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TicTac

TicTac

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TicTac
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  • Its exactly what i wanted. I will continue to use ds.

  • 1. Its a teamgame. Its normal that you get a disadvantage when the other survivor makes a mistake.

    2. When you start to counter it as soon as the survivor goes down, you have enough time (atleast 90%)

    3. You have perks to counter it.

    I personally dont try to counter it. I dont care whether the killer finds me most of the time. Most of the time its better he finds me then somebody else. But when im injured and on deathhook, i am able to counter BBQ consistently.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1983537#Comment_1983537

    That was my point. You get one, maybe two mistakes if the Survivors are bad.

    Yh i know. I never said i disagree with your point.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1983495#Comment_1983495

    Unless you are talking about the beginning of the game, there is no travel time, or it is very slight. For the sake of the argument, I will add 30 seconds to the Killer's time.

    That's 430 - 362 = 68 seconds.

    Again, that's either one long chase or two medium chases. Not a lot of room for error.

    You dont need to say that theres not a lot of room for error. With my calculation there is even less room.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1983415#Comment_1983415

    I can, but here.

    Let's say the Survivors spawn in groups of two. One group gets their gen done in 44 seconds. The other, the Killer finds them and chases one off, so it takes them 66 seconds instead. That's 110. The other two go and work on another gen together, while the 3rd goes to unhook. The others get a 3rd gen done, that's 154 seconds. 3rd gets downed unhooking the 4th, 4th runs to the other two and the 2nd Survivor goes for the unhook. 1st and 3rd Survivor spend 16 seconds healing, then start on a gen. 2nd Survivor manages to run the Killer for a bit, 4th gen pops in ~40 seconds. By the time the 2nd is hooked, everyone is healed, since it only took 8 seconds. Two start on a gen, 1st Survivor goes for the unhook. Runs the Killer for a bit after unhooking, last gen pops.

    That's a total of 262 seconds, but it isn't accounting for travel time, so I'll add another 100 seconds for that. 362 seconds for all 5 gens on a team that can't run the Killer for more than 30 seconds.

    Then you would need to add the travel time for the killer, too.

    I think the difference is greater then 40 sec.

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/231139/camping-the-first-survivor

    Just watch the japanese "tournament" recently. All they did was facecamp at hook 1 and most games were 2 kills. I think survivors were not even on coms and average player rank was around green/purple so i think it kinda proves that average survivors are smart enough not to throw the game when killer is facecamping.

    I think its because it was a tournament. I saw Otzdarva do a Camping-experiment with bubba. He got so many 4ks.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1983267#Comment_1983267

    Therein lies the issue.

    Even if Survivors are bad and have short, 30 second chases, they will likely still win if the Killer doesn't tunnel someone out.

    If each Survivor gives a short 30 second chase, that's about 360 total seconds spent chasing, which is very generous, most Survivors can loop for longer than that. Doing 5 gens take 400 seconds, roughly, without travel time.

    That means there is a 40 second difference between the chase time and gen time. That's one slightly longer chase, or one mistake, away from the Killer losing the game.

    You can literally be awful at chases and still win simply because gens are ridiculous.

    You cant really say that there is a 40sec difference. Gen time is splitted for 4 people. Atleast in the beginning more people then one work on gens.

  • @DecoyWolff said:

    https://forum.deadbydaylight.com/en/discussion/comment/1895280#Comment_1895280

    So you are trying to tell me that 200 survivors were all bad?

    Not really. One bad survivor per match is most of the time enough. I play solo que and a weak link costs you the match against a killer who knows what he does.

    I play rank 1 for two years on both sides and i did watch many streams from otzdarva. Red rank is full of bad players.

  • This forum is a lot better then the subreddit. So it could be worse.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1982686#Comment_1982686

    It must be some truly old code then. It should be a simple matter of: "- X percent chance for Very Rare + Ultra Rare items".

    If they have to make an entire new loot table just the perk function then either they had to do the same for Plunderer's, or back then changing the chance of finding items didn't shake the foundations of the games code. But either way, that is some hilariously inept coding to work with.

