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Victory

Victory

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Victory
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  • @PolarBear said:

    @Victory They said they are avoiding exclusives. That's why the Halloween and Chinese New Year cosmetics can still be purchased.

    I hope they don't go down the exclusivity path again. Discourages new players when they know they can't get a specific cosmetics they might like.

    theres still exlusives with past events, I don't see anyone complaining?

  • @PrincessPoop said:

    @Peanits

    Would you be able to confirm whether or not the cosmetics that will be unlockable via the rift will be timed exclusives? Or will they also be able to be purchased within the in-game store at a later date? I’m really hoping for the latter.

    what would be the point of the battlepass? Anyother game doesn't do that, dbd for sure shouldn't. You're either there for it not, if they did that then they might as well bring back legacy lmao.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/502727#Comment_502727

    @Poweas The only people who think Spirit is braindead easy are people that have never played her and don’t understand how she works. A killer that tracks based on sound and grass moving by using their ears more so than their eyes isn’t braindead. You can’t pick her up over night and expect to win every single time.

    At this point I can play Spirit easily but I’ve put so many hours into her.

    The only killer I’ll argue that is braindead easy to play is Billy.

    Thanks by the way for saying I’m a great Spirit player, you’re probably better than me at this point XD

    Yeah i'm learning spirit, she's really fun, shes my 2nd most played atm, pig is my main killer.

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/501544#Comment_501544

    @Victory

    You unhooked yourself with the Killer right in front of you or stayed right under the hook long enough to let them return. How is that called? Making bad decisions. And what should happen when you make bad decisions?

    Why are you attacking me, lol? Im just telling someone that won't always work.

  • @JAWS_BDSM said:

    Because if RBT timer was 60 seconds, survivors would cry that it is OP and it is impossible to survive it.

    However, it would be awesome if they made tempered timer an Ultra-rare addon, which cuts survivor`s timer to 60 seconds, and, for e.g, takes away pig`s ability to track Jigsaw boxes.

    then the first box they'd find would have to be a key guaranteed lol, its 2m 30s base, tampered timer makes it 2m, run with crate of gears you're prob going to get at least 2 rbt kills. Traps were not meant to kill survivors, they were meant to buy you more time ( which they do buy a lot of )

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/501625#Comment_501625

    They all look weak to me and none of them address any SWF issues at all.

    SWF isn't a major issue lol. People CAN play with their friends, if survivors work together as a team, people complain, when killers often say "Survivors need to work as a team to overcome the powerful killer." Stop with the cognitive dissonance.

  • So based on what we know so far, this is how he functions (these are subject to change, but I doubt he'll vary too much on release):

    good thing over 50% of games are solo (accordings to the stats ) and 2% of actual games are 4 man swf, meaning, your skill as ghostface matters and you'll need to adapt/learn the killer, you haven't even seen him on ptb yet and you're worried hes not nurse tier. Also, plague by all means is not weak, staying exposed vs a 4.6 with tracking is pretty insane. You're not supposed to win everygame, take the outplay like a champ.

  • @[Deleted User] said:

    If it's supposed to be an anti tunneling perk but its activation is so broad that it's not being used by survivors for actual anti tunneling, then it should be changed to in fact, be nothing but anti tunneling.

    Sometimes slugging isn't even an option. A survivor who jumps into a locker with DS active is just outright invincible for the duration. You either pick them up and eat the free escape or you leave and they get out scot-free anyways. Even if you do down them, there's always unbreakable, or nothing stopping someone else from picking them up unless you hover over them like a hawk. Sometimes Adrenaline activates, too.

    Many times the person with DS who I'm trying my damnest to not tunnel, will just constantly and persistently be in my way. A survivor who still doesn't respect the killer should be punished accordingly. DS, for being an "anti tunnel perk", allows survivors to make stupid and absurdly risky or even outright stupid plays and allows survivors to not be punished for it. I'm sorry, but that's simply not the definition of an "anti tunneling" perk at that point. That's a 60 second immunity perk.

    If DS is supposed to be an anti tunneling perk, it needs to be just that. Describing DS as an Anti tunneling perk as people 9 times out of 10 intentionally try to be tunneled via doing a huge risk versus reward play (like saving someone next to the killer) without the risk, where even if they fail, the killer is the one who gets punished instead of them, is ridiculous to me.

