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Xzan

Xzan

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Xzan
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  • Oni Mains would feast on this.

    And instant 4 stacks on Thanato? Big oof.

  • Maybe add some kind of circle in the basement for the killer, where the Entity can "grab" the killer to end the round.

    Should be avaiable after the last gen is done or X minutes in the trial to prevent abuse.

  • Some reasons:

    Boosted by swf.

    Killers showing pity for bad survivors and let them farm, leading to a pip for them.

    They are just screwing around for whatever reason.

    Pipping is too ez as survivor.

    And sometimes you get survivors who are just bad against certain killers. I, for example, suck against Hag and Trapper, but can hold my ground against a Nurse.

  • You are wrong. If looping isn't working and you can't think of another tactic.. well it's not the nurse who is at fault here.

  • Ranking system is still busted in some points.

    But getting into high ranks, especially as surv with SWF isn't that hard.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204039#Comment_1204039

    I dont get how Killer should know if there is a SWF equal to Survivors should see Killer character & add-on

    So they can last second switch to their P3-Claudette with clickyclicky and full meta perks, why else? /s

    As long as you can check player profiles and see who is playing together, there is no reason to not implement a "show swf" option. Will it increase dodging? Maybe.

    I remember the time survivors dodged when the rank was shown during the lobby, because they didn't want to play with players under their ranks. So i don't blame killers if they don't want to face a 4 man group. It goes both ways.

  • Most has been already said, but i want to add something:

    Don't feel bad if you smack a survivor you recently hooked because he just ran into you or is still self caring under the hook. Punish every mistake they make.

    Most loops are best for killers if you chase counterclockwise. But still look where they can go during a chase.

    Remember where pallets were dropped and broken and try to get them into that area so they have no backup.

    And maybe watch this, even though the video is over 2 years old, some points are still valid. Especially the mind game stuff.

  • Motivation:

    • Intense Gameplay
    • Getting everything to P3
    • reminds me of old Evolve sometimes
    • making one play that changes the whole game
    • the Lore
    • Devs are finally going in the right direction with balancing

    Discouragement:

    • toxic Community (coming mostly from survivors imo)
    • useless Randoms in Soloqueue at highranks
    • Killergames are too stressful at high ranks (I want to play weak killers for a daily, but why should I do that against a full swf group with meta perks?)
    • Nursebugs, Soundbugs etc.
    • Entitlement from both sides
    • burned out from rift farming and endgamechat toxicity
  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1196259#Comment_1196259

    If you honestly think that nerf effected anything; you're sadly mistaken. Most ruin totems were cleansed within the first minute of the game and it only effected players that couldn't hit great skill checks at low ranks. Once you hit purple/red it became a small inconvenience.. and thats 1 killer nerf compared to the massive list of survivor nerfs.

    Survivor Nerfs

    Patch 3.3.1 - Insta Heals nerfed, Green Medkit charges nerfed from 24 to 16 charges.

    Patch 3.4.0 - Balance Landing Nerfed to remove staggert reduction while exhausted.

    Patch 3.5.0/3.5.2 - Lery's Rework (Survivor Nerf to hide totems, remove windows and add more unsafe pallet)

    February 10 - Disconnect Penalties - Forces Survivors to have to play through matches, no matter how toxic the killer wants to be.

    Patch 3.6.0 - Survivor Nerfs

    1) Survivors can no longer sabotage Bear Traps

    2) Dropped survivor wiggle progression reduced from 33% to 25%

    3) Toolboxes Nerfed

    4) Saboteur nerfed (cooldown added) & Hooks respawn faster

    5) Addons nerfed to disappear at the end of each match

    6) Autohaven Wreckers: Fixed an issue that allowed Survivors to use Dead Hard to get onto tires near a crane (Yet killers can still do it with Lunge)z

    7) Breakable Walls added

    Dev Update April 2020 - Survivor Nerf - Reduced repair speeds when working with other survivors, maps reworked to prevent survivors from being able to actually escape from a killer.

    Instaheals were broken. Playing a M1 Killer and downing someone and then the chase gets resetted to 0? Pair that with the old Mettle of Men + Adrenaline and you could get chased for a whole game.

    Balanced Landing: Tell me which other Exhaustion perk had a passive side effect even though you were exhausted. Especially on Haddonfield this could be abused to create nearly infinites.

    Nobody asked for Lery's Rework, but i like the new map.

    February 10 - Disconnect Penalties - Forces players to have to play through matches, no matter how toxic the other side wants to be.


    Patch 3.6.

    1.) Name another killer who has to pick up his tools and can forced to just be a M1 Killer if you sabotage his power?

