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TragicSolitude

TragicSolitude

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TragicSolitude
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  • @Wuhelm said:

    https://forum.deadbydaylight.com/en/discussion/comment/877367#Comment_877367

    No matter what it is reportable and part of the reporting process in game. What they do once you report it that's on them but it is reportable that's a fact.

    Well, I mean, you can report anything. But unless it's something that's bannable, it's not really meaningful. Players also report for body blocking the hook or a chainsaw killer body blocking while he charges his one-hit down because "body blocking is bannable," even though that's not the type of body blocking the devs are referring to in the report system. The listing for what's a bannable offense under the report system is dangerously vague and unnecessarily scares a lot of inexperienced players.

  • @Wuhelm said:

    https://forum.deadbydaylight.com/en/discussion/comment/877265#Comment_877265

    Working with the killer is a reportable offense. It is part of the reporting in game. Devs have also said in other posts this it is reportable.

    Like I said, from what i understood it was about working with killers to get other survivors killed.

    I just go by this post until I see something more recent from the devs that says otherwise:

    @Peanits said:

    We don't necessarily ban just for farming. If it happens, it happens.

    I would say you probably shouldn't make a guide for it though. The more people know about it, the more they're going to do it wrong and potentially ruin the game for others. Farming at someone else's expense (killer + survivor working together to farm another survivor off the hook), not letting people who don't want to farm leave, etc. Those types of things are bannable.

    So TL;DR, I would say don't, just because people are going to do it wrong and that's going to end up in bans. Farming in the wild, meh, no biggy. But it's not something we'd want to promote.


  • Survivors: "I'm tired of seeing Spirit/Nurse/Billy/Freddy."

    Also survivors: "Screw you, Trapper! I'll just DC!"

    -_-

  • Farming at the expense of a survivor is bannable. Farming is general is not encouraged but it is not bannable.

    So, if the killer forces a survivor to farm who has made it clear they do not want to farm, that is bannable. If three survivors gang up on the fourth survivor and farm him to death, that is bannable. But if the killer farms with some of the survivors and the others just rush gens and leave, that's not bannable.

    This is what the devs have said in the past, anyway. Unless they've since changed the rules, I imagine it still applies today.

  • There's no trick to it, there are no tips anyone can give you. It's totally luck. I explain why it's luck in this comment I made here, if you want to see what's required in terms of the stars aligning: https://forum.deadbydaylight.com/en/discussion/comment/875850/#Comment_875850

    You basically have no control over over completing that challenge. Next week, the challenges are supposedly being updated and instead of needing to rescue two survivors you'll only need to rescue one. It'll still require luck, but it'll be an improvement because right now it's beyond absurd.

  • A challenge that requires rescuing survivors during the EGC isn't a challenge, it's luck. That needs to go. It is very rare that I ever get a chance to save someone during the EGC, for whatever reason. Too many variables have to line up to even attempt this challenge much less complete it.

    1. Must make it to the EGC. No dying, no glitching, no killer disconnecting, no hatch escape.
    2. Must be at least one other survivor alive.
      1. If there's only one other survivor alive, they need to have never been hooked before. I'll have to rescue them safely, avoid dying myself, and then rescue them safely a second time. This means that the hook needs to be far enough away from the open exit gate (because at least one gate must be open for the EGC to start) that the survivor can't just escape once they're unhooked.
      2. If there's more than one other survivor left, then I'll probably be competing with them to make the saves.
    3. Must make two safe hook saves.
      1. Survivors must stay on the map long enough for two to be hooked and not just run out the open exit gate.
      2. The survivors need to not be on death hook.
      3. Survivors can't DC.
      4. Survivors can't suicide.
      5. Survivors can't use Deliverance.
      6. Killer can't screw up and have the survivor wiggle off.
      7. Killer can't use a mori.
    4. If the killer gets upset and closes the app, it may not (probably won't?) mark the challenge as completed.
    5. Must have the challenge selected when this unicorn happens and not be working on one of the other much more attainable challenges. If I happen to achieve this and the challenge isn't selected, well, fudge me, too bad.
  • @CashelP14 said:

    I'm disappointed that you need to buy the whole outfit in order to get the discount. I personally like buying pieces of outfits and putting them together

    I feel the same way. I opened up the store excited to see what was on sale only to find out I'd have to purchase the entire outfit. I like buying individual pieces. Buying the full outfit on sale still costs more than buying the individual cosmetic, so it doesn't encourage me to spend in the store at all.

