

    Bc i dont trust my teammates and the killer

    Iron will:

    Bc i play ace and otherwise i would have 5 perks

    Dead hard:

    Did i mention that i like to loop without thinking? But seriously its really versatile and you cant waste pallets in solo que


    I have different loadouts for every killer, so it would take too much time. When you want a loadout from a specific killer, just ask and i will reply.

  • Why would it make sense bc of paint brush?

  • I do. But i think i did not use them in my first 500 hours.

  • Can we please stop shaming people for their choice of killer?

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