    *gasp* oh MY! a survivor who uses strategy with their perk to outplay the killer!! THATS OP! NERF IT!!!!!!

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/502501#Comment_502501

    So what is "tunneling"? Not giving a free hook escape? That's what you're saying, in practice, that you're not supposed to go after the unhooked person no matter what.

    go ahead and keep tunneling, you'll just keep getting hit by DS, simple as that. DS punishes the kill for their mistakes.

  • @Cardgrey said:

    Tunneling

    noun

    an underground passage.

    a passageway, as for trains or automobiles,through or under an obstruction, as a city,mountain, river, harbor, or the like.

    an approximately horizontal gallery or corridor in a mine.

    SEE MORE

    verb (used with object),tun·neled, tun·nel·ing or(especially British) tun·nelled,tun·nel·ling.

    to construct a passageway through or under:to tunnel a mountain.

    to make or excavate (a tunnel or underground passage):

    to tunnel a passage under a river.

    SEE MORE

    verb (used without object),tun·neled, tun·nel·ing or(especially British) tun·nelled,tun·nel·ling.

    to make a tunnel or tunnels:

    to tunnel through the Alps

    Idk how u all do this but I can't on my wraith

    While you're using half-assed google definitions, you might want to look up a figure of speech too and how it is used in English.

  • @gantes said:

    Even if it doesn't just work for anti-tunneling it's just fine.

    The person is using an entire perk slot (which is a bigger deal for survivors moreso than killers because the opportunity cost is higher) for a one-use perk that they might not even be able to use. I doubt anyone complaining about it have even tried using it as survivor. The amount of times that:

    1. the killer plays around it and slugs you
    2. the killer eats the stun and catches you afterwards anyway
    3. it runs out just as the killer gets to you

    Is pretty damn high.

    It's working as intended, has its clear uses and weaknesses and is nowhere near as opressive as MoM. In fact, I still think about it very hard before equipping it, since there's boosted MoM and Adrenaline which are the most meta survivor perks atm, then you probably want an exhaustion perk for chases and DS has to compete with many other perks for a situational fourth slot.

    The amount of counterplay to this perk is pretty absurd, and those who complain about it are simply refusing to adapt.

    And outside of late game scenarios, unless the survivor us shamelessly running toward you (which screams I HAVE DS) or someone unhooks them unsafely (which not only screams I HAVE DS but also MY RESCUER HAS BORROWED TIME so you should be going for them instead) you shouldn't be getting hit by it. A competent killer's life is generally too busy for that to happen unless it's one of the scenarios above.

    I think the timer should pause in chase, outplaying the killer should not be a counter to DS imo. Also it is pretty tilting when it runs out as you get picked up lmao

  • @Acromio said:

    Because it's a disgustingly overpowered cancer perk. That's why. /thread

    How is it OP? it punishes the killer for tunneling, a big mistake. If you tunnel through ds you 100% deserve to lose, you can also slug and stil lgain the same pressure as if they were on the hook. Try to adapt instead of whining and you might get better at the game.

  • @Andreyu44 said:

    Dear OP.

    You play Spirit. One of the most braindead and broken killers in the game. Of course you are not gonna get bothered by DS.

    someone is bitter because a spirit outskilled them

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/502454#Comment_502454

    @TheRoyalOwl I play at rank 3 (dropped to 5 since I've been trying to learn Billy and been getting rushed to hell) and DS doesn't do much to me as Spirit or Huntress or Wraith. It's not that bad. 60 seconds is good because the survivor can sometimes put up an insane chase while injured and if you pretend to mess up in the last 6 seconds, the killers picks u up and u DS them. Punish them for tunnelling. DS works well rn.

    I personally think DS should pause mid chase and be uneffected by enduring to make it anti tunnel :)

  • @TragicSolitude said:

    Decisive Strike is the perk you'd want in that situation. We don't need two perks to do practically the same thing.

    It's not like that kobe was earned. It's RNG.