    It's a bad move on BHVR's part. There are a lot of small things I want, and having them on sale even just a little would encourage me (and others) to purchase Auric Cells and go on a spending spree. But BHVR totally wasted that opportunity.

  • @akbays35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/875478#Comment_875478

    https://us.v-cdn.net/6030815/uploads/258/EN91EX4V3Z6M.png

    honestly if you're not to far into it, do the killer side first the survivor side is completely not worth it right now.

    Yeah, I did the killer path, first. Now I can work backwards from the epilogue node, which is way better than dealing with the "2 unhooks during the EGC" or the broken iri emblem challenges.

  • I saw a lot of DCs and suicides today. Seems worse than usual.

  • I'm very curious about this myself. I tried playing survivor for a little bit to work on the unhook challenge... the matches didn't go well.

    For example: Up against the Trapper. Three survivors left. I got downed. Someone across the map stepped in one of his traps, so Trapper goes all the way across the map to get that survivor and hook them (death hook). The third survivor just Urban Evaded around, staying far away from me. They had sooo much time to pick me up, and I even crawled their way. But instead they ignored me, and the Trapper found me and hooked me in the basement. Pretty sure the survivor left me on the ground so they could save me off the hook. Rather than let them use me like a farming tool, I struggled until they were most of the way down the stairs and then let myself die. They died, too. 4k for the Trapper.

    Teammates are the real killers.

  • @joker7997 said:

    https://forum.deadbydaylight.com/en/discussion/comment/873497#Comment_873497

    Blood warden is absolutely necessary, I actually got three sacrifices instead of two when I did this today because the idiots were hanging out in the exit gate not realizing I could see them

    haha nice. Yeah, the build I've been using to try to do it is NOED, Blood Warden, Bitter Murmur, and Whispers. I feel like I should change it at least a little if I do a no-show Wraith build. Whispers could certainly be replaced. Maybe I'll replace Whispers with Deerstalker; Knockout probably wouldn't be very helpful.

    I can't remember if I've ever successfully used Blood Warden during a game. I don't think I've tried using it since they added the EGC.

  • @joker7997 said:

    https://forum.deadbydaylight.com/en/discussion/comment/873490#Comment_873490

    Maybe try noed wraith let them do all the gens before you down anyone lol

    lol good suggestion, I think I might try that. NOED, Bitter Murmur, Knockout, Deerstalker. Or should I replace one of those with Blood Warden? Eh, I guess that's a trial and error question.

  • @joker7997 said:

    https://forum.deadbydaylight.com/en/discussion/comment/873474#Comment_873474

    That sucks I didn't have that issue. I focused on getting everyone on their death hook before the egc, and made sure I didn't come close to tunneling or Camping because I wanted everyone alive at the end.

    That's what I did for the previous Tome level challenge where it only required sacrificing one survivor. It's what I'm trying to do here, too, but when I suddenly have two survivors left with five gens left through no fault of my own, well, I might as well just put a quick end to things.

    I dunno, today has been really crappy in terms of matches. I'm getting a lot of DCs and suicides. I have also been getting a ton of hook breakers today. There's no hook breaker challenge; in fact, survivors need to make hook saves for their challenges, so they're sabotaging themselves. That one has me confused. Really weird day in the world of DbD.

  • @joker7997 said:

    I really think the crying about tome 3 is a bit ridiculous. People are whining about challenges they haven't tried yet, worrying that the other side somehow knows what they're going to do and bring perks to thwart them??? Lol what?? Get creative.

