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Yamaoka

Yamaoka

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Yamaoka
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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1334140#Comment_1334140

    I totally feel where you’re coming from. I recently commented on a thread about self care defending why I still regularly use it. Had a rank 2 feng fail 2 skillchecks in a row healing me and brings the killers attention back to us. How?! They’re massive. No Doc. No Unnerving. No Hex:HL. I don’t get it. Unless that player was intentionally trolling.

    I also get frustrated that Kindred only serves me when OTHERS are on the hook. Yet again (I’ve lost count now) I was allowed to die on first hook even though all 3 other (red rank) survivors clearly see the killer isn’t camping.

    Perhaps she failed the skillchecks on purpose. I had to deal with one of those trolls a while ago myself. He kept missing skillchecks and stopped healing me at 99%. The killer took advantage of the situation and he escaped via the hatch.

    And people wonder why good players eventually play in a SWF team. Honestly I can't blame them. If I didn't prefer playing killer I would probably try and build a proper SWF team myself. Even without voice coms you would -at least- know how competent they are, what builds they run etc.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1334106#Comment_1334106

    This happens to me too, but I also get those matches where I’m in complete, beautiful synergy with total strangers and they end in awesome group messages.

    Those matches with perfect synergy are the reason I keep playing survivor. Solo survivor gameplay can be a lot of fun when everyone is pulling their weights.

    However for the past 2 days I have been repeatedly getting complete loser teams consisting of "fake red ranks" as I call them now - that basically only play for the fun of the killer based on their stupid decisions and crazy bad chase performance.

    They won't touch a gen, they won't distract the killer even if someone else is injured AND on death hook, they won't unhook in time OR TOO EARLY (before the killer even had a chance to leave the hook) and they consistently go down in 10-20 seconds from the healthy state.

    I just can't take this stupidity anymore. Today they seriously managed to make me rage quit and switch to another game (Borderlands 3).

    No DC penalty in the world can force me to play with people who are seemingly trying to play with their buttcheeks!

  • Honestly you have to enjoy getting ######### on to be able to enjoy solo survivor. Every solo survivor match I loop the killer for minutes without getting 1 single gen in return, every match I get into struggle on my first hook, every match people hide in a corner while I pump out at least 3 gens on my own after multiple chases, every match it's ME who has to open the gate after doing practically everything on my own. At this point solo survivor feels like going against the killer 1 vs 1. I never feel the impact of teammates (unless they sandbag me with their damn Urban Evasion while I'm looping the killer).

    When I'm done with the survivor challenges I'm definitely not going to touch survivor anytime soon again unless the developers finally remove all these ######### players from red ranks.

  • Many red rank players are actually new to the game (on both sides).

  • @DeadByCommunity said:

    Survivor isn't hard not is it hard to rank up. An thanks to the new rank reset even the scrubs can be and stay at rank 1 while most part killers have to try an work for it or at least put the effort in.

    So you're saying every noob survivor gets to red ranks yet killers have to work for it? How does that make sense when most red rank survivors are easy to hook due to the fact they play like rank 20 as a result of the Ruin nerf and current rank reset?

    The obvious result is a high number of bad killers on red ranks BECAUSE IT'S EASY TO HOOK MOST RED RANK SURVIVORS A MILLION TIMES.

  • My first discussion was about Kill Your Friends. I was basically asking for improvements such as a 2 player offline/splitscreen or even a solo mode in Kill Your Friends allowing you to:

    - test builds as killer/survivor

    - practice killer powers before going into "real" matches

    - explore (new) maps and practice gameplay on (new) maps

    - somewhat play the game when queue times are too long

    etc.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1332898#Comment_1332898

    Read my response to him and youll see why it matters. Its not a viable strategy

    Many red rank killers facecamp on a regular basis to blow off steam since they can get pips back easily in another match as most red rank survivors play like yellow rank survivors these days.

  • @Dead_by_Gadfly said:

    What rank survivor are you and what rank killer is he?

    How does that matter?

  • The Silent Hill chapter is literally the reason I'm going to stay active in DBD. The devs did a great job overall even though the perks seem kinda meh for the most part.

    I'm actually listening to Silent Hill soundtracks while posting this comment.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1332654#Comment_1332654

    Tons of people live by those words, but pobody's nerfect.

    Not sure why this made me laugh thanks anyways haha

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1332524#Comment_1332524

    You can break the cycle by simply choosing not to engage in that behavior.

