Zagrid
Zagrid
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- Username
- Zagrid
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Yes.
Bad cosmetics
Poor event implementation
Lore has always been meh for most players. I want lore to expand the universe, see what happened to vigo, how does the entity work. Not to know what hill billy did in his free time.
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As peanits said. These stats are not indicative of game balance or how the devs will make changes.
These are just numbers to look at. There's too much RNG in dbd to make any meaning changes based around numbers.
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If they took the feedback, gathered trusted sources to fact check information and see how changes could effect the game. Did careful testing of risky changes so the game could develop and evolve over time.
Yeah I think if they listened to us the game would be better.
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@Woodywool said:
https://forum.deadbydaylight.com/en/discussion/200212/we-have-a-twitch-situation-again
Is it real? I didn't see something like that in the forums but I'm sitting here for a few minutes per day so... I could easily skip it
I've Seen screenshots of people with their time outs. Its definitely real. Like I said can't say the name to be cautious but its 100% real.
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@LowSpecGamersMatter said:
Haaaa, funny. Funny how they eleminated all previous exclusives like them ultra rare codes and Event skins with the argument "we dont want that people feel excluded. Therefore: everyone gets it and no further exclusives in the future"
Lul, today exclusive charm codes.
I mean its JUST charms but why doing that previous step? why destroying braging rights for players and now bringing it back? And its starting with charms. Next are Skins. Maybe even legendary skins and whole characters.
Another thing to add to the long list of things BHVR says and then they go back on it.
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@WishIcouldmain said:
I've heard more complaints and defense of the perk then I can count. I'm in the grey on it I've used and played against it. But here's my thought it's simple and has already probably been said. Why can't enduring do it? It wouldn't require DS to change. Why not have enduring put the stun time from 5 to 2.5 seconds and get the perk used more. My opinion add any concerns.
It used to effect it. Thats why they made the stun 5 seconds was so that people using enduring would still have to chase someone if they got stunned with DS after the change to it being an anti tunnel perk.
Then they changed enduring to not effect it and only effect pallet stuns... then left the timer at 5 seconds.
That was over a year ago.
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@azame said:
I find it very hard to believe the devs are "survivor sided" or have a "survivor bias." I get killers need buffs and some killers need reworks but damn stuff on the killer side needs nerfs as well. 1 nerf does not mean the devs care more about the survivors.
I'm going to keep making this point until it sticks. Since patch 2.0 it's been a nerf for survivors nearly every patch. How is that survivor bias? The pop nerf I dont think its needed but it makes sense. The devs have to rework ds not just decrease the timer thats why it wasnt changed yet.
One more thing if the devs are really all for survivors why have all items and add ons excluding fire crackers, keys and their addons(soon to be nerfed) been nerfed?
That's all.
I'm making this edit because people also say the devs are killer sided if they so something in favor of killers. So my new conclusion is if you say the devs are bias towars any side you are very much wrong.
I mean the fact that since patch 2.0 survivors have been getting hit with nerf after nerf and we still don't have a tournament ready or even slightly balanced game because only 2 killers are viable at the highest tiers of play.
Yeah, DbD is never going to be tournament ready. But I kinda like killer variety at the highest levels of play when im survivor or killer.
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Hag has some problems, you listed none of them. The main issue with hag is that she is amazing at camping people on the hook, which is where the unfun to play comes from.
This whole argument about her traps is assuming you are booking it everywhere and never take the time to actually figure out where the traps are so you can avoid them.
She only has 10 she can use and once they are gone she has to reset all of them with 110% movement speed.
Here is a list of somethings you can do to avoid getting slapped.
- Watch the ground, on most maps they are kinda hard to see but they are not impossible to spot.
- Track the Hag to figure out where she probably placed the traps, then you can specifically avoid spots you believe traps are based on how long the hag was there and how strong the loops are.
- Flashlights, flashlights destroy the traps. Direct counter to her. You won't have a flashlight every match. But like bringing iron will against spirit its a hard counter to everything she does.
- When a survivor is picked up the hag can't teleport, so take that time to run to where traps can be and set them off. Another way to deactivate traps for later which will waste her time if she wants to reset them.