    If I hook the second to last survivor, then hook the last survivor before the previous one is dead, I shouldn't have to deal with both a random kobe and BT. I dealt with multiple second-to-last and last survivor kobes when going for the adept killer achievements. I wasn't camping the hook for those second-to-last survivors, but they kobe'd off so quickly that I was still within TR range of the hook when they did it, so I know BT would've proc'd if it were an option.

    We'll Make It doesn't give the user a boost to self-healing; BT doesn't give a reward for self-unhooking. It's consistent. The perks are meant for altruism.

    if the killer downs you at the hook, the killer will hook you before your ds even goes off.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/495601#Comment_495601

    It's 11,5% if you use all three attempts, not including luck offerings or perks. Regardless, this would still be a no.

    Unhooking yourself is not PRD, so thats not quite how it works.

  • @popoles said:

    https://forum.deadbydaylight.com/en/discussion/comment/498226#Comment_498226

    Believe it or not, @Orion is correct. The appearance of the skillcheck IS killer-based, but the skillcheck itself (eg. The animation and hitting the right spot) depends on your PC (and skills).

    Note: PC specs dependent, NOT ping dependent.

    No, thats not how peer to peer works lol bad internet makes the needle laggy no matter how much of a beast your PC is, my PC by any means is not outdated, its high end. In 40-100 ping games the needle is perfect, but in 250+ ping games the needle is teleporting.

  • @drunky26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/500447#Comment_500447

    No it's just funny how many second chances survivors have and still find something to complain about. If the killer got every survivor and you're the last alive why do you think you should get a free escape ?

    if survivors complained as much as killers did, 4 man escape would happen every game, nurse and billy would of been gutted.

  • @fluffybunny said:

    I'm not sure if anyone else asked, but have you disabled VSync. There's some vids on YouTube if you're not sure how to. It may help. c: You could also set graphics to the lowest it can go.

    @Victory Skill checks are client-side. It's why it doesn't lag unless there's something wrong with your connection/your graphic settings.

    exactly...wrong with your connection.....your connection is determined by the killers internet........we're talking about lag not FPS issues on graphics.

  • @Orion said:

    Skill checks are client-side, meaning they can only be affected by things on your end. Your connection, your computer.

    You're spreading misinformation around, skillchecks are not client side, skill checks are indeed killer ping based, if you've played any sort of survivor from low ping to high ping lobbies you'd indeed see how wrong that is, I really wish it was like that

  • @Orion said:

    As someone who uses lockers a lot, no.

    Really good, well thought, in depth opinion, that really changed my mind Orion, thank you.

  • @28_stab_wounds said:

    They dont wanna lose their items

    You lose items when you DC rofl

  • @UkilledLegion said:

    @Victory survivors are survivors!SWF give u ability to control every killer's step.Because in SWF u use voice programs.Adapt to play solo.killers survivors only solo and go first rank up survivor solo.can u do this alone?

    Yeah I can. You aren't supposed to win every game anyways? Its a video game, not supposed to win every game.

    in MoM Comment by Victory
  • @UkilledLegion said:

    @Victory if 50% procent solo need 100% solo.Lul its joke?Killer need adapt?Who survive?Killer? Why killer must to adapt??I think surviviors must to adapt solo game because they ARE SURVIVORS!) FUNNY COMMENT DUDE

    Survivors do adapt, and when we do, you guys whine on the forums till we get nerfed again, we adapt again, cycle continues. You should start adapting, so you won't get outskilled everygame by swf.

    in MoM Comment by Victory
  • @UkilledLegion said:

    Maybe voice programs equate to cheats or exploit? :D

    According to stats, over 50% of games are solo games. Also swf isn't too hard to deal with, they're all overly altruistic, as a killer, you need to learn to adapt when you're being outplayed.

    in MoM Comment by Victory
  • @Ember_Hunter said:

    https://forum.deadbydaylight.com/en/discussion/63698/make-this-an-app

    Wait... Dead by Daylight? Wow, new platform, but I feel like connection and lighting problems would emerge from this XD

    I think he meant the forums xD

  • @knell said:

    https://forum.deadbydaylight.com/en/discussion/comment/480513#Comment_480513

    @Victory Thanks, I'll make the correction. I also noticed that there was also a thread made in March 20th about it also, so I'll link to that also.