    I can't even begin to imagine what it might be linked to. Would changing the loot tables cause every survivor to have a 2000% chance to kobe or turn every single chest item into a brown toolbox? Boggles the mind how deep this runs.

    It is truly old code. The fundament of this perks is the code from the early stage from the game. They were not that experienced at that time and they had a smaller team.

    I think bc of this code the game can be such a bugfest.

  • @Pirate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981221#Comment_1981221

    Rainbow six and csgo are not as asymetrical as DBD. Sorry but I cant see the comparisson between them.

    You need different skills to defend or attack. The roles are more similar then in DBD, but they are still different. I mean its still a shooter in both roles, but you cant use the same weapons and character etc.

    In my personal opinion you should always learn the entire game and not only a part of it.

  • Was there ever any point in being toxic? Atleast when you have already won, it had never a point.

  • @Pirate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981208#Comment_1981208

    cool idea, BUT! I doubt that all thoses "MAINS" would love to switch roles! And people would play different killer which would make balancing between them even more controfercial.

    Yh the roles are really different. But for example in Rainbow Six Siege you need to switch between Attackers and Defenders, too. When you want to be good you need to learn both.

    Killer balancing shouldnt be a bigger problem then what we have now. Even if all player choose nurse, the other side can atleast do the same.

  • Why not scratch all of that and make it a chase mode? 1 survivor vs 1 killer. At this point generator are only a time waste bc you have more survivor then killers.

    In a 1vs1 every player is always in a chase. Then they swap roles. It would remove balancing issues of asymmetrical gameplay and you have a clear winner.

  • Jake for Iron will. Or you just play Ace with his Build-In Iron will.

  • Only BBQ and then facecamping. Maybe devour, too, but then survivor wasting their time with the totem and i would get too many BBQ-stacks.

  • Dodging hits with dead hard is always a gamble. They are doing something, but you need to wait. Maybe in half a year.

  • Use it. But only in the beginning. You need to learn which hits work and which not. As soon as you know that remove the addon. Its a bad habit to swing everytime after the blink. You should maybe only play 10 matches with it.

  • Rewarding legion for getting many hits with one frenzy is good. But against good survivor this will rarely happen.

    The main problem with legion is that survivor can stay injured and play against someone without a chase power. So legion needs something against survivor which play all pallets safe. Otherwise its just a contest of delaying the game with mending vs using all pallets. I think when maps get changed that loops are more mindgameable, Legion would be good.

  • "All of the sudden" is funny. I see this post atleast every month, but it fels more like every week. So its certainly not new.

  • Yh its a decent idea. Some talked about it, but in the end the devs decide.

  • I dont think it is the right way to give the losing side a buff. From the party game perspective it makes sense, but when you want to win, its annoying. People will search for ways to play around this buff.

    But a mechanic to nerf a playstyle like tunneling is not a bad idea. I think it would be better to reward the killer for splitting hooks then nerfing tunneling, but both could be done, too.

  • @[Deleted User] said:

    Okay well, then don't do them. Tell me preventing devour hope, noed, getting rid of ruin are not very clear and important objectives.

    Please, don't cleanse them, they are totally not important tasks for you.

    Signed, a killer main.

    I want the exact opposite as killer. I wouldnt count ruin bc they know its there, but dull totems are different. Its great when i see that something took the time to do a totem.

    Devour is 50/50. Its good when nobody has an totem build, but they will destroy it anyway, when its shining bright from the highest hill of the map.

    So all that said, i, as killer, would want an reason for survivor to do dull totems without perks.

  • @Yamaoka said:

    I like how people always say "had a 5 (or sometimes even 10) minute chase" like it was the most normal thing in the world.

    Usually -and I measured that over the course of the past years- a chase starts feeling "like a long chase" after around 1.5 minutes.

    2 minute chases are rare.

    3 minute chases are almost non-existant.

    4 minute chases only against a rank 20 killer.

    5 minute chase maybe if the killer is a dog... I mean an actual dog playing with its paws.

    But... but i had a 3:52 chase with a rank 5 doctor.

    Jokes aside i agree with you on that. Every decent killer should know that he has to change targets. For most people time feels different in a chase, so its better to check the real time afterwards.