- When she is chasing someone else you can also set off traps, going along the same process. I always run kindred since I only solo queue survivor. So I know exactly where she is after she hooks someone. If she is far enough away you can also set more traps off since she only has a 40 meter base range.
- You can take advantage of places you know she hasn't trapped and loop there. She either has to chase you at 110% or set down a trap to make you move. Not to mention after going against the hag for a few chases you will probably be able to tell her playstyle when it comes to traps at pallets, does she instantly teleport to the trap on the other side of the pallet, or wait to see if you vault back over.
Im sure I am missing some counters but she does have them. Also, we all have those killers we despise going against even if they are alright. Mine is huntress because I think hatchet hit boxes are dumb and I don't like being at risk of getting hit/downed when I can't even hear the heart beat of the killer. And now without the directional heart beat I just hate it even more.
That doesn't mean she needs nerfs (iri head does but thats another topic)
If you hate hag that much I would suggest trying out kindred, maybe urban evasion since it is in essences being able to walk over traps, and bring flashlights to destroy them.
Also since the rift is over you should run into less of them now since this tome had hag challenges you probably saw more hags than normal.
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I mean its not like they actually listen to anything anyone says on the forums, surveys, twitter, Q&A, and even the fog whisperers.
They just expect us to trust that they know exactly what the communtiy wants without ever actually saying
"Yes this is a problem, and yes we will fix it."
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Im just gonna go and take a stab in the dark and say that the OP is a survivor main.
The biggest problem with DbD is the Maps, the 2nd is people playing both survivor and killer not admitting their mistakes. 3rd is every technical issue in the game that makes me wonder if I am playing DbD or Marvels Avengers
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@AhoyWolf said:
We all know that Decisive Strike is one of the most abuseable perks in the game, so I'm here to make it a true anti-tunnel perk.
Decisive Strike
Nerfs:
- Unhooking yourself no longer activates Decisive Strike.
- Slightly reduced the Skill Check size.
- Reduced the duration of Decisive Strike to 30 seconds from 40/50/60 seconds.
- Recovering from the Dying State while Decisive Strike is active deactivates Decisive Strike.
Buffs:
- Decisive Strike goes 3x slower while in a chase or while in the Dying State.
- Decisive Strike can now be used multiple times.
- Decisive Strike no longer creates an Obsession at the start of the Trial.
- Increased the stun duration to 5/6/7 seconds from 5 seconds.
Unhooking yourself no longer activates Decisive Strike.
Reason for this change is to remove some synergy between other second chance perks.
Slightly reduced the Skill Check size.
Since with this change Decisive Strike can be used multiple times, slightly reducing the Skill Check size and making it a bit harder doesn't sound like a bad idea.
Reduced the duration of Decisive Strike to 30 seconds from 40/50/60 seconds.
If not being tunneled there is no reason for Decisive Strike to last a whole minute.
Recovering from the Dying State while Decisive Strike is active deactivates Decisive Strike.
This change is done to remove synergy with some second chance perks, like Unbreakable, just to be clear, if your teammate picks you up from the Dying State it deactivates Decisive Strike aswell.
Decisive Strike goes 3x slower while in a chase or while in the Dying State.
If you're being tunneled, Decisive Strike goes 3x slower to give you some time and to waste some of the Killer's time, so if you're being tunneled right of the hook, the Decisive Strike will most likely last for 90 seconds.
Decisive Strike can now be used multiple times.
You can be tunneled after every hook, so to be true anti-tunneling perk this will prevent the Killer to tunnel you again.
Decisive Strike no longer creates an Obsession at the start of the Trial.
Very simple reason for this change, when there is no Obsession in the Trial, the Killer will most likely tunnel, also just to be clear, you will become the Obsession after using Decisive Strike.
Increased the stun duration to 5/6/7 seconds from 5 seconds.
To give Survivors more time to escape when being tunneled to death and to punish tunneling Killers.
Ok screw all these changes because they are too complicated and could be easily abused.
1 simple change. If you get on a generator, hop in a locker, heal, unhook, sabo, open a chest, or do bones the perk deactivates. Because you can not be doing anything of these things if you are being "tunneled" Then its compensation buff is if it is active and you are in a chase, the timer does not go down, however to lessen the time of perk to 30 seconds, because you don't need that extra time if the timer pauses while in chase. Simple as that, it keeps the counter play of slugging for the killer and it would remove instances of the killer getting another person hooked, going after someone on BBQ, downing them, and still getting hit with DS.