    Np, its fine. The devs write patch notes weird all the time anyway, so its not really your fault.

  • @knell said:

    https://forum.deadbydaylight.com/en/discussion/comment/480452#Comment_480452

    @Victory

    I wonder why they wrote "The Enduring perk now affects Decisive Strike's stun" in the 2.6.3 Patch Notes if it had already worked in 2.6.0. Or was there a PTB between 2.6.0 and 2.6.3? Can you link to the quote where he (who?) said, "Enduring should not properly effect head on and DS." I'll correct my post to add it if you can provide it.

    https://forum.deadbydaylight.com/en/discussion/51684/q-a-on-chapter-11-march-14th-2019#latest

    What was the reason for the DS Stun to not be effected by Enduring? 

    HORVATH - GAME DESIGNER | ANSWER

    Decisive Strike’s stun time was aimed to be the same as the Wiggle Free/ Grasp Escape times which is 3 seconds. Decisive Strike and Head On will now be affected by Enduring. 

  • @thekiller490490 said:

    @Orion completely agree with you. Enduring's change is out of the blue and they better consider situations where perks were changed to cope with Enduring. IMO enduring is fine where it is and has always been fine. Nothing about this perk was OP like ever.

    the enduring spirit fury combo is busted with little to no counterplay. Spirit fury wasnt the issue where as it was enduring. Killers want survivors to hide and pallets are only a 2.1s base stun time, enduring makes it even more of a joke giving survivors no time to hide. What do you guys want? Stealth? or actually have a chase?

  • @Blueberry said:

    Tbh there could be a different compromise. For DS I'd actually rather it keep the 5 seconds IF we make it so it ONLY affects tunneling, of which it currently does not. IE reduce the timer to like 45 seconds or make it deactivate as soon as a different survivor is downed.

    I agree with this, but I was thinking if you hook another survivor. And the timer shouldn't go down while you're chasing them since it should be anti tunnel, and the timer doesn't go down while you're slugged so you can't tunnel them then stare at them for 60s. But you lose the timer if you down and hook another survivor.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/480260#Comment_480260

    It's 5 seconds now, unless I missed something, and it used to be 3. It was increased to 5 with the excuse that it was too short with Enduring. Now, once Enduring is changed so it doesn't affect DS's stun, DS must go back to 3 seconds. No ifs, ands, or buts about it.

    It's technically 4. Survivor has a 1s drop and land animation before they can move.

  • @knell said:

    Just a brief summary on the interaction between the new Decisive Strike and Enduring for anyone interested:

    2/22/19: Decisive Strike Q&A

    QUESTION: HAVE YOU CONSIDERED MAKING IT SO ENDURING DOESN'T APPLY TO DS STUN, NOW THAT THE STUN LASTS 3 SECONDS?

    Horvath: There has been a lot of feedback regarding the 3 second stun for Decisive Strike, previously the stun has been 4 seconds for a long time, once upon a time it used to be 5 seconds. We are currently revising and investigating what we will do regarding enduring and the Decisive Strike timer, it may end up being 4 seconds, but I believe we will try 3 seconds in the PTB. I look forward to your feedback

    3/19/19: 2.6.0 Patch notes

    Decisive Strike: After being unhooked by another player or yourself, Decisive Strike becomes active for 60 seconds. If you are grabbed by the Killer while the perk is active, succeeding a skill check to cause an automatic escape and stun the Killer for 3 seconds. Succeeding or failing the skill check will disable the perk for the rest of the trial. Succeeding the skill check (and thus stunning the Killer) will result in you becoming the Obsession.

    4/2/19: 2.6.3 Patch notes

    BALANCE: Changed the Decisive Strike stun time to 5 seconds, with the Survivor being free to move after 1 second.

    The Enduring perk now affects Decisive Strike's stun.

    With feedback from the PTB and Live, we have changed the Decisive Strike stun time to 5 seconds, with the Survivor being free to move after 1 second. This should allow for the survivor to have ~ 4 seconds at a base to try and escape the killer after the stun is successful. When Enduring is used, the stun will be reduced to ~2.8 seconds. Of those 2.8 seconds the survivor will get a head start of ~ 2.28 seconds which makes escaping possible but much harder.

