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Yords

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  • Ranks are not a very good display of skill.

  • @Hashtag6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046612#Comment_2046612

    I was done with you ages ago. I'm just wasting your time by this point and it seemed to have worked

    So if you are wasting my time, it must mean you were never here to make a real argument. Or are just pretending to have never been planning to have a real debate this whole time so you don't look like a complete..... Anyway, have a nice day.

  • Got nothing logical to say? I believe we are done here.

  • @Dizzy1096 said:

    Lets take a step back and look at the bigger picture

    • Most people agree only 2 killers are viable against good teams
    • Very few people are left wanting to play killer, and this number seems to be shrinking as time goes by
    • Survivors (and a designer who has their head in spreadsheets rather than the game) decide the solution is to nerf more killers, Freddy, Spirit etc

    Meanwhile no mention of fixing some of the problematic maps and new issues have been introduced in the reworks. All this talk about killers needing more skill, but nothing gets said about making survivor take more skill, i.e. nerfing bad maps that allow shift+w and god loops to occupy minutes of time.

    How long do survivor queues have to be before you decide that maybe it's best to give a little back?

    Agreed, map design is a serious issue with this game.

  • If you can't form your own proper arguments with valid points, then why bother commenting?

    I did watch a few minutes of the video, but I eventually stopped since it was simply untrue. What Tru3 is telling us to do is bait the Spirit into making a mistake. This can work sometimes, but a good spirit will look out for that and catch on, even if you mix it up. Even if you don't get hit, you are just lucky because the Spirit messed up. Bad spirit players are the reason people think spirit has counterplay.

    If you drop the pallet on the other side and slow vault (a very common strategy), then you are just going to assume that the spirit will go around. That is guessing if she will phase over there or not.

    Like I said, counterplay is something you can react to. When a spirit stands still, you don't know if she is phasing or not, so you take a guess and hope it works out which is not counterplay. You can try predicting her, but a good spirit will make sure that she still ends up hitting you. No matter what you do as a survivor, you make sound even with iron will, so any spirit with good hearing will catch you.When she starts to phase, you have zero way of telling if she is phasing or standing still.

    In essence, there is no real counterplay against spirit.

  • @Hashtag6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046560#Comment_2046560

    I'm sorry you have wasted over 2000 hours in the game and still cant counter play a killer that isn't hard to counter play. Get good and you wont need to cry on the forums so much

    https://forum.deadbydaylight.com/en/discussion/comment/2046569#Comment_2046569

    So? I have a clown pic and his the only killer I haven't prestiged an icon is an icon it doesnt have to mean anything dork

    I would love to see you explain how she does have counterplay since you must be better than me.
  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/236893/reworking-the-spirit

    duration addons don't "increase" recovery speed they just designed it in a very weird but roundabout way, for example spirits power has charges = to its duration

    base duration is 5 charges, and base recovery is 0.33 charges per second

    but when for example you use a recovery addon you add 0.033, 0.066 or 0.100 charges per second to her recovery so the total time is 13.5, 12.5, or 11.5 seconds to fully recover

    but when duration addons are included they increase total charges and change the charges per second to match so

    5.5 second duration has a base .366 cps

    6 has base .400

    6.5 has base .433

    8.5 has base .566

    9 has base .600

    9.5 has base .633

    10 has base .666

    They don't reduce recovery speed they just adjust both values to make total cooldown time the same, aka you use 50% of your power it takes 7.5 seconds to recharge regardless of duration addons

    so its not exactly an increase it just takes less total power that recharges at the "same" speed

    Ah, thanks for clarifying, it was confusing reading how it worked.

  • @Hashtag6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046479#Comment_2046479

    Red rank survivor. Try playing killer in red ranks like I do and you quickly learn all the counters to each killer and therefore improve your survivor gameplay ever further. its a shame after 2000 hours you haven't learnt how to counter play spirit though.

    I.... I am a killer who plays in red ranks as well... I play this game very 50/50....