Also if you are a good enough survivor you can waste so much time of the killer's if they decide to tunnel you. You get chased around for 5 min and you still have DS so effectively the killer is wasting so much time tunneling.
This would make it a true anti tunnel perk that survivors can't use as an invincibility perk or use it as a weapon against the killer.
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@[Deleted User] said:
playing dbd
You took my answer.
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@HarryRenquist said:
What are your overall thoughts on this perkbuild? I’ve seen this quite often lately. Yesterday there was a full SWF playing against Otz. 3 of them running this perkbuild the last one was running Adrenaline, DS and Unbreakable. They played on Haddonfield, Otz was playing Doc. They weren’t playing good. One got even grabbed. It was one of those cases you see survivors escaping, solely because of their perkbuild after playing super bad. They were farming each other off the hooks. Not taking protection hits after unhooks. Not using BT. No teamplay at all.
I wonder if survivors need even more second chance perks. Or maybe just add another hook, so killers can only kill them on the fourth hook. Sad to see perks becoming stronger than skill in this game.
But what are your thoughts on this perkbuild? What do you think about the synergy between Unbreakable, Soul Guard and Decisive Strike? Does this need to get nerfed?
the micro pp build.
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@PleassBuiltInNoed said:
dont unhook infront of the doc?
you cant expect a survivor to not farm people infront of the killer and the complain about camping! That would take game sense and skill.
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I mean, if you take a very specific video from playing against survivors that obviously aren't playing their best yeah its gonna turn out like that. Even then spirit has no counterplay without perks. Iron will is obviously a counter but unless you bring it every game (which is fair) you are gonna face a spirit without it some time. and when that happens as long as the spirit knows how to use the power optimally and has a good set of headphones 9/10 she will hit you every time she comes out of phase. And if she doesn't she gets to try again in like 5 seconds.
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@Alify said:
https://forum.deadbydaylight.com/en/discussion/comment/1580301#Comment_1580301
Thanks for your feedback!
Wow, you did something that not even the Dead By Daylight game design team will do.
*actually take player feedback/advice and then form ideas for new and fun ways to modify the game around said feedback/advice*
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Dear game design team,
Monstrous Shrine needs to be changed, the amount of benefit it gives even on basement builds is not enough to warrent a perk slot. The faster sacrifice time is negligable, the chance to escape being reduced is rarely ever felt/needed, and the larger chunk of time taken out by trying to escape is completely useless 99% of the time. It would be nice to finally see this neglected perk see the light of day again and not just be another useless 3 levels of perks I have to grind through in my webs. It would be nice to see changes to it sooner rather than later.
Sincerely,
A player who wants to use Monstrous Shrine.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1482779#Comment_1482779
They can change addons and perks still. So the contention that "the Killer can't do anything about it now" is incorrect.
Allowing Killer swaps will make per-Killer MMR impossible, and we need that feature.
Do you actually know what the last second swap is? You know the second before the heart beat counts down and everyone is locked into everything. Like 6 seconds to 5 seconds?
Do you know of some way to change add ons and perks during that time because I certainly don't. And if you don't know how... then you actually can't adjust your build to what the survivors last second swap to.
I have other questions but I leave with this for now.
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Can't tell if this is low quality bait or just someone being uneducated. When ghostface activates his stealth the red light goes away... so...
Gonna take a bet on low quality bait.
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Sony and Microsoft have been at a console war for a while, so having cross progression I don't think is something they want.
For nintendo and PC it makes sense since Switch really isn't a "console" its a blend between a handle held and console so there isn't really any intense competiton.
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Agreed, chuck it on the pile of quality of life features we want but will never get.
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Im find with leaving it as it is but as a community we all agree that any survivor caught running both Unbreakable and DS at the same time are shamed in end chat with small pp energy.
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All of the high skill plays you used to make as billy with his chainsaw are now punished with the over heat. Almost all of his add ons are useless. They did him really reallu dirty this patch
More proof that they don't test things before making changes and ask is this a good change to make.
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Who cares about Spring Trap in FnaF. What we really want is Vanny. The new killer apparently.