    From what I can gather, when the stun time was 3 seconds during 2.6.0, Enduring Perk did not work with Decisive Strike.

    It did, and it always has except for the PTB. You forgot about the QnA they had after the ptb where he explicity stated "Enduring should not properly effect head on and DS." They put that on the patch notes with the 5s buff so killers wouldn't lose their ######### that ds is as strong as it used to be.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/476785#Comment_476785

    I already play both sides, thanks. Yes, I know all players are human players and not AI, but guess what? They're gonna have to learn that after ######### up during the entire round, they deserve to lose.

    The game is set around 2 in 2 out, if you got the 3k, you won.

  • I am finding that survivors only give out a gg when you give them hatch or they escape.

    Im not going to wait till the trial to end to say "gg", I'd rather find my next game, but if I died last, escaped last etc then I will.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/464738#Comment_464738

    @Peanits As a hag player, this doesn't take into account setting traps on the way to a generator or that the generator you're heading towards can be damaged in the first place. Or you happen to run into a survivor during the 30 second window.

    What if it was token based instead so a killer could capitalize on finding a survivor while travelling to a gen to kick? They wouldn't have to miss out on the benefit of the perk by allowing a survivor to go unchallenged.

    Especially since choosing to let the survivor go is more detrimental than not utilizing pop when it's available.

    Well as hag for example you mentioned, you have to make a choice, set traps OR go kick the gen for 25% insta regression. I like that killers need to make tough choices now, but I do think it should be a token system instead of hooking.

  • @HeHeBoii said:

    https://forum.deadbydaylight.com/en/discussion/comment/466651#Comment_466651

    Outplayed hard*** you mean. And nah mang, no salt. Just truth. <3 u tho.

    https://www.youtube.com/watch?v=0UoymuGcBzY&t=860s there ya go buddy, maybe you won't get outskilled so hard every game, I hope you improve your gameplay instead of begging bhvr for free kills <3 <3

  • @Orion said:

    Why should the survivor have a good chance to escape in a 1v1 situation, after the killer wiped out the rest of their team? Is this an asymmetrical game or not?

    You should probably try out survive so you get a 50 50 perspective of the game instead of this killer bias, you're also forgetting survivors are actual human players, not AI. Devs want DbD to be about 3 die and 1 lives to tell the tale, like in any other horror movie or asymmetrical game. Welcome to the gaming world, Orion.

  • @gantes said:

    People have just been spoiled with the way the hatch has worked for the last years.

    It was always meant to be a "whoever finds first wins" scenario.

    Now it's working as intended.

    You're welcome.

    Actually, you're wrong. Killer can close hatch while a survivor jumps in it thus stopping the animation of the jump. You should probably try out survivor to get a solid perspective of the game instead of a one bias side of the game.

  • @Blueberry said:

    The amount of second chance perks has gone out of control. They're very bad for the games health. I thought they learned this from old DS but then they go and release MoM. Nothing was learned.

    Mettle, is NOTHING compared to the dark days or DS 1.0, you obviously have never played back then. Killers have insanely broken addons that you cant counter like omega blink, 3+ blink, iri hatchets, insta saw, turning addons, trappers pink addons, hags mint rag, etc, etc. Killers don't have it hard, just because you got outskilled by some survivors doesn't mean the game is survivor sided, actually try to improve your gameplay. Everything else but myself mindset is toxic and horrible for the community, try to play both sides.

  • Remove all of the second chance perks, DS, BT, MoM, and the rest, and in return you can take back all of the Expose perks the killers have.
    1. DS, dont tunnel, if you tunnel the survivor you deserve to eat that fat DS, its your mistake that causes it, actually try to improve at the game. 2. BT: Don't camp, and no, end game isn't a good arguement because if you're camping end game you can just down the survivor unhooking and hook them, rinse and repeat. 3. Mettle really only bothers bad killers who suck at chases. Quit trying to ask for free kills when you already have the EGC for that, and actually try to get better at the game, survivors have to basically play swf if they want to survive with a sub-par BP gain. I don't know about anyone else but the newer generation of killer mains seem way more whiney and entitled than the ones during the dark days.
  • @gantes said:

    Nah EGC is fine as it is just stop

    Sure let's put hatch grabs in the game again, they along with not being able to close the hatch totally weren't the reason why the endgame was #########

    You're just trying to solve an imaginary problem with another problem that THANKFULLY was solved with the last patch.