    Reminds me of "be the change you wish to see". Unfortunately no one in this world seems to actually live by these words especially not people playing a PVP game.

  • @Sluzzy said:

    If you don't self-care, you are giving the killer free NOED

    If you do run self-care, you are giving the killer enough time to find and down another survivor, regress generators and you give the killer a chance to find you using Nurse's Calling.

    Also many killers run Sloppy Butcher so you're basically self-caring for 50% of a complete generator just for 1 health state which is useless as most survivors only last a few seconds in a chase anyways so might as well repair while injured.

  • A friend of mine played killer on grey ranks and told me people were repairing gens while injured and even popped gens in his face even going down to finish them.

    Think about this for a second next time you equip Self Care or Urban Evasion on red ranks.

  • Even if you do that against every Spirit you're still playing better than 99% of red rank survivors so it should be fine.

  • Oh boy now I'm missing the days of Perfect Dark (N64). Faces were kinda square shaped but the gameplay was flawless.

  • Why is this in general discussions? The media lounge exists for a reason.


    https://forum.deadbydaylight.com/en/categories/media-lounge

  • @BabyCameron10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331897#Comment_1331897

    Never said it was “OP”, I basically said it takes away the horror aspect of the game and guts stealth killers powers.

    You literally said it shouldn't work against stealth killers which would nerf the perk into the ground for absolutely no reason since good stealth killers (or good killers in general) study the survivors. If you notice they disappear all the time they obviously got Spine Chill which means you have to approach the gen sideways like any good stealth killer. You can literally counter the perk by looking slightly away. As for the atmosphere. The game never felt like a horror game in the first place.

  • Dead Hard doesn't have a cooldown. It has exhaustion which can -potentially- last forever unlike a cooldown.

  • @BabyCameron10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331842#Comment_1331842

    Agreed, it shouldn’t work on a killers who have the undetectable status on them, this perk basically makes them powerless.

    Spine Chill op pls nerf 😂

  • Not sure if people really call it straight up bad but if it's the case the reason is probably the restriction it's got.


    "When you have healed other Survivors for the equivalent of one Health State Second Wind activates"

    IconStatusEffects healing.png

    So basically you have to waste your and 1 other survivor's time healing thus playing in the killer's hands (especially since many killers run Sloppy Butcher) just to get one health state back passively after getting unhooked - IF you don't get caught within the passive-heal-time-window that is.


    On top of that there's some survivors who don't even want to get healed. Whenever I play survivor I usually just play the entire match injured to get the most out of my favourite survivor perk (Resilience). I wouldn't let you heal me for 1 health state as it disables my perk.


    That being said I think there are many perks outside the meta that can be good but are often ignored by most high level players due to weird restrictions.


    Fixated to name a sample. A decent perk for stealthy players concept-wise yet it gets disabled when you're injured so any killer that easily gets the first hit (stealth killers, Legion etc) or easily injures survivors in any other way (Plague) makes the perk useless all game even though the perk's impact is rarely on the same level as a meta perk.

  • If you want to learn how to dominate as Pig/Amanda I think you should watch "Scorpionz". He's a specialized Pig main who 4ks most of the time without camping, without tunneling, without slugging, without Ruin or other slow down perks etc.

    Granted he has 8500 hours so obviously he has an easier time dealing with experienced survivors than you but perhaps you can learn a thing or two by watching his clips or streams. I only know him as a streamer but apparently he uploads some YouTube videos every onxe in a while, too. Here's the latest one:

    https://youtu.be/pwFG3W0FMuM


    Also keep in mind the developers are planning to do something about the early game in the future. Hopefully it will allow for a more chill experience for both sides. The game really shouldn't feel like a race from the very first second.

  • Survivors: Urban Evasion

    Killer: NOED

  • @Customapple0 said:

    You don’t even have to be a good survivor to get to rank 1. Just by playing the game you’ll eventually get there unless you really, really suck.

    I wouldn’t exactly consider myself a pro survivor and I made it to Rank 1 by just sinking time into the game.

    Same can be said about killers. Due to the number of boosted red rank survivors who can easily get hooked 3 times before 1 gen pops just about anyone manages to get to red ranks as killer.

    Yesterday I played against a Spirit that seriously tried to BLOODLUST SAVE PALLETS WITHOUT USING HER POWER IN A CHASE.

