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  • @Emeal said:

    People say this all the time. "Enjoyable to go against"

    I don't get it, they are trying to kill you, how is this enjoyable? Is it supposed to be enjoyable? I dont think so.

    Some killers are fun to play against. I like playing against legion for example; faking out their power, trying to stun them during, bodyblocking further frenzies. All of that stuff is enjoyable. Even if it doesn't work I got some interaction out of it. Knight is just dumbed down artist with an obnoxious gen camping mechanic. There's no interactivity.

  • I'm pretty sure the bottle swap is bugged atm anyway. You can have the icon for antidote up and throw tonic if you swap too fast. Which is more crippling than you'd think.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/356723/play-as-killer-or-survivor-option

    It's already implemented in a way. Just pick the role that has incentives (so yes, survivor for 99% of times)

    Except after 8pm est for me. Instant queue. Strange, that.

  • Considering that shred is almost always better than an m1 this is just an insane buff add-on.

  • You've absolutely destroyed eruption. It's an issue, but swinging it back into worthless territory ain't it. Just reduce incapacitated to 15s and call it a day.

    Remember me could stand to have this effect in addition to it's current one. You're just trading one underwhelming thing for another.

    Noed is pretty weak now. It doesn't need further nerfing, especially in a way that kills interactivity for survivors. Also this just rewards Claudettes who hid in bushes all game and never got hooked. Pass.

    Everything else is fine, I guess. Nobody would use that iteration of territorial imperative but nobody uses it anyway so whatever.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279563#Comment_3279563

    It can be killer just has to put any pressure on gens. If they find a surv on a gen that is almost done they can jump staright into chase to down the surv and the gen starts to regress immediately at normal speed. Any surv who stops gen rushing to heal, unhook or hide loses progress.

    And the slow down isn't simply the regression on the gen. It's when survs are forced to spend time looking for the totem as well. All eats into gen time which gives killer time to hook ppl.

    Yeah it starts to regress at normal speed. Which does what, exactly? It takes six minutes to regress from nearly done to 0%. I have entire games that last for less time than that. That's assume it doesn't get cleansed. You can run around screeching about pressure till your voice gives out but it doesn't mean anything if that pressure isn't impactful.

    Let me be clear: I hated old ruin and I'm glad it's dead. But let's not pretend the new one is useable.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279605#Comment_3279605

    Looking back at their July 19th article, yeah I guess you're right. They don't mention much about balance and mention meta far too many times.

    Near the top they said:

    https://us.v-cdn.net/6030815/uploads/80I5BBA1E1UT/image.png

    I'd say they failed the second sentence here. From my experience the game has become far less varied than before 6.1.0. If they actually focused on balancing perks instead of just shaking up the meta they would achieve a "more varied and exciting experience during the average trial." Instead they have made matches less exciting and more frustrating.

    It's way more varied than before. I see hyperfocus, distortion, sprint burst lithe and all kinds of perks. As opposed to four dead hards, four iron wills, four BT. Eruption is becoming a staple with killers but it's hardly in every game and it's paired with a variety of perks. I've seen more aura reading perks than ever before, for example. Beats the piss out of ruin, undying and pop every game.

    Pretending like the meta is just as stale as before is simply disingenuous. Or your memory is so short that you've forgotten, which is rather sad.

  • @HoodedWildKard said:

    Tbh it deactivating after a surv dies is fine. I find that rarely triggers anyway. Usually gets cleansed first and it's still colossal slowdown. Not only does it regress gens and save killer loads of time. But survs have to scour the map looking for it while killer can gain hooks etc.

    100% regression is hardly "colossal slowdown". It's nothing. The last time I saw it was vs. a Spirit like a week ago. We literally just ignored it because it doesn't actually do anything.

  • Iron will was the most under the radar perk to ever be incredibly busted. Break LoS, leave loop. Over and over with no indication for the killer that you're gone. No thank you.

    And you know what? Iron will is still good. Try it sometime.

  • Congratulations on your meaningless collection of screenshots.

    Like I agree eruption could use a solid nerf, but this is not the gotcha you seem to think it is. Also capslock titles are embarrassing.

  • It's because he can hit survivors in situations where other killers cannot. It's like asking for huntress hatchets to not give a speed boost.