    Im going to form a conclusion that you don't play much dbd, or if you do, only killer, or if you do play some survivor you run iron will, urban, and self care and be useless all game. Just, based off of that comment that wasn't really related to OP post at all.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/470229#Comment_470229

    @prayer_survivor That's a stupid as ######### idea. What's stopping survivors from AFK'ing entire games for them easy 10k? It won't stop the problem, it'd degrade the game even further.

    Punishment for disconnecting games is needed at this point. Things have gone too far thanks to lack of action from Behavior's side.

    Once they add dedicated where survivors peformence isnt dictated by garbage unstable killer internet, then we can talk about DC punishment.

  • @ShyN3ko said:

    https://forum.deadbydaylight.com/en/discussion/comment/451111#Comment_451111

    Mettle of Man: Punish killer for doing the obejctive

    Mettle of Killer: Punish survivor for doing the obejctive

    The perks doing the same thing.

    Punish other player for doing the objective.

    You defend Mettle of Man.

    But you will hate Mettle of Killer.

    I dont defend Mettle of Killer, because its too strong.

    But I hate Mettle of Man, because its too strong.

    And persons like me using this arguments,

    because otherwise survivor mains will dont understand why MoM is too strong and

    bad for the game.

    theres already a perk that punishes survivors for doing their objective, its called No One Escapes Death.

  • @Zarathos said:

    @Victory

    Ok you seem to misunderstand dbd. 4 survivours face a single powerful killer.

    If any of you have played as hag youd know how much havoc a flashlight can play against her. Not alerting the killer of any items equiped by survivours and claiming killer needs to go in blind without adjusting perks to mitigate damage is kinda silly.

    Your also forgetting survivours are designed with this in mind as the role you play a survivour has a very flexible base kit that allows you to loop well without relying to much on perks. With a large amount of straight forward perks that apply zero consequence powerful advantages unlike many killer add ons and perks.

    Yes i do play a good bit of survivour about 40% survivour 60% killer. I play swf about 40% of my survivour games on coms. I'm well aware of the imbalances and its important that when making changes of these magnitudes recognising that it would massively hurt killers and require many add ons being buffed to compensate for information leakage.

    Im fully onboard with hiding names i dont think we should promote vindictive killer behaviour as much of a lore win that would be.

    Also bad ping lobbies need to be dodged by killers as well as otherwise you will have survivours blinking around the map which is not easy to play against if your trying to aim billys saw, huntresses hatchets, plagues puke etc.

    The killer needs to present a challenge awareness of his add ons i.e a myers insta death build will aware the team of a low ms myers build and immediate tool boxes will be equiped to rush the game.

    Also i want to point out the utter disgraceful behaviour of survivours dodging. They have made my survivour games miserable as i have to deal with them dodging and effectively conceding the game before even second hook. Except i still have to play out the game instead of just ending the game. Comparing these scum to a dcing killer or even powerful op add ons is very telling how limited you knowledge is in the killer role.

    Dcing killers have shown up for me maybe what once in 50 games. Now tell me how many dc survivours do you see on average claiming killers are at fault for using strong add ons as if instas dont exist or keys. No you have to stop excusing bad behaviour because strong add ons on killer.

    When you play dbd as killer or survivour you sign up for this kind of experiance otherwise the bloodweb wouldnt be developed this way. As a killer i dont dodge but i need the info of items equiped so my hag game isnt me flailing helplessly trying to chase without a power since the object of obssesion flashlighter keeps breaking all my traps.

    Its a long post but explaining the current reason for the lobby system is not sometjing that can be covered in a paragraph.

    @Zarathos said:

    @Victory

    Ok you seem to misunderstand dbd. 4 survivours face a single powerful killer.

    If any of you have played as hag youd know how much havoc a flashlight can play against her. Not alerting the killer of any items equiped by survivours and claiming killer needs to go in blind without adjusting perks to mitigate damage is kinda silly.