    I thought it was a rank 20. After the 4th gen popped the Spirit still had 0 hooks and rage quit. Turns out the Spirit was a Rank3 killer with the classic noob-build (Ruin/Noed). I guess it's fairly obvious how that guy made it to red ranks.

  • You mean entity blockers? These were added to force survivors to combine different structures in a chase. If it wasn't for entity blockers everyone would run to a strong window every chase and vault it infinitely everytime. Wouldn't that be kinda boring in your opinion?

  • Don't forget the "random" skillcheck that pops up exactly when the killer hooks someone.

  • Let me start off by saying both sides have a relatively big learning curve at this point.

    As a survivor you have to:

    - memorize map layouts and dead zones

    - work on your reaction times

    - optimize your decision making (which is the main difference between strong and weak survivors)

    - learn how to loop and combine pallets, windows and other structures with optimal movements without getting stuck on things all while keeping an eye on the killer (so basically you separately need perfect body AND camera movement to run loops efficiently)

    - you need to learn how to mindgame the killer allowing you to gain distance or completely lose the killer

    - think about your teammates and THEIR decisions and memorize what pallets they used to avoid running to dead zones

    etc. etc. etc.

    The killer has to:

    - master the killer's power

    - learn how to find survivors

    - learn how to mindgame survivors if the killer's power itself can't effectively down a survivor (Bubba's chainsaw is useless in a chase against optimal survivors unless you manage to mindgame them big time)

    - optimize decision making

    - memorize map layouts as well

    - learn when and for how long to commit to chases

    - learn how to pressure gens

    - learn what pallets are save and which ones are not (bad killers will often try to bloodlust strong pallets for instance and lose way too much time in the process)

    etc. etc. etc.


    Long story short: Both sides require skills.

  • @Perelie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324596#Comment_1324596

    Hey that's how the devs treat us. Constant killer nerfs and only ever responding to complains from survivors.

    Both sides have been receiving like a million buffs and nerfs over the course of the years and the latest patches were mostly survivor nerfs including nerfs literally no one asked for (survivors can no longer interact with windows for a few seconds after falling).

    As for Lery's it was mostly a map update rather than a balance rework. It's still a killer-sided map but with updated graphics. You make it sound like they turned it into a survivor sided map...

    And Haddonfield isn't even too problematic anymore since Balanced Landing got nerfed. Granted there's some strong loops like the double-stairs but other than that it's an ok map now. It was people that infinitely hopped down the balcony using the passive bonus of original Balanced Landing what made this map a pain to deal with.

  • Smacking a survivor on hook is just rude and I honestly think you are intelligent enough to understand that yourself.

    Survivors typically wait for minutes to get into a lobby and they expect to have a fun match just like you so imagine being the first one to get caught and the killer happens to be a bad sport who thinks other players are just pinatas.

    Being someone's pinata is not exactly the most fun way to spend your spare time and not particularly satisfying when you had to wait for that experience for minutes.

  • That's why there will be crossplay. People that are willing to crossplay will have second-lobbies.

  • @Ihateyou said:

    https://forum.deadbydaylight.com/en/discussion/comment/1322431#Comment_1322431

    You're 100% wrong, that's griefing. The game is over and the killer is just being an ass. Love how you killer mains try to justify this behavior.

    I said the survivor was not holding the game hostage. Read the thread and my comment again.

    Secondly I'm not ANY main. I play both sides since 2017 and I'm not siding with any side as I enjoy playing both sides.

  • @Gomolazoli said:

    https://forum.deadbydaylight.com/en/discussion/comment/1323453#Comment_1323453

    No survivors are that good. You can’t afford being injured all the time. Gens are often in unsafe areas too. You can be a 10k hours survivor main, you‘ll still go down instantly when you’re outpositioned after failing that cringy 360.

    I play exactly as I described it as survivor. I never heal and use Resilience to get a reward for injured gameplay. If you combine it with Spine Chill and any exhaustion perk of your choice you have a high chance of getting a headstart when/if the killer is coming and the exhaustion perk usually does the rest.

    On top of that I'm getting the vault speed benefits of the perk combination making it even more difficult to down me.

    I've been refusing to heal and hide for around a year now and honestly noticed I've consistently been the most useful survivor in most games. I usually fix multiple gens on my own (often while injured), distract the killer for multiple minutes and most of the time I also open the gate while others are crouching in a corner healing themselves (and getting downed in the process because of Nurse's Calling).