    Example, 5 traps, which isn't hard at all with a tar bottle, or do like me and be lazy, use padded jaws, put 5 or 6 traps in an open area and start stepping on them. Over and over. I had all 4 survivors come out and join me I probably got thirty traps that match. Sacrifice two survivors during the egc? Slowdown Freddy with blood warden, knockout, noed. Took me two tries. Heal 4 survivors in one match? Bring we'll make it, empathy, and a med kit. Did it on my second match. Survive without getting hooked with spine chill? This one sucked because I had to go against my playstyle, never do anything risky, be camouflaged, and worst of all I brought keys. This one took me three matches.

    My point is these are all doable, you just have to play differently then normal, and yeah maybe your team won't do as many gens or you won't kill as many survivors as normal, who cares?? It's sort of fun to try out different ways of playing and perks you never use.

    Survivors keep DCing and suiciding while I'm trying to do the NOED EGC challenge. It's very frustrating; I can't do anything to counter that.

    I don't like EGC challenges. Too luck based. They could at least not require it to be completed in one trial.

  • @UlvenDagoth said:

    Though... is anyone having an issue where it only counts one Iri Emblem at a time?

    Many people are; it seems to be a common issue. I haven't touched the challenge yet, myself, in the hopes that they might actually fix it. I know, ha ha ha, jokes on me, but it could happen.

    Anyway, yes, a lot of players have posted saying that it counts only one of their iri emblems (or none at all).

  • I hate the EGC challenges. Trying to do the killer one earlier, survivors kept DCing and suiciding early in the game. What can I do against that? I can't counter that.

  • @Ascended4Head said:

    https://forum.deadbydaylight.com/en/discussion/comment/873376#Comment_873376

    Right. So that's still a snapshot of the overall balance of the game currently. That's going to be your average experience of a DbD game at red ranks. The average game you go into at red ranks, you are most likely not going to survive. Which brings me to my original argument

    THE

    GAME

    IS

    NOT

    SURVIVOR

    SIDED

    ... Dude, I said I think survivors need certain buffs to increase coordination between solos. Teams that are coordinated can eat killers alive. Uncoordinated teams will die tripping over themselves even if the killer is equipped with a Styrofoam spork.

    And my average survivor game (I'm usually solo and not at red ranks) is teammates disconnecting and suiciding at the drop of a hat. My friend likes to run around the map, do totems and search chests, and then give himself up to the killer because he doesn't like skill checks. Me, I'll hang out on the map and watch myself die to the entity because I love the animation. If I know a killer has a mori, I want to die by that animation; my feelings are hurt when they don't mori me. I don't know how the devs can balance around people like me and my friends (and again, if we do it, there must be others) who basically refuse to survive most matches.

    So, while the statistics may mean something, they can't adjust for the differences in playstyles. And on top of that, taking the numbers with the Rift in progress and people suiciding because they finished challenges is bad timing. Not even just suiciding, either. Survivors are throwing games to complete the Archive challenges; that's their choice and has nothing to do with the killer's strength.

  • There are a lot of factors the numbers can't take into consideration.

    The devs may not include matches where someone disconnected, but what about hook suicides? If someone suicides early in the game, the remaining survivors usually fall like dominoes. On top of normal suicides due to not liking the killer or the map, these numbers were taken while The Rift has been going on, and it's common for survivors to finish their challenge and suicide so they can get started on the next challenge.

    Also, how many survivors play without the goal of escaping? My friends and I don't play with the goal of escaping. We go in fully intending to die. We can't be the only ones. Playing killer, I've also played against survivors who were absolutely winning and then they threw the game for unknown reasons; they basically put themselves on the hooks, I had little to do with it.

    These numbers also aren't split up by platform. Console and PC are mixed together. Maybe that doesn't matter, but maybe it does.

    I'm not saying the balance is fine. Survivors need certain buffs so solo survivors can be more coordinated, because coordination is how survivors survive. I think the buff to Kindred is a step in the right direction, though I think it should be base kit rather than relegated to a perk. But that's my opinion and doesn't really matter in this discussion.

    The important thing is that the stats don't necessarily mean anything except that people apparently don't find Plague fun to play as. Poor Adiris needs some love.

  • Not sure a BP bonus could get me to play killer right now. I kept having very unfun matches tonight, and was confused about why until my friend reminded me tomorrow's Thanksgiving so tonight's basically a holiday. In my region, that means everyone's playing survivor and chasing killers away with their unpleasant playstyles and eagerness to DC.