    2.) Needed for the Hook-Sabo-Rework.

    3.) Reworked. You still get a good speed boost which is crucial if a gen is about to be finished.

    4.) At least mention the buff about the time to sabo a hook.

    5.) Was already the case for killers. But i don't like that change, too.

    6.) Never saw something like that in my games. So i can't comment on that.

    7.) Breakable walls can work in survivors favor.


    On topic:

    Ruin rework sorted out bad killers from red ranks. Same will happen now with the god loops and bad survivors in red ranks.

  • @csandman1977 said:

    As a solo player i think there should be some UI improvements to help game knowledge, and level the swf vs solo gap.

    1) As said before, a chase indicator would be amazing. That knowledge i feel is one of the biggest strengths of the swf squad. And also for killer if there are multiple survivors running similar outfits, you can tell who your chasing.

    2) An ability to convey to other survivors who the killer is. Maybe something like, if you've been in the terror radius of a killer and then come across another survivor, you can press a button to say the name of the current killer.

    3) Totem counter as i do totems when i see them and i think if a survivor comes across a totem and a counter says 1, they arent going to leave that totem be. Then there would be zero reason to still fill the forums with nerf NOED threads

    4) Killers camera shouldn't be locked into looking at their feet while vaulting or breaking things. Survivors can look behind them and still vault. I'm not saying killers should have 360 degree camera movement but 90 degrees would be nice. Also locking animation for picking up survivors should stay to allow flashlight non sense

    5) Some hex perks shouldn't be known until requirement are met. Devour hope springs up after 3rd token. Why does huntress lullaby give warning before first hook? It's inconsistent.

    6) I think there are many add ons and items that are downright useless. I don't know numbers, but I'm sure there are things that are used in less than 1% of games across all platforms and ranks. Just remove them. Or change them. I vote for removal as those wasted bloodpoints on items no one uses adds redundant grind for zero reason.

    7) I think there should be environmental hazards added to the map. Terrain that slows both killer and survivor. Triggered actions that change the map a little. Switches that both roles can use to open doors or close windows.

    8) An anti camping perk that activates once a game on 2nd hook that teleports the survivor to a random locker that another survivor has to open.

    1. I can get behind this. Even though if the obsession is getting chased, the tentacles move, so you have the information avaiable at least for them.
    2. Not needed. I like the part where I have to guess, which killer it is. And most of the time you can hear who the killer is. Or check the map for traps etc.
    3. Put the totem counter into Small Game and we're gucci.
    4. Wouldn't break that some mindgames at windows?
    5. Huntress lullaby already has an effect, even with 0 tokens. More regress if the surv fails a skill check. That's the reason, why you get the notification.
    6. Agree.
    7. Wonderful idea.
    8. Camping sucks, but there a some scenarios where it is totally legit. So no.
  • Camping and tunneling is totally legit after the last gen is done. What else should you do?

    I had many bad rounds which turned from a 1k into a 3k or 4k just because the rest of the team decided to go for a save instead of leaving.

    Bonuspoints btw if they complain about camping if you hook someone near an opened exit gate.

  • @Hex_BoopTheSnoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1186308#Comment_1186308

    I think these are cool too. Not sure about the SWF thing since that's more balance than QOL.

    I can easily check Profiles on PC to see, if it's SWF or not. The information is already available, you just have to use some seconds to get it. So I think it's QOL :P

    (I'm aware of the "Killers will dodge argument", though. But SWF-Balance is not, what this thread is about :))

    • Show SWF in Lobby (for both sides)
    • Show Perks of other Survivors in Lobby
    • Rematch-Option (1x time use, to prevent farming)
    • Show some Stats at the end of the Match (Pallets broken, longest/shortest chase etc.)
    • KYF should have an solo option to explore maps
  • Für mich sieht das hier eher nachm Lowrank-Problem aus.

    in Camper Comment by Xzan
  • @MrPeterPFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184231#Comment_1184231

    The blacklist is a bad idea “oh they played better than me let me blacklist them”

    Teabaging isn’t a issue, most games have it, if you get angry and upset because someone is crouching up and down repeatedly, that’s kind of your problem. You wouldn’t of survive Gears 2 or Halo 3

    Letting the killer know if they’re playing with swf will encourage dodging, it will increase on consoles where it’s encourage to play with friends. I would say at the end game table it should show,

    I can get behind the idea of a Blacklist. Just limit it to X people, so you don't create longer queue times. Lets say 10 People. And if you add a 11th player, the first one you added gets deleted.