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1320807#Comment_1320807

    Hmm ok. Thanks for the info.

    Theoretically changing the early game to have killer be less stressful sounds fantastic. However, a change like this will also need a change that at least benefits solo survivors. If this would be just another buff for killers to gain more time, than top tier killers would become too strong.

    So I'm hopeful solo survivors get some nice changes as well in the same patch in which an early game change would release.

    The devs definitely have to keep numerous things in mind. If they just straight up give killers more time by implementing an early game mechanic that slows down gen progression then they will also have to do something about camping otherwise all killers will 4k if they just facecamp first hook which is obviously not tolerable when there's no counterplay. Right now there's the "just rush gens" argument which obviously can't be said when there's an early game mechanic preventing you from fixing gens.

    I'm fairly sure the devs will come up with a smart solution, though and I'm curious as to what the result will look like.

  • Personally I think Legion is just overall weak even if he was even faster in Frenzy than now because:

    Their power is designed to beat BAD survivors in the first place by quickly injuring them without the opportunity to end chases quickly with said power.


    Good survivors never heal. In fact some of them will thank you for injuring them as good survivors often use Resilience turning an injury into a slight action speed buff. On top of that they will still manage to not go down immediately if you come back to down them. As a result gens will fly like nothing and your power can do nothing about it.


    Now bad survivors on the other hand will run like headless chickens when you frenzy them, mend in a corner, never touch a gen while injured, self care in a corner etc. all while you're on the other side of the map chasing/downing another survivor.


    As a result you feel like you're "becoming stronger" as you describe it when in reality it's the result of bad survivor decisions.


    However due to the current rank reset and easy pipping/ranking pretty much everyone gets to red ranks (on both sides) at this point resulting in numerous weak players that will often "play in your hands" allowing you to dominate with just about any killer even with suboptimal builds.


    That's why I temporarily thought Bubba was actually a decent killer. I kept getting 4ks in 2 minutes on red ranks. But it wasn't because of Bubba's potential. It was because I played him for 4k hours and thus managed to use his chainsaw perfectly while red ranks is flooded with mediocre players.


    Weak killer + player that uses 100% of the weak killer's potential VS mediocre survivors = easy 4k.

  • @MojoTheFabulous said:

    I get the complaint but i'm not sure why you single out SWF when solo players can do this too. Bit odd.

    This.

    Virtually every single decent solo survivor does that. It's not a SWF thing. Some killers seem to think only SWF teams can come up with smart moves haha...

  • That's not a hostage situation. If 2 survivors die on hook and the 3rd survivor bleeds out on the ground the hatch will spawn no matter what allowing the killer to start the endgame collapse by closing it.

  • The only "hate" message I remember was actually kinda funny. He said as much as:


    "Fine... you ruined no-nut-november for me. You happy now?"


    It was just so random and -compared to typical hate messages- creative it actually made me laugh.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1319622#Comment_1319622

    Wait, have the devs talked about a change to the early game or what? In their latest stream?

    They mentioned it briefly. Quote (Fibijean):

    "Similarly to last year’s introduction of the End Game Collapse, they will be releasing a new feature along the same lines which will affect the start of the match instead. This is a topic that has been discussed widely within the community, and which the developers themselves also feel strongly about – the beginning of the match can be quite busy and stressful for both roles, so they will be looking into “cleaning up” the start-of-match experience and making it as fun as possible for all parties involved."

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1319578#Comment_1319578

    But they can reduce the gap between solo and swf. How? Visible perks in lobby, better way of communication. Better ways of knowing what rest are doing.

    https://forum.deadbydaylight.com/en/discussion/comment/1319586#Comment_1319586

    Trust me, its not true. SWF can eazily focus on gens with the knowledge where the killer is, while also being terrible at chases.

    When you are downing survivors one after another, you will completely break down the solo survivors, while for the swf gens will still be flying.

    https://forum.deadbydaylight.com/en/discussion/comment/1319593#Comment_1319593

    Where? Because in Europe i feel like there are way many more swf's than solo players.

    Here, just found it:

    Untitled Image

    As for closing the gap between solos and SWF teams I agree. The closer solos and SWF teams are in potential the easier it is to keep the game balanced.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1319593#Comment_1319593

    Whats going to be scary is those of us killers that do really well now despite the imbalance. When they give us proper balance a lot of these survivors that currently think theyre amazing at the game are in for a rude awakening. That beginning of match portion MIGHT be that balance...