    I already mentioned how the Spirit has no real counterplay, so I am just going to copy and paste that comment here.

    "There is no real counterplay to spirit because there is nothing to react to. Counterplay is playing against what your opponent is doing, but spirit gives no information to the survivor when she is phasing so you have nothing to react to. All you are doing is guessing. if she phases around a pallet you can run to the other side, drop it, and maybe stun her, but that is just guessing."

  • Nice bait, but you are going to have to try harder than that if you want to compete against Sluzzy.

  • Yeah, that place is pretty lame to go against as killer. Pretty strong, and there is a second window that spawns in the same building, making it even stronger.

  • @Mat_Sella said:

    no chase perks, m1 killer.

    If Ghostface properly stalked the person in this video the chase would have ended immediately. What are you trying to prove here? that ghostface's without a brain suck? indeed they do.

    Even if, that does not mean that the window isn't strong. That survivor could have been stalked yes, but if that survivor had good distance on the killer they would have made it there.

  • @LastBreath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046453#Comment_2046453

    You have windows, pallets, you can juke your scratchmarks, you can hear her footspets while in phase, you can use iron will and make 0 sounds (even breathing can't be heard), you can use spine chill to know if she's aheading to you. 

    Average Spirit players will have a really really tough time to catch you.

    0 counterplay is Nurse.

    None of those will really matter if the spirit is using headphones though, any spirit player who watches out for these things. When using a pallet or window is just you guessing if she is phasing. Iron will can work to an extent, but she can still see grass and hear footsteps if her volume is loud enough.

    The footsteps thing is pretty unreliable in most cases since there is lots of noise and most people don't know or can do anything about it. If you hear it you are probably going to get hit no matter what you do.

    Spine chill can also work sometimes, but only sometimes. And a good killer will realize you are running it.

    Nurse is a weird one, but even she has counterplay. She holds up her fist and makes noise when about to blink. This is information you can react to as survivor and make it harder for her to hit you; it's counterplay. Breaking LOS and being unpredictable are the only counters to her though, and her power is still pretty OP ngl.

  • @Mysterynovus said:

    A common suggestion I see is that similar to how she can see grass move while phasing, Survivors can see it move from her while she's doing her thing accompanied by slight directional audio of it too. Similar to how Spirit rewards the player for paying attention, Survivors can get a reward (or rather avoid a punishment) for doing the same.

    That would be nice, and I would like that. Same for other foliage of course.

  • I'm not, I have been on here for like 2 hours already instead of doing homework.

  • ...did you lose your lunchbox to franklins?

  • @Hashtag6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046453#Comment_2046453

    Play the game more. I can guarantee you're not in red ranks if you think there is so counter play to spirit

    I am a red rank survivor and I have 2000 hours on this game...

    There is no real counterplay to spirit because there is nothing to react to. Counterplay is playing against what your opponent is doing, but spirit gives no information to the survivor when she is phasing so you have nothing to react to. All you are doing is guessing. if she phases around a pallet you can run to the other side, drop it, and maybe stun her, but that is just guessing.

  • @Hashtag6 said:

    Spirit is fine now. You just have to learn how to play around her. How come it’s otz fan base that are really dumb? Try watching true talent instead and you might learn a thing or two

    There is no playing around a killer who gives no information to survivors when she is using her power to gain distance and a hit on them. There is only guessing against a spirit who has good headphones.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/236893/reworking-the-spirit

    This idea is still bad, even when hearing it another time.

    The problem with your, and therefore Otzdarva's and his entire chat's, idea is that it basically makes Spirit have no "mindgame potential". This is a purely one-sided nerf, "every second" is Too Much Information. Makes Killer shack super easy to consistently deny Spirit of anything, one second is more than enough to know which direction she is coming from, and a double back is impossible without add-ons and can be guessed because of how long it's taking for her to reappear. Standing still in phase wouldn't work because she'd be revealed every second. Don't forget that you, presumably, want her to remain unable to see Survivors, since you mention buffing her but previously said you want "good reads and predictions".