  • I dont see something like a one-hit-meta. But i dont see the devour/undying combo which apparently every killer should use either.

    Most killer use still ruin or pop.

  • @KiwiCoattails said:

    Are you upset that you can’t use them anymore? Because the items can be used after the event. It’s just offerings that expire.

    No, its obvious that he wanted 100. But the event is extended anyway.

  • I play to have fun. But a win is for me technically when 3 survivor escape (i personally dont need to escape) and as a killer i would say 3 kills.

    But as survivor i dont care about this winning condition. I want to have an interesting match and learn something.

    When i started to play as killer, i played for 12 hooks. I wanted to get many bloodpoints and a long match for everyone. But after two years i started to play after the win condition 3k and hatch or 4k. When i played for 12 hooks, i succeeded bc the survivor were a lot worse than me. It was boring to give them another chance when i could had won at this point. (Before that i let one wiggle free, when all were down or hooked) It was not interesting and it felt more like i was farming bloodpoints. And when the survivor are good, you are losing with a 12-hook-condition.

    So i play only with this 4k/3k with hatch win condition instead of only 3k is enough bc of the matchmaking. Going for winstreaks is the only thing which makes it fun going against bad players.

  • For every prestige i need 1,5 Mio bloodpoints. Now you better not ask how often i get BBQ.

  • Its the same on some tiles on yamaoka. Always funny to get a hit that way.

  • Currently its not on the way. The devs talked about crossprogression, but it works only for pc/stadia/switch i think, no info for other consoles.

  • @Terro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1970448#Comment_1970448

    I doubt new killers even know that bloodlust exists or what it does to be reliant on it. I honestly don't think bloodlust makes much of a difference after they nerfed it outside of bloodlust 1 and certain powerful loops. The fact that they're only getting 1 survivor after a single hook is telling them that they're doing something wrong and they're not going to be climbing too far up the ranks either way.

    Its not that hard to see that you get faster. And they dont even need to know what it was. They only need to know that they could get a hit while just running.

    I have seen many killer who use it that way. Most of the time survivor are not efficient on gens. Thats the same reason why camping works so good.

  • I think a aftergamechat for consoles would be great. More people would use that to be toxic and i would get less pms.

  • @Tank said:

    I don't think it's that big of an issue. I always thought of it as a countdown that also plays into the lore, it's like a timer until the Killer eventually gets you and increases the pressure a Killer can place on Survivors (which is all they have sometimes). Top tier Killer players will still easily catch you without Bloodlust and removing it would not stop any toxic Killer behaviour, so all that really achieves is hurting casual Killers for no reason (who seem to be the only people not hated by the community).

    People seem to forget that it's not supposed to be an even playing field. Broadly speaking 1 Survivor should not be able to beat the Killer at all, and likewise the Killer shouldn't be able to easily defeat 4 Survivors working together. Survivors do need to have multiple options that allow them to escape a chase or survive for longer, but they should not be able to indefinitely extend it.

    I understand why it makes sense that the killer gets the survivor eventually. But there are some problems with that.

    It teaches new killer the wrong playstyle. They dont break pallets or use the killer power to not lose bloodlust. Some powers are hard to use correctly at the beginning, but you need to practice with them to get better. And i dont need to explain why you should break some pallets.

    Bloodlust plays cost to much time and you will lose. I see many killer bloodlust the chase and then camp the survivor bc the game is almost over. And when they are new they dont know what they did wrong.

    And bloodlust downs are frustrating for the survivor. When there is nothing you can do bc the killer uses bloodlust and then camps you, its a bad gaming experience. Its just boring for the killer and survivor who both waited til bloodlust 3 kicks in and boring for the other 3 survivor who only did gens the entire match.

  • There are some videos which explain it. You need to lock at him in a specific way. In my experience you need to look higher then you would think.

  • From my experience i would say clown is C-tier like myers, demo and legion.

    He has the same problem like deathslinger. (Only strong in chase) But he is weaker then deathslinger at most loops.

  • The genspeed can be insane when survivor want to do gens. And movement from a survivor can make them look faster (hugging tiles etc). I experience that on console, too, and i play mostly without crossplay as killer.