  • I've never seen anyone targeted because of prestige level. It matters about as much as old ranks.

  • It works irrespective of LoS. Just gotta be in the circle. It's thrilling gameplay.

  • @RavenBirb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276739#Comment_3276739

    Artist doesn't show you where it's gonna go the whole time

    The whole time? You mean the quarter second he needs to stick it on a loop and guarantee a hit? Seeing the orb is irrelevant to his most efficient playstyle. It could be a gigantic disco ball for all it matters.

  • He's actually super strong. Artist without the effort.

  • Take a break. Play another game. Spending dev bandwidth on game modes that people will play for a week is pointless.

  • I would love to hear OP's definition of what "toxic" is because apparently to them it's catchall that means whatever you want it to.

    "How's the weather today?

    "Toxic AF "

    "Ah. Of course."

  • @Ayjay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275994#Comment_3275994

    You used to be able to check the killer's Steam profile while in lobby.

    Sounds to me like you want to dodge killers you don't like. I play on gamepass anyway, so whatever.

  • Survivors have adapted entirely to the +10s gen times. All it did was teach them to be efficient. It was bad change to begin with. Mini- corrupt was always the better choice.

  • This is a very bad topic title, you know.

  • How did this used to work, precisely? I don't know what you're asking for.

  • It was a resident evil reference. I also liked it a lot.

  • @RaSavage42 said:

    They should recode the game... it'll make it easier to make changes and not break the game and implementing new things

    That's just DBD 2.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/355615/after-playing-the-knight-enough-to-get-his-achieves

    I dont think freddy is a good example here.. do people really think his power is fun to play as and against? His whole power is literally puddles or fake pallets and a slow teleport that gets worse as the game goes on, and his dreamworld is practically useless and even helps the survivor by being able to see better.. why even bother waking up?

    Im not sure at all why you used him as reference lol

    I think the fake pallets are really cool and it'd be interesting to see them expanded on as a bigger and better part of his kit.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273777#Comment_3273777

    I know it's petty, and I apologise. However, sadly thsi is very a lot of changes seem to stem from.

    I'm just glad you acknowledged the pointless tribalism. I really think that attitude is one of the worst part about this community. I play primarily killers and I don't want survivors to have to deal with these dogwater skill checks, even if it costs me the occasional wiggle. Just feels bad.

  • It feels awful. Don't make this an us vs. them thing, that's petty as hell.

  • Oh, I saw this last night. I thought it was just the disparity between expecting a huge guy in armor to move slow and him actually not moving slow. But yeah, he was way too fast.

  • Nerfing killers is never an unpopular opinion.

  • @matteriess said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273482#Comment_3273482

    I'm suggesting a change for the survivor perspective, not for the killers? Why would a killer need to know which gen they've applied Eruption to if they already have a yellow aura on the generator...

    Uh huh. That's my point. You said eruption should have an indicator that it's on gen, just like blast mine. It doesn't. Not for the relevant side.

  • He seems high B tier. Every time a new killer comes out prior screech that they're the worst killer because they haven't gotten to learn them yet.

  • Blast mine doesn't show the grenade on the killer perspective.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272648#Comment_3272648

    You are ignoring the fact that playtesters exist, most of them having many, many, many more hours than the average veteran.

    So yeah, the 0.25 part was tested, they added 0.15 to prevent laggy killers from picking up survivors and having no counter(because laggy killers would finish the animation before the server recieves it, making them immune to it), and it gives laggy survivors the ability to readjust their beam as it otherwise would need to be frame perfect.

    So you have a situation where one side basically gets a free perk, and the other side has to be absolutely frame perfect every single time or they cant use an item. For those players, 0.15 was added to compensate, making everyone vulnerable and give every survivor a relatively equal chance.

    And thats not even talking about the fact that flashlights only really have 5 useful addons, 6 if you count the halloween bulb too, out of 14 total, and out of those 5 usefull addons, only 3 are used because they do the same thing as the others, but better. Thats only 20% of the addons. Its objectively the item/power with the least variety because of that.

    Not a single killer ability has only 5 useful addons, most of them have at least 10 useful ones. A lot of killers tend to stick with the same 3-5 addons because they are simply the best, but they can run out and there would be enough back up.

