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Tsulan

Tsulan

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Tsulan
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  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849267#Comment_1849267

    oh great. How come it was better in the test than now?

    I guess they're still analyzing the data.

  • @ChurchofPig said:

    Is hit validation back on (again)? I thought they disabled it shortly after turning it on for good because it was really broken.

    They turned it on again.

  • I'm curious on how many people completed this rift. Apparently we're getting more and more charms with each rift and I doubt people really care about them.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849103#Comment_1849103

    Ok so thats not a good basis. I sucked when I started last august well august of 2019 and I sucked at December of 2019 and I sucked into 2020. But I got good with a year of constant playing. I cant say whether they take the game seriously or whether they consistently play or are good. But what I do know is the assumptions of their skill seems to be unfounded.

    They are not streaming as often as they used to. Years ago we had a stream once per week.

    I miss those times.

  • So... just to get this straight. You complain about long survivor queues and ask for survivor buffs.

    Do you want even longer queues?

  • It's the only survivor perk that was over nerfed.

    Completely useless for solo survivors and even SWF teams don't use it.

    Since the nerf I've seen it exactly once.

  • @LeleLP said:

    I could ask the same thing for killers too.

    @Allhel1 said:

    I find killers to mostly be bully’s hardly ever get a survivor that bully’s and I play both roles

    How do killers bully?

    I mean, i´ve seen survivors flashlight click or vault spam. But what is it exaclty, killers do to bully survivors?

  • If you think killers have it better, then just play killer then. I've seen some clips of killers missing 4 hits in a row, so it definitely affects both sides.

  • Over a year ago we had some streams of the devs playing against the community and against their team.

    Might be even 2 years ago...

  • Killers should play a couple of months without NOED. Why? Because devs balance around kills and as long as they see that a killer got kills, everything is fine for them.

    Even when the killer just got 2 hooks before the endgame.

    The Undying Ruin combo isn't good. It's effect is just psychological. Good survivors will just push through it, without even cleansing them and don't even feel a difference.

  • Best way to find it out is to play killer yourself. IF you reach rank 1, you'll know what's wrong and why we have a shortage of killers.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845012#Comment_1845012

    But it's stressful, triggering, and even more unfun if ur playing vs highly skilled survivors.

    Yes, that's why we have a killer shortage.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847070#Comment_1847070

    -That's rather hard to judge because most players in high ranks are pretty bad.I would say that if at least the killer player is decent then the majority of their games should be quite manageable

    -It can be pretty good but the killer has to be really good at pressuring survivors of the gens (which is definetely not easy to do).If you can simply ignore ruin then the killer isn't good at pressuring.

    -Good nurses have always been quite rare (at least on console)

    As for billy,yeah he's kind of dead.Almost nobody seems to play him and good billys are basically unicorns at this point :(

    -The thing with moris though is that almost all of the killers using it just used it to completely stomp the other team.If you saw a mori in your lobby you already knew how the game would go:

    -Killer finds and downs first survivor they see

    -killer now proxy camps the survivor

    -survivor gets unhooked,immediately tunneled by the killer and then moried

    -Rinse and repeat

    It was absolutely not fun to go against and it pretty much already gave the killer the win before the match even started (unless the killer was absolutely awful)

    We had really good nurses on pc. Almost all gone.

    As I said. I would gladly change back to how the game was a year ago.

    Keys are the same as moris. Changing one but leaving the other wasn't a good idea. Sure, they'll eventually nerf keys. But nobody knows when or how that nerf looks like.

    For all we know, it could turn out like the DS or BT "nerfs".

  • @TheClownIsKing said:

    A bit of optimism is never a bad thing.

    Pessimists are optimists with experience.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846827#Comment_1846827

    -About gens,i didn't notice a significant change towards gen speeds in my games

    -I happily traded old ruin for the map reworks,honestly.It was super inconsistent as hell with these garbage totem spawns anyways.But it's definetely not bad now imo,there's just more strategy and effort involved to get maximum effort out of it (and RNG,obviously)

    -I'm gonna agree that the billy rework was really disappointing (only his addons needed a rework,not his basekit).

    The nurse change was also pretty useless because it only hinders bad and average nurse players (even though the devs tried to make the good nurse players less oppressive). Good nurse players will still murder survivors in seconds.