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items aren't even that good, unless its a key, which they need to be nerfed anyway so...
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The nerfs weren't that bad. If they turned him into old Freddy I could see being upset, but with these changes if you are a good billy I doubt you will see any changes in your gameplay. But I would voice to the devs you don't like the changes.
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Killer main my butt. You clearly have never played enough killer to call yourself a main if you think it is a good idea to give all the survivors unbreakable for free.
Either that or... nice bait.
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Idk about gluten free but theg are definitely keto friendly. Mostly made of protein.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1410380#Comment_1410380
Excuse me, you need to be HOOKED and UNHOOKED to activate DS.
Please.....and the only way BT activates if the killer is in the area, now...if you're complaining about BT and DS, and their affecting your game negatively how about you strap on BBQ and GTFOut of the hooked survivor's radius and go patrol some gens.
"no requirement."
Please, GTFOut.
Mkay, I equip BBQ and no one pops up on it after I hook someone. What should I do now? I'm not gonna wander farther than 40 meters away because without seeing any auras I have no evidence or reason to go that far from the hook. So I manuver through the area, find someone, down them fairly quick with my billy chainsaw, go back to the hook, the dude gets unhooked infront of me, so instead of going for them I down the guy who saved.
Quick and easy hook, the other guy gets away without being tunneled. I go back to the guy I slugged, hook him. Go back to the other hook, dude gets rescued in my face again, so I down the rescuer. Pick them up, and WOW I get DSed because its the guy who got off the hook 30 seconds ago, even though I got 2 hooks in the time they got unhooked.
Ok lets rewind, I don't go after the guy who clearly has DS so I just quickly down the guy getting unhooked in front of my face, NOPE Borrowed time.
See the issue here? Whatever play I make it is the wrong one because of perks. That is why people don't like DS and Borrowed being comboed together. It just boils down to the survivors telling you "whatever you do in this situation will be the incorrect play"
Now lets rewind again because I can already hear you typing "just slug them". Ok I slug the guy going for the unhook, then chase after the unhooked person and wait out borrowed time, assuming I do it corrected I get them downed, but I have to go slug them because of their probable DS. So I return back to the 2nd hooked person as roughly around this time they should be getting unhooked.
But by the time I get there. The first guy I slugged gets back up with Unbreakable, truly being that in that situation there is no correct play to do. No matter what the survivors are gonna get back in the game even after playing as terribly has I have described them in this situation.
At that point all the skillful plays and decisions I make won't matter because the survivors always have an answer for it, that I physically can not counter.
That is why anyone who runs DS, Dead hard, Unbreakable, and borrowed time all at the same time, they emit very very small pp energy.
As far as rating the perks on their small pp energy id say
Dead hard the least, borrowed next.
But the combo of DS and unbreakable is maximum small pp. The perks by them selves are pretty ok, combo-ed. Nope that is just "I need all the second chances I can get so the killer physically is incapable of countering me going down".
The best part is way after that, I still 4k because the survivors are that bad, then in end game chat they call me trash. Even when I run perks like franklins and haunted grounds.
TL:DR. The perks alone are pretty ok, but comboing all of the crutches together is when stuff gets really frustrating for killer.
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@Warcrafter4 said:
While I don't think that DS should work on grabs on any kind as you shouldn't be getting grabbed during its duration and if you do the killer deserves the hook.
That being said DS being infinite while on the ground would mean killers could be put in situations where the last survivor on the ground has DS so for the killer to have a 100% chance of a 4k they'd leave the survivor to bleedout for the whole duration as picking them up would result in DS going off a potentially losing a kill for no reason.
That is a good point, maybe only a slight extension on the timer while on the ground, or heck maybe even just let it tick because if the killer is tunneling they wouldn't leave them on the ground to pick up later.
Another idea I herd is the perk instantly deactivates if interacting with anything like a gen, healing, unhooking, or stuff like that. Because if you have time to do that you aren't being tunneled.
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@FranzDerPalme said:
I don't understand you problem with DS, it does only work 60 seconds, after the person is unhooked, that means that you need to tunnel the person pretty bad, if you get to eat the DS, because most of the time, if you don't camp you will not down the person within the next 60 seconds after he was unhooked, becuase he will probably start to run, after he is unhooked. If you have such a big problem with DS just go for the person who unhooked the hooked Person, he does not have DS activated normally.