    Teabagging is toxic, doesn't matter which game. But if the other side needs to get validation from bming random strangers on the internet. Well, I can just smile about that :)

    Since I play on PC i always check player profiles. If I know I have to face a 3 or 4 man SWF, I usually don't try to play a killer I'm not comfortable with. Don't know how it is on console with checking other profiles and see if they are a SWF or not, but it should show directly in the lobby who plays in a group. I can get the information in less then 20 seconds, so just make it baseline. Even though I agree, that it will increase dodging.

  • Here are mine:

    Saying GG after an onesided game is toxic.

    The Ruin "Rework" was good. I have seen so many killers playing in red ranks just because of Ruin, not because they played good.

    We have enough licensed killers.

    Suiciding on hook if your random mates are garbage is completely fine.

  • Got really into cosplay because of dbd. :)

  • As Survivor: Useless Randoms, who are Red rank, but play like absolute Potatoes.

    As Killer: Getting a DS after having hooked another Survivor

    And the servers sometimes. Especially if I play Plague. You hit the vomit, even the surv does the animation for getting infected and then.. nothing.

  • I have seen more facecampers after the ruin nerf. But even then it's maybe 1/20 Matches.

  • It's OP in the hand of a good survivor, otherwise it's annoying. I shouldn't get punished for hooking someone else and then finding the last hooked survivor again because he played bad.

  • Always use in on my Dwight.

    I even take my time to run to other survivors if i see them nearby doing a totem or searching a chest.

    And those 25% on Exit Gates is just juicy.

  • What is the cause for the "hook tech" and why does it take so long to fix an exploit?

  • Team Mates.

    If I get chased for 2+ Minutes and 0 Gens are done, i know that the round is over for me.

    Or I do 3 Gens alone. (Yeah the one getting chased is excused, but the other 2 not.)

    Fun Fact: This happens in Red ranks.

  • Love playing as: Nurse, Plague, Oink

    Love playing against: Nurse, Pig, Demo

    Hate playing as: Billy, Wraith, Oni

    Hate playing against: Oni, Trapper, Hag

  • I use BBQ, Nurses Calling, Sloppy Butcher and Make your Choice.

    BBQ/Nurses is obvious. Sloppy buys me time and gives me better tracking.

    Make your Choice increases pressure if it's used right, cuts a chase in half and it's a nice D-Strike Timer.

    For Blinks: It takes practice to get the muscle memory going for it. Sometimes the dedicated Servers will ruin your blinks or you blink 0.1s before your 2nd Blink is fully recharged.

    Good Survivors will try to break line of sight so you have to guess, where the survivor went to. But that's something you have to learn. Or they will run into you, when you have a fully charged blink. As long as there is nothing below you (Basement etc.) just blink into the ground.

    Even if you don't want to use addons, I still recommend those who reduce the fatigue timer or fastens your blink recharge.

    One of my favorites Addons is the one which makes Survivors scream if you blink over them. Great for tracking. The other addons are.. well not really worth it atm.

    And practice as a Survivor against a Nurse. If you know how to juke a nurse, you can use that knowledge to your advantage if you play Nurse.

    in Nurse Comment by Xzan
  • Dota 2.

    I'm glad I stopped playing it last year.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1053291#Comment_1053291

    DS doesn't prevent a survivor from being downed if I remember correctly.

    Guess what I'm doing with them :) Slug and move on.

  • Tell that the survivors I'm playing against :)

  • Survivor: Teabagging, clicky clicky, last second switching, sandbagging.

    Killer: Nodding after every down. Facecamping without a reason.

    In General: Insults during endgame chat or rubbing the victory into the face of the losing side.

  • D-Strike: "I can make bad plays for 1 Minute and the Killer will be punished if i fail"

    NOED: Rewards bad Killers.

  • Calling "gg" after an easy round is (slightly) toxic.

    I win, you lose, gg!

  • As Survivor: Low tendency to take risks.

    As Killer: Assuming nearly every 4man SWF is a death squad, where i have to pick Killers I'm good with.

  • Here is my idea how it could work:

    Working alone on a Gen: 2 Skill Checks appear in one circle. (No Great Skillchecks involved)

    2 or more Survivors: 3 Skillchecks in one circle.

    (If someone remembers the Game Shadow Hearts, the Combat System works with multiple Skillchecks in one circle, this is where i got the idea from)

    Hitting just one Skillcheck will give the Regress from Ruin, like it is now.

    This forces Survivor to split up, if they are not confident with the Skill Checks.

  • Another non-Ruin Killer reporting in. I don't need it to reach Rank 1. so the changes don't bother me much as a Killer.

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