    But both of them are still strong killers though.Just less fun because of the overheat/blink recharge mechanic

    -The problem with your last point is that you normally won't recognize whether the survivors in your lobby are a SWF or not (only if they are very obvious about it.Also,there aren't many SWFs that would "require" the use of the old mori.Most of them are manageable to play against and have some weaknesses you can exploit as a killer.

    - my survivor matches have been significantly faster. At least when the other survivors don't play hide and seek. RNG

    - new ruin is trash. I just ignore it, because it only has a effect when the killer chases the survivor that was working on a gen. Killer breaks the chase? Back to the gen. Killer sticks to the chase? Means the others will hold m1.

    - I haven't seen a good Billy or nurse on months. But that's totally subjective.

    - moris were a necessary evil. They helped rooting out toxic SWF teams. I wouldn't use them often, but when I suspected a toxic group I'd equip it and played normally. Then IF they started with flashlight saves, hook sabotages or body blocking. I'd just drop the survivor and use the mori.

    Now they are purely decorative.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845175#Comment_1845175

    Could you maybe explain to me why you think playing killer was better a year ago?

    Because i think it's waaaay better now than before.Just the map reworks did a LOT for killers

    Maybe it's just me, but gens never went as fast as now.

    Ruin actually slowed gens down (unlike now).

    Billy was the gold standard for how a balanced killer looks like. He and nurse were strong back then.

    Moris were a effective way to counter SWF teams.

  • @Ivaldi said:

    People hate NOED because it rewards killers with things they shouldnt deserve. Like okay "do bones", but at the same time there are unreachable totems or some totems that are so well hidden you can spend 5+ minutes just looking for them.

    That's what Detective's Hunch is for...

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846724#Comment_1846724

    oh yeah. like it was ONE guy that said all these numbers. YOU say it is guessing, but it looked that THEY were pretty confident at what they are saying. And that was my whole point. I asked if they know and who is correct and everyone elses response was jsut a generalizing "noone knows" (like you did) and I asked that guy if he insinuates that these 3 were just throwing random numbers on purpose. Got my question now? Can you justify or prove that they are wrong? Or are you just guessing they are wrong?

    No, they're all right. Depending on the time of the day 🤣

    It would be nice tho, to know exactly how long the has with each one of the perks.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1843474#Comment_1843474

    That's not my point. There were people "apparently" not guessing but saying explicit numbers

    Oh yeah: 8, 10, 12, totally the same and not guessing.

  • I mean, there were quite some people that thought 2020 would be their year.

    But sure, keep up the good mood.

    Happy new year!

  • You mean 2020 part 2?

  • @SilentHillOnDvD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846163#Comment_1846163

    How soon is soon because its felt like months since they announced changes

    Probably 2 years. Give or take 1 year.

  • And here I am, only wanting a slap animation to wake up sleeping survivors.

  • @shyguyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845523#Comment_1845523

    What does choosing a specific hook for strategical reasons have to do with Iron Grasp and Agitation? When is the last time you picked someone up and didn't have a minimum of 3 different hooks you could make it to? Choose one of them based on the situation, no need to hook basement most of the time.

    Killers with traps have reasons to hook survivors in areas where they already set up traps (Bait).

    Killers without traps might want to hook the survivor in the middle of a 3 gen.

    Giving this game a little more strategic depth.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845465#Comment_1845465

    Jesus dude.

    If that bitterness gets any more pointed it's gonna start seeing wins in jousting tournaments.

    If you say so.

    Anyway, happy new year!

  • @shyguyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844831#Comment_1844831

    And? If it is for a challenge who cares? If it isn't for a challenge don't run the awful perks and hook them on any of the 37 other hooks you will be able to make it to.

    Killer choosing a specific hook for strategical reasons. Changing his loadout for that playstyle from Undying Ruin to this.

    Is that a bad thing? To mix up the meta?

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845465#Comment_1845465

    oh ffs, reading comprehension isn't your strong suit is it?

    Under no circumstances did I say survivor being spoon fed info was ok, it is a problem as I've said and needs to be addressed. Re-read the previous posts I think you missed something.