    Though, I don't know what region you are, so maybe it has nothing to do with that. It could be the new Archive challenges causing people to play more survivor than killer. Or maybe the killers are bored and waiting for Oni to come out, at which point there will probably be a surplus of killer players for at least a few days.

  • @lunaticlifter said:

    Both problems, sensitivity as a nurse main, always weakened my plays, fps are unstable, especially after some games, and some killers, Demo as example..Blood lust makes freeze the game, so it slows you down more than helping lol..

    Yes, god, I hate the way Bloodlust causes the game to freeze! I've missed so many hits because of that.

  • I'd at least like to be able to select one challenge for survivor and one for killer, whether that be the same challenge for both or separate challenges. It's easy to forget to switch challenges when I switch roles, which has already happened today.

    The way the Archive challenges are set up isn't user friendly at all.

  • The "rescue 2 during the EGC in one trial" should be an offshoot (or preferably not a challenge at all), it's own little dead end, like The Trapper challenge. It's really uncool to have it gatekeeping right at the beginning of the Tome challenge web.

  • @akbays35 said:

    https://forum.deadbydaylight.com/en/discussion/107851/tome-3-killed-any-interest-i-had

    has anyone even gotten the EGC survivor one? The killer challenges seem easy, but that one is substantially rough, you have to have decent enough survivors to get to EGC then have to unhook 2 of them during it... I really can't see that being done without swf.

    I've played multiple matches today where I don't kill anyone and let everyone escape at the end, and I'll have hooked the survivors once (or not at all) during the match, and they never come up to me at the end and try to get me to hook them to do their EGC challenge. Or to go towards the "unhook 25 survivors" challenge. I mean, I imagine most survivors are still working on those two and not any of the later ones, but no one's attempting to farm unhooks with me. Maybe they're afraid I'm attempting the NOED EGC challenge, I dunno, but whatever.

  • This would definitely be nice. Considering how little BP the challenges give, and that the main reward for completing them is really the Rift Fragments, it'd be nice if the challenges gave something else if the Rift is maxed out.

  • The Rift is 70 tiers total with 70 days in which to complete it. At tier 30, you're right on track. If you do all the challenges it will probably take about 2.5 hours of playtime every day to complete the Rift. If you can't do all the challenges, it will take longer.

  • I did the "break 40 pallets/gens" one in two matches (would've been one match, but I got Badham the first time around and the survivors made it worse by DC'ing and suiciding on me) by running Pig with Overcharge, Surveillance, Discordance, and Brutal Strength. I didn't farm, and I did use her RBTs and hook people, but I played very nice and the only survivor I killed on purpose was in the second match, and that's because she broke a hook in my face.

    I did the Trapper one by farming. It was hilarious watching the survivors basically fight over who got to step in my trap first.

    I was originally trying to work on the "unhook 25 survivors" one, but survivors kept suiciding and DCing, and I can't exactly do anything about that, so I switched to killer challenges.

    I'm fine with most challenges. The "safely rescue 2 hooked survivors during the EGC in one trial" is the one that ticks me off. My matches as solo survivor hardly ever reach EGC, and if they do there's rarely a hook save because either they're dead on hook or everyone's immediately out the door before the killer can get a hook. This is basically going to be like trying to catch a unicorn. The community was pretty much in agreement (a super rare thing to happen) that this challenge shouldn't go live, but here it is.

    It is also frustrating that the rewards for the challenges are not scaling with difficulty and time required.

  • @vossler25 said:

    https://forum.deadbydaylight.com/en/discussion/comment/872326#Comment_872326

    It's a shame that, but I've gotten toxic messages cause I didn't let the killer get the 4th hook needed, seriously, #########? Not just from killer either, survivors backed the trash killer

    I'm not gonna send someone toxic messages over it, but the sooner the killers get this nonsense out of the way, the sooner they can go back to playing normally, which is better for everyone. The longer it takes, the more farming games everyone's going to have to endure.

    Though, some players just farm for the hell of it or to get a breather from the stress/frustration of playing to win. Sometimes people just wanna take a break and goof off.

