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Zanfer

Zanfer

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Zanfer
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  • @BOSS242 said:
    Man who dropped the ball on that one? Not happy about the way console players are treated like second class citizens on this game!! We've been waiting just as long as the computer folks and we've had to watch as they all got to play the PTB!! Now they get the everything live first!? This is a HUGE slap in the face!! You should have filed sooner or now make us all wait!!!! To care as much as I do about this stuff and to have you guys just not care about us is very hard to read and makes me very sad :( 

    If you have to complain about when an update comes out to a game, just get a pc. You have a console for a reason and they have reasons to why they can't release updates right away on consoles. Cause they are not through steam.

    Edit: Just read the rest of the thread and you saw your mistake.

    in June 12th Comment by Zanfer
  • @deadwolfwalking said:

    @Fibijean said:
    @Wolf74 Those aren't so much survivor rules as they are personal rules imposed on themselves by killers who like to be kind. Any survivor who expects most of those is being unreasonable, because they're asking the killer to not play the game properly in essence. Although the first two of those are really unsportsmanlike and in my experience are only employed by killers who aren't good at the game or get triggered easily, the others are things no rational survivor would have a problem with. Sure the 4% thing sucks when you actually get it and then get put back on the hook, but if a killer does any of the last 5 things on that list I consider it a bonus of him being nice, not something I am entitled to.

    i'm not good at the game. not on any scale really.... but i do i consider myself a kind killer. i play as fairly as i possibly can. i'm not motivated by points and rank. i just play to have a good time. the important thing to remember (for me anyway) is that the survivors are ppl having a good time too. i'm not gonna purposely take the fun outta the game just because i have that option.... i know eventually i'll be good at the game. but in the meantime, theres no reason to be a sweaty tryhard.... you have look past the ranking and the bloodpoints. theres is a vast difference between ppl who play to win and ppl who play like winners.... so even if i get wrecked, i know i played like a winner....

    @Onyx said:
    I like all this salt from killer mains, who claim survivors are entitled by bringing up all these "rules" they made, but failed to mention killers do the same. Killers are like:

    • Don't bring a flashlight
    • If you flashlight save, you are getting camped, so never do it
    • Never pallet save
    • Don't use instant-healts
    • Don't use Self-care, Borrowed Time, Decisive Strike or Sprint Burst
    • Don't pallet loop
    • Don't 360
    • Don't rush gens

    And more. Just so you know, I play both killer and survivor, but entitlement goes both ways. I suggest you take a good look in the mirror before starting to point at who you think is entitled. Survivors do not owe you anything either.

    Toxicity exists on both sides and as long as everybody on one side does it, the other will as well. For every game where you tunnel, camp, etc there will be a game where all survivors run SB, DS, BT and SC, all with BNPs. Simply put, two can play the toxic game, neither side is entitled to anything.

    We never said killers weren't entitled either. You should read a bit more.

  • @Visionmaker said:

    @Zanfer said:
    True. You could say the same for the objective category though. The progression to survive is to complete objectives. One of those objectives is trying to get the helmet off. The boxes are considered objectives to your survival.

    But surviving is the only real objective we have....

    yeah and we have mini objectives to the survival

  • @Outsidedarkness said:
    that os true but I like helping fellow players and not be a di.. 

    sometimes you can't help everyone sadly..

  • @Glossed said:
    When ever I hit a skillcheck for the jigsaw box it counts as a "objective" or in the objective category. Wouldn't it make sense for it to count as a Survival Skillcheck since you are trying to live/save you life.

    True. You could say the same for the objective category though. The progression to survive is to complete objectives. One of those objectives is trying to get the helmet off. The boxes are considered objectives to your survival.

  • @Brady said:
    What you did was fine. You did respect the 4%. He even got back to full health so like...

    Disrespecting the 4% would be considered watching the person (facecamping) until they have every failed attempt gone, and if they do Kobe off the hook you instantly down them instead and just rehook to ruin any chance they got.

    inb4 "Killers don't have to do #########" comments, let me just say, you're defeating the entire purpose of that luck 4% and being able to possibly escape on SUCH A SLIM CHANCE THAT ONLY HAPPENS 4% OF THE TIME. It's a low chance to begin with, and it's a dick move if you purposely facecamp just to make sure every chance they got is gone. It's not saying you can't do it, you most certainly can, but man even I wouldn't be a dick enough to do that.