    Not wanting an unnecessary spoon feeding of info to the killer in no way implies I am ok or pro survivor spoon feeding. They are both bad.

    This is called objective assessment, I was agreeing with you on survivor info overload and saying that killer info overloading isn't the solution to that.

    Your last post makes absolutely no sense so either you have failed to understand my point or you are now fishing for a tit for tat argument that was never there to begin with. Either way I've made my point, re-read it and try and understand it, or not, up to you.

    As i said before, it would just be a small QoL change for killers.

    No information overload.

    No spoon feeding.

    No other nonsense.

    Just a small progress bar, that would help a killer in deciding IF it is worth to go for a further away hook. Imagine for a second, killer takes (as already mentioned) Iron Grip + Agitation + Mad Grid. He then gets body blocked on the way to the basement. Misses 2 or 3 hits and lands 2 hits. Now, will the killer reach the basement? Would it be better to go for the saver, closer hook?

    Why would the killer have to guess instead of knowing that he won´t make it? Killer is already stressful enough as it is. Also the above perks could use that QoL change.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844826#Comment_1844826

    Trying to reach the basement is often not the most effective play. There are plenty of hooks to choose from and if you consider your path prior to picking up a survivor then they should rarely, if ever, escape you. I make sure to know exactly which hook or hooks I plan to carry a survivor to before I pick em up.

    If you want to leverage the basement as part of a basement build then you have to direct your chases toward there and down accordingly, or you take the required perks to achieve that, as it should be. Why, as killer, should you have free access to the basement without thinking and then load up with other perks.

    Taking two perks to guarantee a basement hook is part of making a basement build. Doing it without those perks is called strategy and forethought.

    Killer is sweaty for a myriad of other reasons and seeing the struggle bar won't change that. Its not a QOL change its a spoon feed information change that inevitably will downgrade the forethought and strategic thinking needed. Hence what I mean by watering down the game experience.

    Ask yourself are your directing where the survivors go when chasing or are you following them? Because if its the latter then you are doing it poorly.

    You will not be in control of every chase but as killer you should be in control of most of them. Perks and tech that let survivors change that state of the game in their favor are the real problem, not a players' inability to judge where the hooks are.

    So survivors being spoon fed tons of information is ok. But killers getting a QoL change is bad.

    Mmhhkay.

    Don´t worry, i won´t touch the killer role any time soon. I´ll stick to survivor. Much easier and apparently what the devs want: everyone switching to survivor.

  • @Crazewtboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844874#Comment_1844874

    The doors deserve a fair balance. No other killer can watch both doors simultaneously unless rng puts both doors on the same wall. No killer should be able to watch both gates when they are across the map from each other. You act like I just said nerf their power.

    Twins are/is the weakest killer (so far). Only "strength" being camping isn´t really a strength. Its just the more simpliest tactic a killer can apply. A rank 20 killer with no experience will camp. Doesn´t mean he´s strong or good. Twins would need a huge buff to give the killers more chances to play out their strengths.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845020#Comment_1845020

    Unfortunately I don't think the MMR is still happening. It's been months since they shut it off, let alone even talked about it. Almo said it was still a priority, but it sure doesn't look like that anymore.

    To be honest I stopped expecting features that we have long been asking for. Dead by Daylight is almost 5 years old, and the community has been asking for a training mode since day one, whereas the free to play mobile game received one within three months of release.🤨 How long have we been asking for more blood hunt events? There was always one at the end of December, but this year they give us login bonuses. The list goes on and on. Seriously, WTH?

    Maybe the mobile market is more promising/profitable and therefore has a higher priority.

    Kinda like diablo immortal.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845096#Comment_1845096

    If ur not trolling at this point then i'm genuinely worried for u.

    Be worried then.

    But fact is, this has been a horrible year for killers. Even when you put things like the Ruin nerf under "good for killers things".

    Smaller maps aren't noticeable at all. At least I haven't noticed any differences.

    I could go on, but since you already think that I'm trolling, I gonna pass.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1843585#Comment_1843585

    Wow so you would rather play killer a year ago than now? When infinites were on majority of maps, maps were far larger, badham was even stronger than it is today, when haddonfield infinite windows existed, before ruin rework, before ruin undying, before blight, pyramid head, deathslinger, freddy rework, bubba buff, doctor buff, small clown and plague buffs, insta heal nerfs, medkit nerfs, toolbox nerfs, flashlight animation change/shadow nerf, multi gen repair nerfs, great skillchecks on gen nerfs, balanced nerf.