  • Even though the devs say they discourage farming, some of The Archive challenges basically encourage farming in order to complete them. Farming's not going anywhere anytime soon.

  • It's insulting that the rewards don't increase with difficulty/time needed. It shows they don't respect their playerbase and they don't care about rewarding people for the time and effort they put into playing their game.

  • There was pretty much universal dislike over the "safely rescue 2 survivors during the EGC in one trial" challenge. This community doesn't agree on much, so that says something. And what do they do? They include it, anyway. A "challenge" is one thing, but this is winning the lottery, and winning the lottery isn't a challenge, it's luck. And not "find a toolbox in a chest" luck, but "go up against a Bubba running Stridor, Remember Me, and Award-Winning Chili at the same time" luck, something you have basically no control over.

    Also, it would've been nice if they'd done something about having to select the challenges. They'll probably never let us work on more than one challenge at a time, but they could at least let us select one challenge for survivor and one for killer, rather than having to go to the Archives and select a different challenge each time I switch between which I'm playing as. I've already screwed that up once, and it hasn't been but a couple hours. It's asinine. I switch on a whim depending on queue time; having to go to the slow loading Archive screen each time as well is not only easy to forget but also a pain in the ass when I remember.

  • One of my big things is I don't want to be punished for whiffing during Feral Frenzy. FF is a non-lethal ability, anyway, so there's really no reason to have it be so strict. It's really punishing on console. If necessary, they could have a missed attack cooldown, but stunning yourself and losing FF because of a whiff is horrible design.

  • I have two survivors P3'd: Kate and Ash.

    I have nine killers P3'd: Myers, Doc, Leatherface, Freddy, Pig, Spirit, Legion, Plague, and Ghostface. I'm working on Wraith right now; he's currently P2.

  • Unfortunately, at this point looping is part of the core of DbD's gameplay. Camping doesn't discourage looping, either; in fact, it just reinforces survivors' belief that they need to do everything in their power to stay off the hook, because one hook = death sentence.

    If survivors keep looping you, just ignore them. That's what I do. I've gotten unhappy messages from survivors complaining about how I didn't chase them. They'd run in circles, so I'd turn my back on them and go pressure gens. They hate that. If they click their flashlight at me begging for my attention, I ignore them. Sure, I could focus all my energy on them and tunnel them down and camp them, but that would just reinforce their behavior and give them the attention they crave.

    Or, if you know you're going up against SWF, equip Leatherface and Hex: Ruin and do Totem Protector Bubba. Just stand in front of your totem and protect it all match. (Why Leatherface? Because his chainsaw means survivors can't try to body block while a teammate cleanses the totem.) You won't get looped because you won't leave your totem. You may get a couple hooks from survivors desperate to cleanse the totem, or you may just get four very bored survivors forced to repair five gens with Ruin active. If anyone asks why, tell them looping is boring so now you're memeing, instead.

    Really, though, you're not teaching anyone anything by camping. Lately, a ridiculous number of killers I face camp. Even if I go down fast. Even if I never got a chance to lead them on a chase. Even if I got sandbagged. Even if I go over to a hook while healthy and point at it and am like, "Hey, wanna hook me?" If I get camped and tunneled out no matter what I do, then being camped by a killer can't teach me anything except to maybe play a different game altogether.

  • Legion.

    He's useless on console. I go into FF when I'm on a survivor's ass and then I still whiff, stun myself, and completely waste FF because the aim is so crap. FF is not nearly good enough of a power to justify that kind of a punishment.

  • They should really separate the different platforms for these statistics. I'd love to see the PS4 stats; I alone probably skew the numbers something awful with how I constantly meme and get myself killed as survivor.

  • @UlvenDagoth said:

    I think it's cause of the time crunch of playing Killer and well... you are a Killer, It's really annoying to not be able to get your target cause they went behind a broken fence or something like that. It's not against the person doing it (Unless they are abusing well known "God Loops") but it's just a natural thing of "I should be in control here, not chasing this guy around a box."

    Welcome back!