    The killer doesn't have to respect #########. He is there to kill the survivors that are trying to survive. Just because you got lucky and pulled your self off the hook doesn't mean you get away scot free. The killer is suppose to kill you just remember that big component to the game that clearly flew over your head..

  • @Lowbei said:
    Before a new one was finished?

    Every time I ask this question, the response I get is “durrrr because they are making a new one!”

    This neither answers the question, nor is acceptable. You had a working report form, now you dont.

    There are dozens of examples of people going thru all the hoops of recording all the time, then sticking around for sometimes an hour or more in the scoreboard screen uploading a video and reporting, only to check the video two months later to see its got no new views, and the offending player is still playing.

    Because of this, there has been a rise in hacking lately, and I will quote...

    Speedhacker : “lol nobody cares scrub, they dont even look at your reports anymore”

    And hes right. Youve clearly stopped caring about reports at all, and you are actively dodging the question posted in all QAs, in which youve got the question every single time, and refuse to aknowledge it despite the chat blowing up about it in caps as well.

    Most posts about this topic, you either delete, sink, or remove claiming that they were derailed, instead of modding the person derailing it.

    Please answer this valid question that your entire comminity thinks is important, because you care about your community, right?

    Clearly if someone gave you an answer and you denied it saying that doesn't answer the question, than no one will be able to asnwer your impossible question..

  • @dragospk said:

    @Zanfer said:

    @dragospk said:

    Hex: Ruin needs a buff, such as a perks needed for delaying the game and giving a chance for the killer to get a performance above average, often ends up being destroyed within a few seconds as the game starts.
    A new change could be made as follows for this new perk, this proposal only includes hex: Ruin and should not be assigned to any other hex.

    Changes:
    We all know that once a survivor destroys the totem responsible for the hex Ruin, everyone is free from this curse, so we would change that, every survivor affected by the curse should find its own totem active and destroy it, this would be an individual totem for each survivor, remembering that this totem is an additional and all other totem who do not have an active curse continue on the map, so as an example in a game with hex ruin lvl 3 where all survivors are hit by the curse would have 1 totem active and 4 toten deactivated, so the active totem of each survivor is in different places and the survivor can only see the totem that effects him and not the others.

    ***remembering that it would only be this way with hex ruin, and no other hex perk.

    any suggestion will be welcome

    Author: Dragospk

    The only issue I see with this is if you ran ruin their would be no reason to run noed. Since every person wants to find their own totem. That is 4 totems out of 5 in the game which will be somewhat of a priority to survivors (except ones who hit great skill checks and don't need to destroy the ruin totem). Since everyone is totem hunting they will eventually find that 5th totem by accident and just destroy it cause points and noed.

    Also what if a survivor destroys the totem that isn't affecting them, would it just stop the curse on the player that was affected by that totem?

    Yet again you don't have to run noed with ruin and this wouldn't be an issue, but what about other hex perks. How would you incorporate your idea with ruin, devour hope, third seal, and thrill of the hunt?

    you will not be able to see the totem that belongs to another survivor, it does not exist for you, this totem will be purely individual and as said will be an additional totem, you will still have 4 other totem to destroy if you want, these yes are shared among others survivors and will be of use to the other hex perk in the same way it works today.

    so they can stack on top of each other? Will there be more than 5 totems? Just a little confused could elaborate it a bit more?

  • @The_Manlet said:

    @DarKnight_Doom said:
    Here, some news about sweater boi:

    QUESTION FROM SUL-FURIK
    So we've heard about Freddy getting changes the past few streams..

    Any update on how that is going? And if so, what changes are you making to him?

    ANSWER
    We are testing a few ideas to potentially add to the Mid-Chapter patch release. Warning, this is only in testing phase, might not be implemented

    *Removing Self-care skillchecks from the wake-up action
    *Base power to sleep the survivors from 7 sec to 4 sec (modifications to the block addons)
    *Reduce the Dream world effects for both sides

    SOURCE: https://forum.deadbydaylight.com/en/discussion/2479/reddit-q-a-june-4-2018#latest

    That sounds fantastic. Without self-care skillchecks, survivors would have to heal themselves much more slowly or find a generator to wake themselves up, which exposes them to ambush shenanigans since Freddy has a smaller terror radius. And with a 4 second dream transition it may be possible to get that free hit, at least some of the time, and lessen his dependence on addons. But what do they mean by reducing the dream world effects? Do they mean less fog?