    Your also forgetting survivours are designed with this in mind as the role you play a survivour has a very flexible base kit that allows you to loop well without relying to much on perks. With a large amount of straight forward perks that apply zero consequence powerful advantages unlike many killer add ons and perks.

    Yes i do play a good bit of survivour about 40% survivour 60% killer. I play swf about 40% of my survivour games on coms. I'm well aware of the imbalances and its important that when making changes of these magnitudes recognising that it would massively hurt killers and require many add ons being buffed to compensate for information leakage.

    Im fully onboard with hiding names i dont think we should promote vindictive killer behaviour as much of a lore win that would be.

    Also bad ping lobbies need to be dodged by killers as well as otherwise you will have survivours blinking around the map which is not easy to play against if your trying to aim billys saw, huntresses hatchets, plagues puke etc.

    The killer needs to present a challenge awareness of his add ons i.e a myers insta death build will aware the team of a low ms myers build and immediate tool boxes will be equiped to rush the game.

    Also i want to point out the utter disgraceful behaviour of survivours dodging. They have made my survivour games miserable as i have to deal with them dodging and effectively conceding the game before even second hook. Except i still have to play out the game instead of just ending the game. Comparing these scum to a dcing killer or even powerful op add ons is very telling how limited you knowledge is in the killer role.

    Dcing killers have shown up for me maybe what once in 50 games. Now tell me how many dc survivours do you see on average claiming killers are at fault for using strong add ons as if instas dont exist or keys. No you have to stop excusing bad behaviour because strong add ons on killer.

    When you play dbd as killer or survivour you sign up for this kind of experiance otherwise the bloodweb wouldnt be developed this way. As a killer i dont dodge but i need the info of items equiped so my hag game isnt me flailing helplessly trying to chase without a power since the object of obssesion flashlighter keeps breaking all my traps.

    Its a long post but explaining the current reason for the lobby system is not sometjing that can be covered in a paragraph.

    I see you must be new to online gaming, believe it or not those "survivors" the killer community tends to forget there is a human behind that screen, people don't play dead by daylight to be scared of the killer every game, that is boring, stealth is boring on both ends. People play for the chase, killers having the ability to end a chase is just ruining the fun. Also, no, laggy survivors does nothing but help the killer, go play survivor. If we vault or use a pallet at 150-200 ping, we're getting hit over it period. Our peformence is effected by your internet, you guys play with a perfect connection, think that through.

  • @Zarathos said:

    @Victory

    Ok you seem to misunderstand dbd. 4 survivours face a single powerful killer.

    If any of you have played as hag youd know how much havoc a flashlight can play against her. Not alerting the killer of any items equiped by survivours and claiming killer needs to go in blind without adjusting perks to mitigate damage is kinda silly.

    Your also forgetting survivours are designed with this in mind as the role you play a survivour has a very flexible base kit that allows you to loop well without relying to much on perks. With a large amount of straight forward perks that apply zero consequence powerful advantages unlike many killer add ons and perks.

    Yes i do play a good bit of survivour about 40% survivour 60% killer. I play swf about 40% of my survivour games on coms. I'm well aware of the imbalances and its important that when making changes of these magnitudes recognising that it would massively hurt killers and require many add ons being buffed to compensate for information leakage.

    Im fully onboard with hiding names i dont think we should promote vindictive killer behaviour as much of a lore win that would be.

    Also bad ping lobbies need to be dodged by killers as well as otherwise you will have survivours blinking around the map which is not easy to play against if your trying to aim billys saw, huntresses hatchets, plagues puke etc.

    The killer needs to present a challenge awareness of his add ons i.e a myers insta death build will aware the team of a low ms myers build and immediate tool boxes will be equiped to rush the game.

    Also i want to point out the utter disgraceful behaviour of survivours dodging. They have made my survivour games miserable as i have to deal with them dodging and effectively conceding the game before even second hook. Except i still have to play out the game instead of just ending the game. Comparing these scum to a dcing killer or even powerful op add ons is very telling how limited you knowledge is in the killer role.