    So as of now, yeah, enough testing has been done with the flashlight blinding. Since there were basically 3-4 frames where you could blind the killer before they could look away before, we basically went from 0.08 to 0.4. Thats from 4 frames to 20 frames, out of an animation that lasts 180 frames.

    Remember that originally, the pick up animation lasted 5 seconds, you could use instablinds to the point that you had to look up/down permanently because a single beam being able to hit your face was a save, and brightness actually could give you a variety in how late you could be for a blind save. Then they removed brightness having effect on the blinding speed(its now a static time), and they nearly doubled the speed for a pickup. Making the blind nearly frame perfect.

    Since Lightborn was changed from decreasing the blinding speed(giving you even less room) to fully disabling the blindness effect for killers, and dedicated servers sometimes making blinds impossible, flashlight needed some extra wiggleroom as compensation.

    Because while yeah, it sounds unfair, look at it from a gameplay perspective. You have an item that can only be effective while the killer is in an animation, and even then they can just use a perk to deny you that, and having only 6 killers who have an ability that can somewhat be countered by flashlights, but even then not really because Nurse can blink before you get the lightburn, Artist can send the crows 2 seconds before you get rid of them, Myers and Ghostface dont need to look at you specifically, leaving only Wraith and Hag, where Hag has addons that can make her instantly respawn to her traps being removed meaning the only killer that gets countered by it is Wraith.

    Would you use that item over, lets say, a key that can show you the killer's aura? Or a medkit that can self heal you up more than once? Or a toolbox that can reduce a single generator from 90 seconds to 70 seconds? Or even a map that allows you to find that one pesky totem for the sake of a boon, hex or a totem perk?

    I dont think flashlights are done either btw, I feel like by the time they are done, lightburning Nurse and disabling crows is going to be faster, while Wraith finally gets less punishment from being stunned from a lightburn.


    I've rarely seen blinds that could be credited as a miss due to killer lag. What I have seen dozens of times is a killer picking up a survivor, rotating and then dropping the survivor due to the blind. That's on validation. An obviously frustrating experience for the killer that thought they had secured a down, and one that does not need to be expanded upon.

  • This requires your hex totems to not be cleansed before face the darkness is activated. Which is a tall ask in 2022 DBD.

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272550#Comment_3272550

    But you have to remember a killer is essentially a solo player and has only their own mistakes to account for. Survivors have to account for 3 other people's mistakes as well as their own. So it's a different problem but same level of pressure.

    I don't think that's the case. I can't stand to play several killer games in a row but I can play survivor indefinitely. When a survivor on your team makes a mistake you can't do anything about it. It doesn't bother me because it has nothing to do with me. When I misplay as killer it feels awful. Every misplay and lost mind game feels game losing. I'm fairly certain this sentiment is widespread and accounts for the lack of killer players.

  • They'd never do this as it would open up the MMR system to inference and scrutiny. The values have to be obfuscated so that nobody can accurately criticize the system.

  • I may. I may not. How have you been behaving all match?

  • @Moxie said:

    It is almost as if they need to make the 4 survivor players have more fun as opposed to the single Killer player.

    We can argue/discuss the degree but obviously survivors need to be slightly over-tuned as they constitute 70% of the player-base.

    I've said this opposite before. Killers have to be overtuned to make people want to play them. The role is inherently stressful compared to survivor where you can just chill with your friends.

  • I also feel like flashlights are pathetic now. They should have let you click like 3x before going on cooldown and I have no clue why they changed where they point. I also feel like the buffer is likely overturned. They nearly doubled an untested value. Insane.

  • @bleblablu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271980#Comment_3271980

    most of the changes i made were to improve some perks that feel generally weak. The original range on situational awareness was very small and more often than not felt unnecessary considering that a survivor would hear the generator being repaired when close. For spine chill, yes the bonus speed change is very extreme, but in order to get that speed the killer must have a clear line of sight of you and be within 36 meters. at most you will only get the increased speed for 5 or 6 seconds before you put yourself in considerable danger. bitter murmur is much weaker than you assume. it is only useful during endgame and in very specific situations, but even then it is mostly unnecessary. Unless you are huntress, the aura reading is very brief and completing a generator will already notify where a survivor is located. consider that Rancor does a similar action, but is more focused on nullifying a survivor during endgame

    You're laboring under the misapprehension that spine chill requires LoS. It does not. It activates whenever the killer is in range no matter what. So what you're proposing a +20% gen speed for survivors within range, through floors with zero counterplay from the killer. Then multiply that by 4x survivors which you are conveniently forgetting. This is incredibly broken for obvious reasons.