    Yes they mean the fog effect for both sides.

  • @powerbats said:
    I just had to laugh since I saw it wa sa duo queue and chose Red Forest anyways because I wanted challenge. I didn't expect the duo SWF pair to have to resort to hacking so blatantly. I mean cmon Last Standing tier 3 perk that's only available by hacking the game. That's just plain pathetic and laughable at the same time that you have to go that low to win.

    I'm just hopeful the devs actually nail the pair and perma them so they lose not only their ranks but their accounts and everything associated with them as well.

    Oh and yes i depipped from about to go up to 18 or be 1 away due to that.

    Yupp I was in a game with someone running it. Sadly it still happens time to time.

  • @dragospk said:

    Hex: Ruin needs a buff, such as a perks needed for delaying the game and giving a chance for the killer to get a performance above average, often ends up being destroyed within a few seconds as the game starts.
    A new change could be made as follows for this new perk, this proposal only includes hex: Ruin and should not be assigned to any other hex.

    Changes:
    We all know that once a survivor destroys the totem responsible for the hex Ruin, everyone is free from this curse, so we would change that, every survivor affected by the curse should find its own totem active and destroy it, this would be an individual totem for each survivor, remembering that this totem is an additional and all other totem who do not have an active curse continue on the map, so as an example in a game with hex ruin lvl 3 where all survivors are hit by the curse would have 1 totem active and 4 toten deactivated, so the active totem of each survivor is in different places and the survivor can only see the totem that effects him and not the others.

    ***remembering that it would only be this way with hex ruin, and no other hex perk.

    any suggestion will be welcome

    Author: Dragospk

    The only issue I see with this is if you ran ruin their would be no reason to run noed. Since every person wants to find their own totem. That is 4 totems out of 5 in the game which will be somewhat of a priority to survivors (except ones who hit great skill checks and don't need to destroy the ruin totem). Since everyone is totem hunting they will eventually find that 5th totem by accident and just destroy it cause points and noed.

    Also what if a survivor destroys the totem that isn't affecting them, would it just stop the curse on the player that was affected by that totem?

    Yet again you don't have to run noed with ruin and this wouldn't be an issue, but what about other hex perks. How would you incorporate your idea with ruin, devour hope, third seal, and thrill of the hunt?

  • @Hexyl said:
    I hate to be this dude i really do but that will never happen i main killer and i use ruin myself it wont happen the devs think the perk is busted op and even the survivors have this mindset towards it i think ruin itself is a good perk but the totem getting broken in 2 seconds is a cause for concern.

    Ruin in itself does stall the game but against good survivors most just power through it because good survivors hit great skill checks and bad ones will struggle and look for the totem but most just gen tap when they miss a skill check something the devs have said they want to fix still waiting on it but we will see.

    The biggest issue is just the totem spawning algorithm which is 100% something that needs to be adjusted and even redone i think the totems need to be more hidden as well as random locations for totems needs to be made to where no survivor can spawn near it and the hex totem needs to look like a blank until you get on it giving you the notification that's its a hex perk and honestly that's my opinion of how to fix totems it makes survivors waste time looking for it removing gen tapping will fix some exploit around it i even think when you mess up a skill check you should not be able to just let go and let it regress slower i think it should punish for missing the skill check.

    These are all ways the devs could make ruin less of a dumpster fire in some games and more of a perk that can still be strong and at the same time maintain being a hex perk but again the devs seem like they want to fix the game of course the ptb is baby steps but i imagine more is going to happen thats going to fix a lot of issues.

    The devs on a livestream did address the totem issue and said they are working on totem spawns for a later update.

  • @DarXide said:
    You know, Devs. I'm getting pretty sick and tired of facing the same exact player who just loves to lag switch the second that they can't catch a Survivor... 3 TIMES in a row. I'm not trying to DC 3 games in a row because you know, it's against the rules and ban worthy, but with the way the Emblem system is, finding different Killers and Survivors at Purple/Red ranks is almost non-existent.

    You guys gave us a reason to dodge a lobby if the ping wasn't up to snuff. Please, give us another reason to dodge a lobby if the player that's in the role of playing Killer is a known toxic Killer that loves to ruin the experience by lag switching, because it's their only saving grace to catch a Survivor.