    Dcing killers have shown up for me maybe what once in 50 games. Now tell me how many dc survivours do you see on average claiming killers are at fault for using strong add ons as if instas dont exist or keys. No you have to stop excusing bad behaviour because strong add ons on killer.

    When you play dbd as killer or survivour you sign up for this kind of experiance otherwise the bloodweb wouldnt be developed this way. As a killer i dont dodge but i need the info of items equiped so my hag game isnt me flailing helplessly trying to chase without a power since the object of obssesion flashlighter keeps breaking all my traps.

    Its a long post but explaining the current reason for the lobby system is not sometjing that can be covered in a paragraph.

    I see you must be new to online gaming, believe it or not those "survivors" the killer community tends to forget there is a human behind that screen, people don't play dead by daylight to be scared of the killer every game, that is boring, stealth is boring on both ends. People play for the chase, killers having an ability to remove chases removes fun.

  • OP, can’t get my easy free escapes with my Mettle of Man, DS, adrenaline, and dead hard.

    Did you just get hard outplayed and came to salt post the threads?

  • @Kees_T said:

    https://forum.deadbydaylight.com/en/discussion/comment/463384#Comment_463384

    I guess he wanted to say only the add-ons the Killers can not see my friend. SWF are toxic and should be dodged. To find game as Survivor is pretty fast, I find games less than 15 seconds, so its not an thing to complain about. Survivors who disconnects during the match are more likely bad that only likes to fight agains't bad killers. Survivors can use and have Adrenaline, Decisive, Borrowed Time(This one is special by SWF toxic friends), Med-Kits with Insta-heals, flashlights with red add-ons, dead hard, a lot of ######### op perks, but If an Killer uses an OP add-ons the survivors are like: "WOOOW NOOO, THIS KILLER IS SO TRYHARD OMFG I AM ONLY USING MY INSTA HEAL DECISIVE ADRENALINE SELF-CARE SPRINTBURST WITH MY FRIENDS WITH FLASHLIGHTS WITH AN BULB AND GREEN BATTERY ALSO BORROWED TIME AND PUPPLE TOOLSBOX WITH ADD-ONS AND PROVE THYSELF FOR GENRUSH, ITS SO UNFAIR OMGF, i wilL disCcoNecTTt beCAusSE This is uNFaIR, TotAllY U N F A I R"

    1. DS isnt OP, you as the killer, must make the mistake in order to get ds'd, 2. Dead hard, walk ontop of them and press m1?, 3. Playing with your friends is NOT toxic, 4. Franklins is a thing, 5. Complaining about flashlights in 2019 still? Yikes, look at a wall for once.
  • @Zarathos said:

    I cant see your med kit, box, key or map add ons only that you have one. If you play against killers often enough you can figure out there add ons.

    No ones arguing dcing killers dont happen but its less of an issue because survivours dont have to put up with continuing the game when a killer dcs. Its also way more common since 4 players are statistically gonna be more likely to contain these kinda players then a single killer player.

    Lobby dodging consumes no add ons or items and its really just making it longer for killers to get games its not like survivour queue times are crazy long either.

    Also let not dodge the issue your lobby has 4 boxes with there names all written as gen rush. Telling a killer he has to put up with that crap or worse telling me its unfair to not throw on a mori or Franklin's.

    You should try and play as survivor then, because while the queue is short, thats not accounting for how many bad ping lobbies you'll find, and no, killers CAN see survivor items in the lobby screen, lol, survivor can't. Dodging what you dont want to play against is fine, but don't have double standards if survivors want to dodge what they don't want to play against in game then. Like I said, blame the game design.

  • @Madjura said:

    As for how to buff the Clown:

    • the reload is a dumb, unfun mechanic. Either cut the time it takes drastically or give it a positive effect. Quick idea: Reloading creates gas clouds at your location that linger for less than the bottle gas clouds (bottle throwing should be the main way to create gas clouds). This way reloading could be used offensively in a chase or to detect survivors that are hiding very close by
    • faster throw animation
    • gas lingers longer

    Clowns issue is gen pressure, not executing chases, his chase potential is right by the top tier killers, he has no map presence, so those buffs will just give survivors little to no counter-play.

  • Gen rushing is nothing but the killers fault, apply pressure on hooks and slugging.

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