And Lockers are pretty much the only thing that survivors can do against being sluged because the killer is afraid of eating DS.
I think you underestimate the ability of killers to get downs. There have been literal countless situations where I have gone after the person who unhooked, hooked them, then found the guy who was unhooked, downed them and still gotten DSed. I didn't tunnel and still got punished. That shouldnt happen. Or the situation of the person unhooking in front of the killer without borrowed time. Of course im gonna down the dude who just got unhooked, but im gonna leave them there and chase their friend to create more pressure.
Also, survivors should rely on their teammates to help them when slugged. I don't think slugging is really a problem. Its actually the same reason why I think camping isn't a problem. Usually the only reason people get camped is they either pissed off the killer or their team is too close to them so the killer has no reason to leave, so in that situation camping is the correct play to make.
With slugging, you might see an opportunity to down a person, then chase their friend. Slugging is supposed to be the counterplay to DS. If the survivors make a dumb unhook, you down the guy the correct play to make is to leave him there and chase the other guy. The survivor jumping into the locker removes any counter play to the perk and literally makes the survivor invincible until the timer fades. And as stated before, the stun time on DS is about a second longer than it should be because of old Enduring.
When the survivor jumps into the locker they aren't avoiding being tunneled, they are using DS as a weapon against the killer. If they were actually being tunneled the killer would pick them up even if they downed them normally. Them jumping into the locker is them knowing that if they don't the killer wont pick them up, and if that is the case... are they really being tunneled? If the killer leaves then someone can go pick them up and they weren't tunneled, if the killer just stands there and waits out the timer, well same reason as camping, either they pissed off the killer or its the correct play to make.
TL DR: Jumping in a locker is the survivor realizing that they aren't being tunneled but they want to use DS anyway, which isn't what the perk is meant to do and doesn't fit thematically or design wise.
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@Munqaxus said:
All you have to do to get DS nerfed is to get the Devs to fix Killers tunneling and camping. That's literally all you have to do and DS will be nerfed.
How would you "fix" camping and tunneling?
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The thought of a killers weapon being on the left side makes me feel weird.
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@Blueberry said:
I'd say that's more a design issue with OoO than it is an issue with the map.
One of the best designed maps imo.
Id love for Object to take a hike, but the problem still exists without it. You can literally be 5 ft away from the survivor. But it requires you to spend more than 1 minute of chasing to be able to catch up to them and hit them. If you don't know how aggravating that feels, you clearly haven't seen the mile long fences on haddonfield that have the exact same issue, but with those you can see the survivor t bagging you on the other side, but just like this map. You need at least 1 minute of no mind game following just to catch up to them.
This map has the same problem, but it isn't up to RNG, that is just the maps design. At least the design gameplay wise. The map looks stunning and feels just like silent hill, but I wouldn't be against never seeing it again based on gameplay alone.
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Sounds are almost always broken, but this patch is unacceptable. You can play killer with or without your headphones on and it wouldn't make a difference right now.
The devs pushed out a patch, (mind you recently they have given themselves an extra week between the PTB and live) and this is the worst sounds have ever been. It really makes me question if they even care about having sounds work. Either way, they won't get my money until they deliver on a product that is worth the money.
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Gotta admit Unbreakable and DS is some small pp energy.
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I’ve been getting bored of the game since ghostface came out. There were no new events, archives we basically glorified dailies and I only ever had fun messing around. They need to change the meta, spice things up, add a new gamemode or objective just something to make the game spicier.
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@Respectfulnancymain said:
Noed also rewards bad play, but both perks are fine because they both have counterplay imo
When someone gets unhooked right outside of an exit gate that is opened they have 60 seconds to crawl out. No counter play because you can't pick them up, and if you dont pick them up, they crawl out.
Survivors just get too many second chances that can be combo-ed together to make a survivor seemingly invincible
Unhook, into borrowed time, into DS (wait I can't pick them up) boom unbreakable, (now I can down them) Dead hard, Ok now I can definitely get them, NOPE still 30 seconds on that DS. At least insta heals are gone but those perks combo-ing together makes game really frustrating
If unbreakable and DS had requirements to activate much like deliverance I think they would be much more reasonable. You do enough gens so you can get up after a down, you take enough of the killer's time now you can escape because you deserve it.