    And before anybody says it, yes I have reported this player on multiple occasions. They're still in the game. I'd just really like to make more than 8k BPs and not have to resort to DCing against this player's like this.

    You can check who the killer is, but I'm not going to spread it and I never use it cause I like a challenge.

  • @GolgiNea said:

    @Zanfer said:
    Since they just released the new hatch idea on the PTB, what do y'all think about the new idea. Just to keep discussion going.

    I think its a bit better, the killer can patroll both doors but the last survivor can keep getting little bits of progress on them repeatedly. It's an interesting idea, im excited to try it!

    Always down to try new things with it. The more ideas people come up with the better it will get.

  • @weirdkid5 said:
    I like the new changes lol bitter murmur NOED meta anyone?

    Oh yeah for sure :)

  • @powerbats said:

    @Zanfer said:

    @powerbats said:

    @TreblucFayle said:
    @powerbats whether or not he gets 4 kills every game should not be the point.

    All I'm advocating for is that they somehow limit his ability to take a game hostage.

    I'm also confused as to whether you're talking about his static field or shock therapy. In your picture, there is no way (even with add-ons) that a shock therapy could reach you at that range. His static field could affect you, but that's passive and can't be "spammed" as you said.

    I agree with the hostage taking part but I've been getting hit with shock therapy from those ranges which is what's making me think it needs a nerf/adjustment. The static field I know can reach really far but it also gives an indication based upon ticks how close he is.

    But the shock therapy range is stupidly long at the moment and once I finally find the screenshot of where I got hit with doctor in shot chasing someone else I'll post it.

    depends on how close you are to this killer. Should try staying a great distance from him while he chases other people so he doesn't shock you or be as stealthy as you can during the time which is possible if you are trying to going past him, not following him.

    The one I was referring to I was doing a gen near that same building but a bit further away but same map. I saw him coming due to the survivor running down right side of the bldg so I crouched backwards and went behind a rock in case the person ran towards me. (Some survivors are jerks and will intentionally run a killer into you to get away.)

    The person ran in front of the building and doctor did as well and did shock therapy right in front of opening and got the person he was chasing. But also myself and the person who decided to stay on gen so we both screamed giving away our positions. We also got the 1st stack and it quickly went south from there which is why I've got an issue with the range being so huge.

    Doing what you suggested doesn't work on small maps and or if the person gets within x distance depending on extended range/terror radius being extended.

    Yeah the small maps makes sense. I can see why you think it needs a nerf.

  • @powerbats said:

    @TreblucFayle said:
    @powerbats whether or not he gets 4 kills every game should not be the point.

    All I'm advocating for is that they somehow limit his ability to take a game hostage.

    I'm also confused as to whether you're talking about his static field or shock therapy. In your picture, there is no way (even with add-ons) that a shock therapy could reach you at that range. His static field could affect you, but that's passive and can't be "spammed" as you said.

    I agree with the hostage taking part but I've been getting hit with shock therapy from those ranges which is what's making me think it needs a nerf/adjustment. The static field I know can reach really far but it also gives an indication based upon ticks how close he is.

    But the shock therapy range is stupidly long at the moment and once I finally find the screenshot of where I got hit with doctor in shot chasing someone else I'll post it.

    depends on how close you are to this killer. Should try staying a great distance from him while he chases other people so he doesn't shock you or be as stealthy as you can during the time which is possible if you are trying to going past him, not following him.

  • @TreblucFayle said:
    Constant madness 3 is part of it. But mostly it's committing to a 3 gen strat from the very start of the game. Usually involves running Ruin/ Distressing/ Unnerving Presence/ Overcharge. Not chasing anyone unless they are near one of the select gens, and not trying to actually catch/down anyone. They "lock-down" the game until the survivors either give up or the killer makes a mistake.

    This "strategy" can be overwhelming even to experienced players. And while other killers can do this as well, the Doctor can control such a large area at once that it becomes almost impossible to recover from.

    This causes many people to not even play Doctor games and DC immediately. Even before they have any confirmation that the player is doing this. They leave because they "might" do it.

    1. If you play it right you can deny him the 3 gen strat by taking out the gens that he really wants while he chases other people.