    Looping is just such a stupid mechanic. I can't be mad at survivors for doing it, I kinda do it too (badly, but I try) when I play survivor, because what other choice is there? But it's dumb that the game has basically evolved so that a large focus of the gameplay is survivors running in circles around piles of junk and getting away with it because it turns out every killer's weakness is their fat ass and a knee-high box.

  • @MissBehavingX said:

    https://forum.deadbydaylight.com/en/discussion/comment/867464#Comment_867464

    This happened to me once, the killer message us all saying he wanted to farm, I didn't reply and he targeted me while the others watched him hook me, let them unhook me only to hook me again until he killed me, they all were around the hook watching.

    I clipped it and reported him both in game and via ticket. It says it's been "resolved" but of course it doesn't say if that player got a ban or not.

    I had something similar happen as survivor, only from the other side. The killer sent me a message along the lines of "let me hook you twice and then you can do what you want." So, at the beginning of the match I let him hook me twice, and then I went around and did my own thing earning points. Turned out I was the only one who messaged him back saying okay, but I didn't know that. When it was down to me and one other survivor, I saved him off the hook and the killer put him right back on. I was super confused. I got him off again and tried to body block, but the killer wanted him dead. It probably looked like I was helping the killer, but I wasn't. I had no control or influence in the situation.

    I was worried I was going to get banned, but I never did. Don't know if the guy decided not to report it or if he only reported the killer or what.

  • Yeah, I'd love to be able to play on PC, but I've already bought all the DLC for PS4, plus I've purchased a lot of extra stuff, and I'm almost at Devotion 8, so... yeah, unless all that can be shared across platforms, forget it. I'll give up playing the game altogether before I re-purchase all the DLC and start the grind over from scratch.

  • I let survivors go all the time because I just don't really care about killing them. I'll get my four stack and then I'll chase them around a bit and just let them all go. I've been playing like that for over a year and never been banned for it. Sometimes I outright farm, sometimes I don't. I meme around a lot and play games where I never even hit or hook any of the survivors.

    Every time the issue of farming has been brought up, devs have said they don't encourage it but that's it's only bannable if it's done at the expense of one of the survivors. In other words, if you're farming with three survivors and you force the fourth one to farm with you when they don't want to, then it's bannable. If three survivors work together with the killer to kill the fourth survivor, that's bannable.

    I would recommend opening up a support ticket and inquiring into the matter, because any answer that's not from a dev is just hearsay, and devs won't discuss individual bans on the forums.

  • @WaffleSSJt said:

    https://forum.deadbydaylight.com/en/discussion/comment/865391#Comment_865391

    https://forum.deadbydaylight.com/en/discussion/comment/865391#Comment_865391

    I only played killer a few times, mostly Leatherface. I might sound like a complete cocky moron, but it was much easier than survivor. I mainly played it to get bloodpoints for my survivors and see if playing killer was as easy as I thought it would be. I killed all the survivors usually, but that might just be because Leatherface is OP? I don't know. It just seems to me like tunneling is very easy. I never camped anyone (I didn't want to be toxic), but that seems very easy, as well. You also get a lot more bloodpoints, it seems. I let a survivor go to be nice and I still got 36k! Seems mad to me.

    Leatherface is not OP. He's one of the weaker killers.

    Killer can be easy in the low ranks against survivors who have no idea what they're doing. Coordination and map awareness is where survivors get much of their power. New survivors won't have that at all. But one survivor with experience and good map awareness can run a killer around for five gens.

    Camping and tunneling is easy; playing that way isn't fun for survivors and it usually isn't fun for me as a killer. I don't camp or tunnel. I try to spread the love, as it were, and juggle all the survivors without focusing on any one too much. Against survivors who have a clue what they're doing, it's not easy.

  • I'd like a killer in a mascot costume. Similar look, but it'd still be a person, and it'd have way more cosmetic options because you could create whole new mascot costumes.

  • @WaffleSSJt said:

    https://forum.deadbydaylight.com/en/discussion/comment/865366#Comment_865366

    But then why to survivors seem to mostly lose? I lose very often, and of course, the obvious answer would be "you suck'. But some of my friends have played the game for a very long time and still lose easily. It feels so unfair, and I know I'm complaining like a little baby, but I feel that this game is very killer-sided. Does anybody agree with me and my friends, or am I just a man child who can't process losing?