    I can't think of a single value in the game you could triple and have whatever resultant mechanic not be busted. Your numbers are insane.

    Rancor and bitter murmur are completely different perks. Comparing a snapshot to continuous aura reading with excellent Lethal synergy is asinine. Come on. It's just a buff for the killers it's already great on and does nothing for the killers it's pointless on.

  • @bleblablu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271972#Comment_3271972

    While it is true that boon totems can be set up at any time, they do require a time commitment in order to set up along. A killer can snuff a boon in only a few seconds (However there are some totem locations that take a long time to get to e.g. ironworks of misery or eerie of crows, but these are more of totem location issues rather than base game issues). Rekindled totems are the same way, the killer only spends a few seconds to rekindle a totem, but survivors need to spend much more time to do so. this change is not intended to nerf rekindled totems as a whole, but to lower the extremes for both sides. as a survivor, it can be quite frustrating when a rekindled totem you just cleansed gets relit just a few seconds later, and the same goes for when a boon totem you just snuffed gets reblessed.

    They require a minimal time commitment. The only way you can lose it on the killer: survivor ratio is if you boon in the same place over and over and do little else.

    Takes 14s for a surv to boon. Killer seconds are worth 4x survivor seconds. If it takes me 5s to find and snuff a boon then the survivor wins that equation as they've effectively bought their team twenty seconds on gens

    I hate it when people equate things like this. Game is asymmetrical. It's not seesaw and just because one thing is changed is frequently nonsense to change another thing.

  • @Archael said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272040#Comment_3272040

    Well. if game would be balanced towards soloq, this mode would be more fair, so more killers would participate it, thus swf would have much longer que time... unless you are saying that killers would be better at survivor side balanced mode... in this case you are right.

    I don't care about "sides" or swf or whatever. It doesn't matter. Nobody would play ranked mode because there's no incentive great enough, especially for killer. Even the best killers don't wanna sweat every round because the role is inherently stressful. Punishing people for playing with their friends is also ridiculous. Acting like every swf is some unstoppable force is absurd and simply untrue.

  • @[Deleted User] said:

    This is the design they seem to be going back to. This map, RPD rework, and Garden of Joy. They buffed killer slowdown to the point that games often take years to complete, which necessitates a stupid amount of safe tiles to work with. I don't agree with either decision. One bad decision compensating for another bad decision

    Pain res is the only slowdown perk that has it's old 15% value, so what in the Christ are you talking about? Survivors have adapted to the +10s gen time. My games are barely any longer than they used to be.

  • They aren't supposed to play the game for you. You're supposed to work with them to down survivors.

  • @Laurie268 said:

    So what if they are easy? If people are hitting flashlight saves now, chances are they would’ve hit the save before the update too. Nothing changed for the majority of survivors so stop freaking out

    Dunno how you get this from them nearly doubling the buffer. They're demonstrably easier than before.

  • No one would play ranked mode.

  • @Peanits said:

    What you see when you use Dead Hard is different to what you see when other people use Dead Hard.

    The short version: The game timestamps exactly when someone Dead Hards or hits a Survivor, then tells the server what they did. If the server gets conflicting messages ("I hit the survivor" and "I used Dead Hard"), it needs to figure out who was first. It uses the timestamps to figure out who was actually first.

    The problem is: Any online game has latency. Because you're not physically next to the other person in the real world, it takes time for that info to reach the other person. On the other hand, you see what you're doing instantly.

    So when you hit someone and it doesn't look like they used Dead Hard yet, they might have and that info just hasn't reached you yet. Meanwhile when you use it as a Survivor, you see the animation instantly, but you don't see that the Killer has already started swinging. When the server sees that, it checks which came first and resolves it as fairly as it can.

    TLDR: Latency plays a role here, I wouldn't immediately assume they're cheating.

    This game has the most abysmal servers of any online title I have ever played.

  • People hate everything fun in this game. I remember moaning over the resident evil announcer as well.

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