    110% Killers are supposed to have strong powers that help with chases, your idea makes her power only good for mobility. This would make her drop several tiers.

    I'm willing to bet that this is another Survivor biased person, based off of how this is almost purely Survivor favored, destroys a Killer's sole ability, mentions a buff to compensate (but, of course, doesn't know what said buff would be) as a handwave and uses buzzwords like "skill", "counterplay", "good reads and predictions" (btw you just admitted because of this that predictions are fine when the Killer has to do it. You literally want Survivors to not have to think.)

    Ok, well I can see how one second is too short, what about 1.5 or 1.7 seconds and the glimpses only show up for .6 seconds?

    You seem a little rude in your last paragraph btw, just assuming I am an entitled survivor player instead of offering constructive critisicm with valid suggestions.

    I play survivor and killer very 50/50 btw. And no I don't want survivors to just walk over the spirit either, I wanted to see what we can do with this idea to change spirit to be more fun to go against but still strong.

  • @Zenro said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046376#Comment_2046376

    Honestly I would be against the glimpses. He whole point of spirit is that she cant see you and you cant see her so i dont really think it would be good to have the survivor get glimpses of her while she cant get glimpses of them. Id rather her have periodic breathing or something to stick with the whole "listening" theme

    But that is bad design, right now you cannot see her when she phases. This takes out any fun in chases and takes out any real counterplay as well. It would fit her as well since she is a ghosty kind of killer, it would also be awesome to see.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/236895/qol-change-for-bubba

    That "random" high pitched noise can mean one of two things depending on which high pitched noise you mean. It either means that you've used your third charge, or that all charges have been used.

    Ah, thanks for clarifying.

  • @[Deleted User] said:

    maybe if it was an add-on. not interested in it being basekit.

    That would be fine by me.

  • @GannTM said:

    I like the idea of giving her glimpses of her current location, but I feel like that could be too strong for survivors or not enough depending on many situations. For instance, if you’re on one of those loops at Autohaven where you could see over, the survivors will be able to see where exactly she is, but if you’re at shack or any tile with large walls, you won’t be able to see glimpses if she knows how to hide them.

    It would certainly make her more bearable to play against but I feel like directional audio can give fair mind games for both sides at almost every tiles.

    As someone who has played a lot of Spirit, she’s in desperate need of a change and I’m glad to see people brainstorming ideas for her.

    Constant hearing of where she is though is stronger than glimpses.

  • @Dizzy1096 said:

    That suggestion would immediately kill her.....but I guess that's the point. Just make her extremely easy to read so the survivor gets the advantage at every loop like the rest of the killers.

    It wouldn't, at loops it would require lots of skill to play around tiles which is another complaint about spirit, making her take more skill to play.

    Edit: Ok, I guess it would since one second is pretty short.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046231#Comment_2046231

    I meant that can WANT to work on gens, but needing to help teammates that keep going down and getting hooked, or me constantly in a chase prevents me from doing so. I could (and sometimes can) still end up being the last survivor alive despite not getting a single repair finished despite actively trying to when I have the time to sit on one.

    Oh, I see and yeah that would be a problem if you needed to work on generators only. Maybe we could extend the "half a gen" requirement to other things as well, such as one SAFE unhook.

  • Doctor + a strong killer

    Legion + a strong killer

    Both doctor and Legion can pretty much debilitate survivors from doing anything while the stronger killers focus on killing.

  • @TheClownIsKing said:

    The problem here is if there is no hatch for the last survivor, and no EGC, then the killer is still faced with a stealth survivor they need to spend hours finding. And if the killer is allowed to start EGC by opening a gate, then the killer is still faced with the same problems the hatch already presents.

    Also, no hatch under these conditions punish solo’s that WANT to work on gens, but the other 3 survivors are total morons, and that solo survivor is in constant damage control doing saves, heals, or trying to find Ruin because nothing is getting done because of how frequently that solo needs to help others, or is simply getting chased off of gens all the time (surveillance or tinkerer).