    But you can never be sure there isnt a cheater. Yesterday i played survivor with crossplay and had a cheater. It really wasnt obvious at the start. He played normal and first used a instagen after 2 minutes. Later he started flying etc and everyone could see that he was a cheater. But a cheater could easily play without showing it, if he would want it.

  • @Saltjar34 said:

    Nothing's wrong with SB. Even when combined with Fixated which lets you save it up without penalty. Even against Bubba which this perk is the strongest against, it's not unbalanced and can indeed be countered.

    SB is not the strongest against bubba. Its far better against stealth killer. I would even say that sb is bad against bubba, bc you cant outrun the chainsaw.

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965645#Comment_1965645

    No, it's not that I've just noticed in a lot of the nerf DH threads lately or just nerfing problematic survivor perks in general people tend to mention sprint burst after dead hard, ds, unbreakable etc. and I just wasn't sure if it was really as bad as they make it out to be lol

    I'm more surprised that people haven't said more about Iron Will tbh

    I said in some of this threads that i think sb is as strong as dh. But i think both shouldnt be nerfed.

  • I agree with you that a decent survivor can waste enough time against most killer (not Nurse for example), without making risky plays.

    But how good a chase was does not depend only on the time for the down. Interrupting gens, chasing near gens and time to hook are other factors and theres more.

  • You should change your name to dbd_obsession ;)

  • Your examples show the problem with that. I would never say bodyblocking a killer is toxic. So when you would make a list which things are toxic, everyone would make a different list.

  • I agree that you should play to have fun. But fun can mean something different for everyone.

    So there is no safe way to have fun. So the best tip i would give is that everyone must find out what is fun for him/her. Try different things: play fair, slaughter with no mercy, set challenges etc. Its good to know what exactly is the fun part of the game for you. Then when you realize something isnt fun anymore, switch it up.

  • @Grandpa_Crack_Pipe said:

    Yeahhh.

    The only people who really enjoy solo queue are the people who walk into a casino with $300 fully expecting to walk back out with nothing.

    I can't imagine BHVR's in any rush to change up the core mechanics, though-- considering Deathgarden crashed and burned, we all know they hit accidental gold and upending the flooring to replace it would be a dangerous game.

    Thats a bold statement. I like to play solo, bc its interesting. Playing with 3 people on my level would be like playing in a casino where a jackpot is the norm.

    Solo evens the odds. There is no ftustration when you know your teammates will be bad. Its a great handicap. But i think in the end the important thing is your mindset.

  • @steezo_de said:

    I don't think that's a good idea, but I like the idea of rewarding people to use something different than the meta. I think BHVR could give a bloodpoint bonus to players that use lesser used perks. They can have a separate tab that shows perk use in colored tiers (just so they don't have to disclose any specific numbers) and each color would give a different bonus multiplier. Easy.

    They wont do it for the same reason they dont award the lesser played side with a bonus. Im not sure what the reason is, but maybe they dont want to show the data so clearly.

  • I still cant understand why you should drop ds after the nerf. I use ds since the first rework and i used it like a anti-tunneling perk. When the killer didnt tunnel me, i didnt force it. And with that mindset it was really rare that the new deactivation conditions would have hurt me. But ds was still a valuable perk for me. I did escape many time bc of it. So i will never switch it.

  • I saw the same in a stream from otzdarva. The survivor who should be on your shoulder can walk normally around the map. A pallet stun does not change this.

    I think its a bug and not a cheat, but i dont know whether they can trigger it intentionally or not.

  • There are two main problems with killrates: the unequal distribution of kills and unfair matches.

    You need only one down for 1 kill. When you play to get one kill, the survivors need to destroy you to avoid that. On the other hand only one escape is unlikely. Matches were only one survivor escapes through the exit gate are rare. So most games are 1 kill or 4 kills (3 kills when the killer dont want to slug) So it would be more interesting to see how often 0, 1, 2, 3 or 4 kills happen and not the average killrate.

    Second problem are unfair matches. Even without moris there are things which can favor one side immensely. But the most important variable is skill. When a veteran plays against a hundred hour player the game is unfair. I could loop some players for the entire match, but others go down in 5 sec against the same player. This matches make the data unreliable.

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