    Now let's list things that have improved for survivor. Less bs hits through vaults. Mori nerf. Deception being only decent perk released in a while. Billy nerf. Tonedown of nurse. Slight pop nerf.

    And you're trying to tell me that more nerfs have been made to killer?

    Yes.

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844993#Comment_1844993

    But ask yourself why there is a lack of killers.

    Fixing inappropriate ranking will make it easier to matchmake and should bring back those that resist playing killer because they currently have to play SWFs 9 ranks above them.

    Good killers need to pip, bad survivors need to stop pipping.

    There is a lack of killers, because killer isn´t fun.

    No change to ranking will solve this.

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844865#Comment_1844865

    Specifically too many red rank survivors and not enough red rank killers.

    Play a game as survivor and you pip. Get an efficient 4K as killer and you don't pip.

    Time to tweak the emblems if MMR is not imminent.

    Thats not going to solve the current lack of killers problem.

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844924#Comment_1844924

    Oof yeah lol

    But in all seriousness, I really like the idea of them maybe adding a festive for funsy game mode for a holiday event. Since the usual dbd match is always "ranked" mode it would be nice to have some kind of casual mini game mode where people could chill and have more fun than have to worry about mega sweat squads or tryhard killers etc.

    Idk about anyone else but sometimes I just close dbd because there's too much tension for me to play any matches of survivor or killer and I'd appreciate a for fun mode.

    Do you really think, they would put some work into a festive game mode, when there wasn´t even a Christmas Event?

  • @MrGrizzly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844923#Comment_1844923

    Those are the type of survivors that think killers are too OP with their ruin/undying, but run DS/Unbreakable and also complain about queue times, and sadly devs probably listen to these people because they're the least amount of work... oh well

    Yes.

  • Uhhh what?

  • @ukenicky said:

    We need a game mode where the four survivors hunt down the killer and try to kill them with DS

    So... basically red ranks facing rank 20 killers?

  • @MrGrizzly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844901#Comment_1844901

    What's the point in waiting, that already takes a LONG TIME sometimes, for a match where you get stomped on because you have 3 teammates in brown ranks and a red rank killer, or stomp on brown ranked killers? I'd rather wait more for a match that's actually enjoyable. And if they could listen to us quicker for once, to our suggestions to make killer more enjoyable.. they could fix this imbalance between survivors/killer players, to fix these awful queue times. But sure just nerf moris to make it more of a problem, without giving them something else, nerfing moris 100% made some killer mains quit, idc how toxic they were, that's still a part of the killers gone, so longer queue times.

    And just to add salt to the wound, bugged killers from the patch DEFINETELY made some killer mains quit, so an even LONGER queue time.

    So sure, I'd rather change the matchmaking system, but there are bigger problems who can solve this.

    There was a time, a few years ago, where survivors actually had a queue of 45+ minutes. This resulted in some killer buffs.

    Now, as long as survivor mains want more killer nerfs and make statements like "killer is in the best spot ever", things won´t change.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844881#Comment_1844881

    And clearly it's best is not good enough. Throwing anyone and everyone into a match simply to reduce the wait isn't the right way to go about doing it. All this is going to do is drive away newer players from ever tackling killer.

    That's what I'm saying.

    There was a interview where Mathieu said, that how long are people willing to wait to get a good match.

    Imagine how long it would be, if the matchmaking would only search players within 2 ranks of each other.

    Survivors now have queues of 5 to 10 minutes and that's with no rank restrictions.

    How much longer would it be, if it searched for the right opponent? 30 minutes? 45 minutes?

  • We need a casual mode, that is more forgiving and gives more chances to both sides.

    We also need a hardcore mode, for veterans that got bored by the current mechanics.

    And maybe give the ranked mode some rewards.

  • This discussion is from September. Killers lost their moris.

    So uhh, yeah. Game is as survivor sided as it gets.

    On the plus side: killers have instant lobbies, because there are not enough killers around.

  • @Retromind said:

    Ok, so we're discussing what exactly in this post ?