    I’ve been in many games where despite my BEST efforts it has been IMPOSSIBLE getting any gens done at all. Why should a player faced with those circumstances punished for the actions of 4 other players (killer, 3 survivors), actions that are completely out of the solo players control?

    That is another thing I was thinking of, and also why I wanted to hear other people's ideas about this.

    I'm confused here, you are saying that solo's who want to work on gens are punished? This paragraph seems a bit unclear to me.

    Also, I did not mean to imply that EGC would not be put in place. The second the 3rd of 4 survivors have been sacrificed, EGC starts and the hatch disappears.

  • @thefallenloser said:

    What if you get chased or are unhooking/healing teammates all game? Hatch is really fine as it is and opening up a discussion as to what counts as contributing is a complicated question.

    But it doesn't really change much in fact, it rewards players for the chance to escape with hatch if they can make it. It is in a good spot, but I just wanted to brainstorm ideas for players (mainly the trolls) being way too stealthy i.e not contributing to the team at all.

  • I believe that there is a way to buff many lower tier perks to almost meta or a 4/5 perk, we just haven't thought of it yet.

  • @GannTM said:

    Wheres my gift card?

    r/beatmetoit

  • It is an effective strategy, but not one you should rely on instead of playing normally. It is also an unfun one for both sides since it just stretchest out the game. BBQ is a good perk, but you could use a better one since you are playing Hag. Hag is a more territorial kill like trapper, so BBQ is not the best choice on her but totally fine if you still like it or just want BPs. Otherwise, you have chosen very solid perks on her.

    The best trap strategy is to set up traps as you move across to the middle of the map, or while making your way to closer generators if possible. If you are new at Hag, I would suggest using corrupt intervention in place of BBQ so you have an easier early game.

  • Not much, you could probably come back in and see the same things.

  • I would just not play with someone like that at all, depending on how annoying they are with it. If they are toxic in general and say things like "haha get ****** baby killer ez" all the time, then yeah I will forget about them.

  • Blight sucks on Lery's. Not much else to say.

  • @JinSime said:

    Yeah, I've seen a message in post chat like that last time I played on steam and I was actually in a duo, but... omg, the person don't know when to drop a chase, when to slug or be just a little bit patient and less greedy on the hits, barely do mindgames, but it's all swf.

    Sometimes it feels like paranoia hahahaha

    That's why I never believe people who post things like "camping and tunneling happens every game" because they probably don't even know what those strategies really are, they just think that they are on the receiving end of it all the time when it is not true.

    Once you learn about the game and start to sharpen your skills, it becomes a lot more fun when you aren't worried about going into what you think would be a rough game, most of the time.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2043840#Comment_2043840

    "Both sides are equally toxic"

    While I agree both sides are toxic but seeing as how there are 4 survivors for every killer. It really feels like survivor takes the biggest slice on that pie chart.

    Yeah, I did mention that.

  • @Dizzy1096 said:

    "This game suffers from poor map design, just look at Haddonfield or any farm map."

    It does, it always has done and sadly it always will do. Any normal company would perhaps review WHY the customers feel the design is terrible and why it keeps happening, a normal company would hire new staff with experience to help out. At Behaviour interactive for some reason they just keep doing what they've done for the past 5 years 😕 it really boggles the mind.

    Yeah, for now though I am going to blame the pandemic for bhvr's inability to fix the game. For now...

  • @Beefmur said:

    i mean what do you want everyone to say. I can tell you every game isn't like that but you're just going to argue. Take a break from the game, play killer or do something productive

    "Go play another game for a change, try civilization"

  • @TheRockstarKnight said:

    A better question is who wouldn't be the strongest Killer.

    A Nurse without fatigue, a Huntress that could infinitely spam fully charged Hatchets while moving at full speed, an Oni with unlimited Blood Fury and instant Demon Dash, a Plague with permanent Corrupt Purge; it'd all be the same in terms of Survivors all dying near instantly. Even Wraith and Clown would become insane if Bing Bong could uncloak and recloak instantly and if Clown's gas just never went away.