The devs nerfed Ruin because it did too much for too little effort. Why not give all the meta perks a pass like that, even NOED
Make noed light all remaining totems and each totem is 1 insta down, give survivors an incentive to cleanse any totems because each is one less insta down.
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Gonna say we get pyramid head, then we get a mid chapter patch with a rework killer and maybe some ranking adjustments. Then another new chapter, then the next mid chapter patch I bet some updated graphics will come through.
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Can we also mention that some of the best cosmetics take literally 2 characters worth of shards to get. Having the average player take literal, and I mean literal months to grind enough just for 1 outfit. Patches come out more often than that. Heck, cosmetic packs come out wayyy more often than that.
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@emptyCups said:
4 years deep into the most grind intensive sweatfest of a online only game
Yikes to new players.
Good luck getting the perks you need for the meta... whats it now like 12bill to get everyone's teachables 10kmatches(new players loosing often) at a time. Hope they pick a single character from each side and play nothing else and pray that killer doesnt get nerfed
I ran the numbers about a year ago I think to get every character P3 all perks it would now take well over 500mil bloodpoints. But I would have to run run the calculations for how many games and how much play time that would be
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/154890/imagine-a-new-player-coming-to-the-game
space coconut just put this out
I made this with that video in mind. Whenever I actually mention his name the posts get no attention because everyone dismisses it because he is very killer bias.
Which he is, but that doesn’t mean his points are completely null.
So doing this without his stigma would let it get more attention, which it did like I predicted
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@HellDescent said:
I wonder if they had different people team on it 🙄🤣
It is a completely different team than the console and PC devs. So they have their own freedoms letting them do what they want. For the most part. They do still want it to be a similar experience.
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Yup, bots that will do gens and won’t go down in 2 seconds. Amazing right!
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@csandman1977 said:
I personally don't watch his videos anymore. Same with tydetyme. Every other word is complete bashing of the game and the Devs and how much they dont like or hate the game.
Theres a difference between criticism and all out hate. Whether intentional or not, streamer you refer to comes off as bitter and just plain hateful. Even his posts on here are like that.
If you hate it that much, just stop playing.
I knew someone would just disregard them. You didn’t even look at the post.
And I did quit since February, but I want to come back. The game has potential to be fun again but it’s people who are complacent with these issues and survivors being the loudest voice with the largest wallets preventing those changes from being done.
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@johnmwarner said:
Seriously, stop with this nonsense that I wouldn't get hit with it if I didn't tunnel. Someone got unhooked I chased their HEALTHY savior, downed them with two hits, headed back to Pop a gen and see the person on the way so I down them, silly me I should have realized that it's literally easy enough to down survivors so quick that you still eat a DS.
Leave the timer at a minute, heck make the timer two minutes if you want, make it FIVE minutes but it automatically deactivates once someone else is hooked and I would support that change from both sides.
Silly forum user, player feedback is for the garbage bin. Just look at all the feedback they got on the Ruin changes. Do you need a better example of them literally not caring at all about what their community says.
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They actually increased the stun duration to 5 seconds because it was effected by enduring. Then they changed it so enduring doesn't effect it.
Then they never changed the time back to 3-4 seconds... so... Another thing to add to the mountain of fixes that this game needs.
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Do you expect anything different at this point?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1152762#Comment_1152762
Rude maybe, but not misinformation. Generally bugs that affect survivors are fixed faster than bugs that affect killers.
Nurse not being able to blink properly has been bugged for what going on almost a year now? Yet her breath bug that made her move too fast was fixed as soon as the next update hit.
That's just an observable thing; maybe it's different internally sure but from the outside that sure is what it looks like.
People hated him, even though he spoke the truth.
But it makes sense to care about 1/5th as much about killer players than survivor players. If the sides worked out to be in perfect ratio, the game’s player base is 80% survivor.
So, their voices are louder and they probably give them more money.
Will we ever get the stats of how much money is spent on survivors compared to killers? No, because that will show who BHVR really cares about...
or I should say what they care about
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This doesn't really seem to fix the problem in fact as a killer player if they did this I would want to play even less. And I can't even play anymore since killer queues are upward of 15 min at my rank