    I constantly lose as survivor. I'm pretty terrible at playing survivor, but even in games where I do play well I can often die due to bad plays by teammates. That's one of the more difficult things about playing survivor: your teammates. You get stuck with a random group of people, and even if you play awesome, even if you repair a bunch of gens and save everyone multiple times, you can die on your first hook because your teammates suck.

    My opinion is that solo survivors need to be buffed so that they have the kind of information SWF have. Survivors don't need more second chance perks with no counterplay that frustrate the hell out of killers; survivors need more information about what their teammates are doing so they can be better coordinated even without talking to each other.

    Do you play killer? I don't mean like playing it once at rank 20; I mean playing killer regularly, ranking up and playing Clown against a group of halfway decent survivors. Or playing Ghostface and trying to stalk survivors with Spine Chill or, ya know, eyes. I'm not being flippant, it's a serious question. Micromanaging games, trying to juggle survivors as killer, trying to effectively use killers' powers... even though I usually die as a survivor, survivor still feels like the much more relaxed mode to play.

  • @WaffleSSJt said:

    https://forum.deadbydaylight.com/en/discussion/comment/865348#Comment_865348

    I suppose you're right, but I still think that the game should be faster in general. Doing gens with ruin is slow and boring to me. But at the same time, the suspense is great. Still, I think killers are OP. Even if they are hulking terrifying monsters, I still think most players should have a good chance against them. I don't understand why the nerfed things like Decisive Strike, Borrowed Time and Mettle of Man. Don't they all just make the game a little more interesting? You get a second chance, or a chase lasts a bit longer, further scaring the player. Maybe things like Ruin and Barbecue would be fine if the killers had perks equivalent to them in power.

    The problem with strong survivor perks is that there are 4 survivors, so a really strong perk becomes even stronger when multiple survivors run it.

    The perks you listed were broken. Sure, I had fun running Mettle of Man as survivor, but I recognized it was completely unfair. Killers had no counterplay to that. I mean, what could they do to avoid proc'ing it, just never hit the survivor? MoM was so powerful that there was basically no reason not to run it. And DS was so disgusting that I refused to use it in its original form. It punished the killer for winning a chase. It was extremely unhealthy for the game. Those perks didn't make killers' games more interesting; they made playing killer even more frustrating than it already is. And when multiple survivors ran those perks, it made for miserable games for killers.

    (DS and BT are still strong. Hopefully one day Mettle of Man will become usable without being overpowered.)

    Survivor perks basically have to be about 1/4th as powerful as killer perks, otherwise survivors become too powerful. I mean, that's oversimplifying it, but I think it gets my meaning across. In an asymmetrical game, that's how balance works. If a survivor goes against the killer 1v1, the survivor is meant to lose. But if the 4 survivors work together, they can destroy the killer. A well coordinated team is a nightmare for most killers.

  • @WaffleSSJt said:

    https://forum.deadbydaylight.com/en/discussion/comment/865284#Comment_865284

    https://forum.deadbydaylight.com/en/discussion/comment/865284#Comment_865284

    I wrote a whole thing responding to you, but it got deleted for some reason. Anyone, in short, what I said was;

    - I agree with your point that shrine counters pay to win and rewards progression when playing other killers. I would be comfortable with it if there weren't so many OP killer perks on there all the time. Maybe you could do challenges to earn them when they were on there, I don't know. But all the good perks for survs I've seen on there usually get nerfed right after. Good survivor perks in general get nerfed.

    - Hex may be the only perk to counter gen rushing (and discordance, I guess), but is there no other way for the game to be fast and enjoyable yet fair? I can't think of one myself, exactly, but is there no possible way except making the game slower?

    The problem is, horror isn't necessarily a fast-paced genre. Stalking isn't fast, it's slow: it creates anticipation, builds tension, paranoia. Working on gens isn't a fast-paced, fun mechanic: it's slow. It's busy work for survivors that forces them out into the open so killers can find them. Trapper, one of the first killers, needs set up time. He has to go around the map, collect his traps, and place them in strategic locations.