    I mean it really depends what exactly that early game change is going to be.

    If the devs just make it so all gens are blocked for a minute (for instance) it will not have much of an impact (unless you're a Hag or Trapper main who can use that minute to prepare the map) because survivors will just wait it out (especially teams with communication).

    If the survivors have to find randomly placed tools that allow them to repair a gen however (for example) games will look a lot different. Most survivors would probably play more immersed at the start of the match and killers would be a lot more scary early game as every chase before collecting the tools would be a major disadvantage for the survivors.

    I'm really excited for all the upcoming changes. I wonder what matches will look like in the future.

  • @Perelie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1319578#Comment_1319578

    But the devs are fine with SWF being too strong for killer?

    It's about the numbers. There are statistically BY FAR more solo players than 4-man-SWF teams. Games are (almost) always balanced around the majority of players.

    The DBD devs revealed stats a while ago and if I remember correctly full 4 man teams were really rare.


    That's why they can't balance around them. However they want to implement some mechanical early game change according to their latest stream which is going to give killers more time to build pressure.

  • While it can be frustrating to play against a truly optimal SWAT-SWF-team the devs can not balance the game around them as killers would simply become too strong for solo survivors to handle. Besides SWF by itself may have an advantage over solo players but without optimal gameplay from their side they will typically lose to a good killer even WITH the benefit of communication.

  • @SpiritLover1133 said:

    Unlike overwatch which game balance is for 500 people out of whole player base, DbD is balanced not for top players but for baby survivors

    i think im the only one in this forum who can loop any killers for 5 gens ( except for spirit) and understand why the game is so broken.

    90% of people in this forum SUCK at killer and survivor.

    A 5 gen chase is ALWAYS the result of a bad killer who doesn't know how the game works and is too stubborn to switch targets and a survivor who knows how to run every loop correctly so what's your point? Should a stubborn baby killer who does everything wrong win because they clicked on "play as killer"?

    Besides you have never posted any 5 gen chases unlike some forum members including me (all of my 5 gen chases are as rank 1 with no meta perks and solo) so that whole:

    "i think im the only one in this forum who can loop any killers for 5 gens. 90% of people in this forum SUCK at killer and survivor."

    sounds pretty arrogant.

    There are several high level players in this forum.

    EDIT: There's even high level players in this thread. @LordGlint (strong killer) and @toxicnancymain (strong survivor)

  • @[Deleted User] said:

    I genuinely do not see the fuss.

    It’s only going to be a challenge when a killer needs to slug and a heal is managed right while the killer is in the vicinity, and to killers using NOED and don’t immediately pick up and hook whoever they’ve insta-downed.

    Agreed. I suppose people that really hate the perk are those that try to "noed-4k-slug" every game. Personally I think Cheryl's perks are decent but nothing that will straight up change the meta.

  • Personally I think most survivors do NOT want to go against a skilled killer. Skilled killer means they will find and down you quickly just about every single time. That's not fun.


    What most people want is a killer that plays OK-ISH BUT FAIR AT ALL TIMES which means a killer that struggles to find survivors then screws up a lot in a chase resulting in lots of "OMG THAT WAS SO CLOSE!"-moments and still doesn't camp or tunnel after overly long chases even if that way of playing results in a 0k or a 2k at best combined with some tbagging at the gate and classic post game messages.


    OBVIOUSLY I COULD BE WRONG, THOUGH.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1315759#Comment_1315759

    Were kind of splitting hairs there dont you think? What difference does it make, in both cases a hit that should have hit/not hit didnt apply correctly.

    Just letting you know. There's a difference between performance-stutters caused by bad optimization (which must suck as Legion) and killers messing with their ping on purpose to get hits through every vault and pallet which is basically exploiting the hit-detection since it's not server-sided yet.

  • The Entity's conditions rule its realm thus allowing flashlights to blind every killer equally.

  • That was a frame drop caused by poor console performance - not lag.

  • Since Ghostface can cancel his terror radius using his power he gains the "Undetectable" status which hides his aura from all aura reading perks including Object of Obsession. However the perk icon will still light up when you look into the Undetectable killer's direction. The Undetectable killer can still see your aura, though.

  • Right now hits are client-sided (killer-sided) despite dedicated servers which means whatever happens on the killer's screen is considered reality so laggy killers get all kinds of weird hits.

    Hits will be server-sided soon, though which means things are gonna make more sense.

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