    The point is, that there are no good nurses left.

    When a survivor knows what he does, he easily jukes the nurse.

    In other words, nurse being the strongest killer is history.

  • Laughing gas: removes the ability to teabag and replaces it with the ability to roll over the floor laughing.

  • The matchmaking is doing its best.

    It prioritizes faster queues over rank and maybe even region.

    Since there are not enough red rank killers, it matches survivors with the next thing it finds.

    Ironically this leads to even less people willing to play killer. Because new players getting rofl stomped by red ranks isn't exactly something appealing.

  • @Crazewtboy said:

    I was out of the loop until yesterday and everyone seems to have stopped playing them by now. Haven't seen not one and I've played 40-50 games. I have heard they are a pain to play against. Is this true? If so, why?

    Facing them is not as bad as playing them.

    @Crazewtboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844644#Comment_1844644

    Wow. That door tactic seems kind of unfair. Their should probably be a range limit on how far Victor can go

    Oh yes, nerfing them will surely contribute to their popularity among killers...

  • @shyguyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844184#Comment_1844184

    I mean is this for a challenge or something? Literally run Agitation and Iron Grasp in that case - the one time either of these perks are ever going to be useful.

    Killer has to take 2 perks for a chance to reach the basement. I repeat, 2 perks and it's not even guaranteed. It's not like the killer has 20 perk slots or something.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844262#Comment_1844262

    I agree but the point is taking the guess work out of killer doesn't fix the survivor issue.

    The more effective solution would be to leave the guess work for killer and tone down the information for survivor.

    Otherwise we end up in the current scenario which is bloated perks and mechanics that came in because the other had X perk/mechanic, its a "what-about-ism" kind of thinking that just leads to perk bloat and a watered down game experience.

    I don't think killer is that hindered by not seeing the meter, I think survivor escapes from the killer would plummet due to being able to see how far along they are. Taking the planning and guesswork out of the game in generally is a bad thing.

    Killer is not hindered without it.

    But it would be a QoL change.

    Killer is already stressful enough. Having to count to guess if he reaches the basement shouldn't be necessary.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844214#Comment_1844214

    This isn't a "killer vs survivor" post. I main killer, Hag and Trapper, I prefer killer, I'm generally biased toward killer buffs and survivor nerfs.

    I also play survivor but find it incredibly easy compared to killer which kills the immersion for me, as a survivor I want to be scared of the killer but that is a rare event. I want to feel the need to run and hide from the killer not the shallow sense of accomplishment that comes from running them around the same rock. Very few killers are actually scary by design and that defeats the purpose of the game in my opinion.

    With that out of the way...

    What survivors can and can't see is irrelevant to the question posed.

    The point being raised is should killers see the wiggle bar, as a killer I like some element of unknown and guesswork and to be spoon fed that info would further water down an already watered down game experience. Its not a buff that I think is good.

    Do survivors have to much info gathering?

    This is a different question and I'm inclined to say yes. There are so many reveal the killer aura perks that you can pretty much start generalising where the killer is for a large part of the match, watering down the fear and hence the game experience. Add in coms and you have a survival horror game where there are no surprises and you will likely survive, so what's the point of playing?

    So would giving killers access to the wiggle bar information change the state of the game from a survivor perspective when it comes to information overload undermining scare factor? Not really. All it does it water down the killer experience.

    Aura reading, sound cues and scratch marks are the key parts of killer information, making you an alert hunter, wiggle bar info just seems erroneous to me. That is my take on it regardless of whether or not I feel survivors currently have to much game info.

    The point is, that survivors have a ton of information. They'll know that ruin is active or another hex perk and get a notification when it's cleansed. Not only by a sound notification, but also by that little sign on the right of their hud.

    They get informed when they enter the terror radius, even before hearing the heartbeat. As long as the killer uses perks like overwhelming presence.

    They get information on how far the gen progressed (that shouldn't be necessary) and how far the healing progressed (even when they don't perform the action). They get even informed that We'll make it is active and that it affects the heal speed.

    This all breaks the immersion for survivors, but is ok.

    Meanwhile killers have to take a wild guess if they make it to the hook after hitting a survivor. Which makes 4 perks useless or at least unreliable.

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