    Fast-paced would be more horror action, like a zombie game.

  • @beatddb said:

    https://forum.deadbydaylight.com/en/discussion/comment/865295#Comment_865295

    Are you sure its counted as 5 separated maps instead of just one?

    I hate badham as a killer and as a survivor, and I get it pretty often

    Yeah, pretty sure it's counted as five separate maps, now. I mean, I haven't seen the coding, I'm only speaking from anecdotal evidence, but before the rework I didn't get Badham very often. After the rework, I get it constantly. More maps have been added to the roster since I began playing this game, so I should get Badham less than I used to, not more. The only reason I'd get it more often is if each of the five versions is considered a separate map.

    It's a terrible way to do it. Even if they're different layouts, each version is so similar that playing on Badham II one match and playing Badham IV the next feels so monotonous. Really makes the game more boring.

  • It's a problem that DS can punish killers who don't tunnel and it gives survivors free reign to make bad plays for which they can't be punished. However, I know that as survivor even 60 seconds can feel really short, so I wouldn't change that; I'd keep it at 60 seconds. However...

    If there are four survivors left and two are hooked, DS should deactivate.

    If there are three survivors left and one is hooked, DS should deactivate.

    If there are two or fewer survivors left, DS shouldn't activate at all.

    DS should also not activate during the EGC.

    This is not a perfect solution, but it would help. Unfortunately, it's kind of complicated. Even just using part of my suggestion would make DS less broken, though: deactivating DS if it's the EGC or if there's only one survivor left on the map. At that point in the game, it's not tunneling.

  • @Freudentrauma said:

    Well they still plan to release a map rework for next midchapter, if I remember, right? We don't know which map yet, but I wouldn't be surprised if it's gonna be Haddonfield. It's a licenced one realm map. So it would benefit from doing the Badham variety treatment, as well it's heavily requested by the community.

    Of course that pure speculation from my side. But since they've annoounced map reworks Haddonfield will possible one of them.

    I hope they don't do to Haddonfield what they did to Badham. I still don't actually like Badham, but now I end up on that map 5x as often as I used to because there are 5 versions of it which each count as a separate map, instead of Badham just being counted as 1 map with 5 different possible configurations.

  • @WaffleSSJt said:

    https://forum.deadbydaylight.com/en/discussion/comment/865255#Comment_865255

    I am not demanding they change it, I don't think I'm the developer. 1 or 2 survivors dying per game should be the average, only skilled killers should be able to wipe the whole squad. But right now, any Freddy or Ghostface, even if they are skilled or unskilled, can win with ease. That's not even taking the perks into consideration. Why is Hex: Ruin a thing? It only slows the game. Each match should be fast-paced, adrenaline-enducing and fun. Why is the Shrine of Secrets a thing? It allows players to unlock the most powerful perks without even mastering the character who owns it first. It shortens progression and playtime.

    Fast-paced and adrenaline-inducing? That's a tall order when there's only one killer and four survivors. Trying to juggle survivors is stressful as hell. I don't run Ruin myself, usually, but I understand why killers do. Without it, it's easy for a match to be fast-paced in that the generators go pop pop pop and the survivors rush out the exit gates within a few minutes.

    And the Shrine exists so that the game can't be called "pay to win." In theory (I say "in theory" due to RNG), all perks can be bought in the shrine with currency earned through playtime. No perk is available via money only. That is why the Shrine is a thing.

  • Personally, I dislike NOED for the number of times I've cleansed four dull totems in a match only to die to NOED after the last gen pops. Bonus points if it's my first hook or I'm the only survivor to die.

    I understand why NOED exists. As long as Adrenaline is in the game, NOED is needed to counter it. NOED punishes rushing through gens and ignoring totems. NOED makes the killer dangerous during what's normally their weakest moment in the game. But that doesn't mean I have to like NOED.

  • ... that doesn't discourage "toxic builds" on killers. It just encourages killers to dump the lobby/disconnect or to tunnel out the player who changed survivors at the last second.

    Closest I've come to that is equipping a key first thing and then removing it at the last second to see if I could get a killer to run Franklin's or burn a mori. Don't think it ever worked, though.

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