    2. "Overwhelming to experienced players" are you experienced? What I stated above ^ just deny the 3 gen strat.

    3. Even if they dc that isn't my problem, it is their own fault they waste time on a game that they waited for and decided not to play it cause of a killer being played. He can't defend all 3 gens he wants at the same time.

  • @Outsidedarkness said:
    I think as only my app.. The killers r getying stonger every dlc bbq, no one, chainsaws all im saying is campers should be punished somehow if they dont lesve terrious radious even if it is just showing thier outline to others. If u play a swf ur golden but if u r a loner mybe it would help others or even keep people from pulling u off in rrknt of the killer just to get knocked down again...

    campers get punished if you gen rush which gains them less points and no progression in rank..

  • @TeambossFloze said:
    Hey guys start off your post with the discussion title - or don't - I dunno :dizzy:

    Is it camping IF - You just hook a Dwight and you spot Meg lurking behind a rock waiting for you to go away so you chase her off, then see claudette bombing upto the hook, smash her in the face as you wipe your blade you see Jake Park crouching behind a tree a mere 2 yards from the hooked Dwight. #rinserepeat until poor Dwight dies - Is this camping ? I don't think it is

    Personally leaving the hook after seeing two people would just be a bad move on the killers part..

  • Since they just released the new hatch idea on the PTB, what do y'all think about the new idea. Just to keep discussion going.

  • @Eli said:
    When im playing the game and another survivor gets hooked, I do not want to see the big black circle that blocks my view when trying to look where the killer is. It is annoying and gets me killed sometimes because you CAN NOT see the killer through the black circle. Is there any way to make it smaller?

    IMAGE - https://gyazo.com/c3143135ba8ff685afcd8c9285f40f69

    The devs said they will never remove it because it was put in on purpose. The reason to why it is in the game is to obscure vision.

    If you are the survivor and see someone get hooked you won't know which way the killer goes after they hook the survivor. It makes you have to predict their movements.

    That also goes for killers when gens get finished. You have to predict which way the survivors move as well.

    Hope this helps anyone.

  • @TreblucFayle said:
    @Zanfer I'd agree, for the most part.

    Biggest issue the doctor has right now (in my opinion) isn't his mechanics, but HOW people choose to use them. The lock-down strategy many people use him for is boring to play against for many people. No other killer can just stall the game as well as the doc can.

    sorry but what do you mean by "lockdown"? You mean putting people in constant madness 3???

  • @SlipperyFunTime said:
    The number one source of toxicity in DBD is the entitled survivor. Sure, killers and survivors both have their legitimate complaints, and those belong in forums like this. However, in the game itself the rage-quits and the crybaby tantrums come overwhelmingly from survivors. Where the ratio of this bad behavior should be 4 to 1, as there are 4 survivors per match and only one killer, the ratio is actually closer to 40 to 1. Survivors regularly rage-quit because of camping/tunneling and regularly muddy the post-game chat with their tantrums.

    Here are the facts:

    1) Tunneling is just chasing. Complaining that a killer chased one person too much or chased for too long is ridiculous. Stop it.

    2) Survivors call almost anything a killer does "camping." A killer who lightly patrols is a camper. A killer who stays around a hooked survivor because he saw one or more survivors right next to the hook as he was hooking is a camper. A killer who happens to have two people hooked right next to each other, or in the basement, or next to an important hex, and therefore stays in the area for tactical reasons, is a camper. A killer who tries to secure a hooked survivor after the exits are available is a camper. A killer who merely returns to a hooked survivor after leaving, or who keeps returning to a generator, is a camper. Therefore, it is ridiculous for killers to take seriously most complaints about camping.

    3) There is no such thing as "wrong" camping. A killer who stands right next to the first person hooked, waiting for them to die, is certainly a camper, but this is a legitimate tactic. It may be an unwise tactic but that is a decision for the killer to make. Such a tactical decision by the killer may be irritating for the survivor, but it's no different from the many things survivors do that irritate the killer. The cancer of DBD is not any tactical decision made by the killers, it is entitled survivors who think the killer must play a certain way. Stop it.

    4) This is a competitive game. The killer is not there to be your friend. The killer is not there to be an artificial intelligence, programmed to give you a challenge, let you think you're God, then let you win in the end. What is good for survivors can be irritating for killers and vice versa. (The entitlement and rage by survivors is particularly vexing when one considers how DBD is increasingly biased in favor of the survivor as one ascends the ranks.)