    The only Killers that wouldn't be absolutely broken that I can think of are Legion and Pig. Having an unlimited supply of RBTs that are guaranteed to kill wouldn't help get downs in the first place, and a Legion with unlimited Frenzy wouldn't be capable of downing people directly (unless they were using Frank's Mixtape, but I'm assuming basekit powers).

    Wraith would just be... Wraith.

  • Oni, he has counterplay and can still manage against good survivors. He is fun to play as and against, and is just an awesome killer all-round.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2043831#Comment_2043831

    Very constructive comment and really helps with the issues at hand. Thanks for the feedback

    I didn't feel like giving a proper response to another one of these threads.

    If you can't handle reading the end game chat, then turn off the chat.

    I doubt every single game you get has a tunneler or face camper, in fact that sounds like a lie because that is not at all true.

    Saying only killers are being toxic is just wrong, I am sorry but that is the truth. Both sides are equally toxic and if we are being logical here, there are far more toxic survivors than killers since they make up most of the playerbase.

    DBD whether it looks like it or not is actually in the most balanced state it has ever been in, despite several pressing issues that haven't been solved yet.

  • That is an interesting idea, only allowing hatch to survivors who actually did something.

    Maybe they could earn hatch by doing at least half or more of a generator? Or a safe unhook?

  • @Yords said:

    Please read first.

    I have made a post about this before, but I feel that it is more relevant especially right now with moris being nerfed and I feel that this should definitely be implemented as it is not crazy big of a change.

    The current yellow mori: Allows you to kill a survivor if they are the last one remaining in the trial regardless if they have been hooked or not.

    This is not used often and most of the time, you probably aren't even going to get to use it if you do run it.

    The could-be base kit mori: Allows you to kill the last remaining survivor in the trial only if all other survivors have been sacrificed. Grants you as many points as you would have gotten if they were hooked and sacrificed.

    It makes sense with the lore of the game "You worked well, the last one is yours.", gives moris more of a use just in general gameplay, is not OP, and gives you the rest of the points you would have gotten sacrificing them.

    What are your thoughts? Do you agree with me, or do you think something else could work? Just keep it professional.


    I made a thread about this a while back. It was an idea to make the yellow mori base kit with some changes to be balanced and become a nice finishing blow to the final survivor.

  • Don't DC.


    or just not play with bad internet.

  • @Nathan13 said:

    DS is getting reworked and killer mains are already going after DH,UB and BT. How come they don't complain about sprint burst which I kind of think is better than DH. I mean y'all are faster, we need these perks to help us.

    Because unlike DH, SB takes knowledge and just a tad bit of skill to use. It is a perk that doesn't make me feel cheated out of a down and has fantastic utility without being overpowered (not saying DH is OP). Not a killer main btw, if that means anything.

  • You have to be new if you are exhausted on the ground.

  • @Mysterynovus said:

    Oni: You're gay. There are no straight Oni mains.

    Source: I'm an Oni main.

    Sounds like something a salty survivor would say.

  • @CashelP14 said:

    It doesn't need another nerf. I always disagree with this suggestion because of a camping killer like Bubba or killer with save the best for last.

    Oh yeah, forgot about this. I guess it is fine then, it was only a suggestion.

    in closed Comment by Yords
  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042808#Comment_2042808

    Man, you posted the comment immediately after I published the post. You didn't even read the content.

    I did read some of it. But you are comparing two very different perks.

    NOED is a perk that punishes survivors not for being out of position but not cleansing all the totems.

    Dead hard is kinda just a BS perk that can act both as a second chance perk and one that extends the chase with the press of a button.

    The difference being that one, they are perks for killers and survivors (two different teams pretty much). And two, NOED is an endgame perk, dead hard can be used anytime a survivor is injured whether it be the start or end of the game.

    Also, the "easy snow ball tactic" is a valid strategy and I don't see the problem with it if the killer needs pressure on the survivors.

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