    Survivors, take your ego out of it. If you were playing a game of sports in real life would you be such a jackass? If you played a game of pick-up football or basketball would you feel entitled to throw the ball over the fence and run away because you didn't like how the other team played? Would you throw a crybaby fit at the end because you didn't like how the other team played? Just because this is online and not real life doesn't mean you can act like a spoiled child. You are playing against other human beings, just like yourself.

    Killers, stop defending yourself according to the made-up "survivor rules." Never apologize for camping or tunneling. Never legitimize survivor complaints about camping or tunneling, giving them unjust cause to think their disconnects and whining is okay. The problem is the survivor whining and the rage-quits, not any tactical decision a killer makes.

    TLDR: Survivors need to stop justifying their bad behavior by blaming the killer.

    My advice is if you are tired of those players and you see one who does that. Just don't give them the time of day or any of your time. If you really want to go to an extent just block them. Simple as that..

  • The doctor is a in a great place and you just have to play against the screams and time when to try and snap out of it. It is all about how you play against a killer and doc is no different..

  • @Jack11803 said:

    @Zanfer said:

    @Jack11803 said:
    Survivor balance is in a pickle, no ALL balance is in a pickle right now. Lots of people say looping, camping, etc. are really big problems...but why are t they being tackled.
    Here’s why; SWF. SWF throws balance out the window, not only does it make survivors strong....but the main core problem......now 3 sides need to be balanced, but 2 are tied together. As it currently is,with states including SWF matches saying that survivors survive rate is 50%-ish...that’s really bad. As we know SWF is much stronger than solo, that means, by logic, that SWF has roughly a 70-80% survive rate, while solo has only about 30%.
    How do we fix this? Well it’s near impossible. But the only way to fix this would be to make solo survivors have much more communication, and with the 3 sides becoming 2 again, be able to nerf survivors with out making solo queue a death sentence.

    The reason why this hasn’t occurred...the developers don’t want to break “immersion”. But I think it needs to happen. We literally can achieve balance unless Solo is the same strength as SWF. That’s the only way to then balance killer vs. survivor.

    All in all, immersion shouldn’t cost balance and elbow drop it in the jaw. It’s a price to pay, but survivors that are solo should have a voice chat (SURVIVOR ONLY; NOT PROXIMITY OR HEARABLE BY KILLER LIKE IN F13)

    With that, solo would be of similar strength to SWF making solo overpowered just like it. Next killer and survivors could be balanced without making solo queue trash.

    As of now, nerfing survivors would make SWF more fair, but solo would be ruined. Buffing solo would make SWF even more broken. So solo must be made of equal strength, so both can be nerfed or buffed without messing up the other.

    The developers claim they want a 50% death/survival rate of all games. This is the only way to do it.

    I know, it’s sad...but it’s too true to deny.

    Just because there are 70-80% swf doesn't mean they win all the time..

    That’s not what that percent means. That means WHEN there is a SWF the survival rate is 70%, AKA not balanced/too strong. While solo life rate is 30% AKA unbalanced/ TOO WEAK

    Oh rate, makes more sense

  • @Visionmaker said:
    Camping is alright.

    Facecamping is not alright. It's kinda crappy that killers can facecamp early on. Whether or not it succeeds, it ruins the game for that individual and arguably the killer as well.

    There needs to be more done. BT is not enough. There have been a few good suggestions so far on the forums, and I hope the devs try one.

    Yeah it is ######### if it happens, but it doesn't happen most games.

    in Camping Comment by Zanfer
  • @TheSkreechingDeath said:
    As the title rhetorically asks, I have encountered an ample amount of SWF toxicity on the PTB. I really can't understand why people would bring such behavior into the test server, it just doesn't make sense. Well... then again, it also doesn't make sense to bring it into the main game. I am glad Dead by Daylight is starting to become more balanced, hopefully when it is as close as possible to being fully balanced, then the entitled arrogant individuals I have encountered will have theirs and others skill put to the test instead of having a no skill required system to fall back on that makes them as they are. In my opinion you have an excuse to be arrogant when you are actually skilled at the game, not when it gives you almost everything to win. This is indeed a rant, I apologize as this probably wasn't helpful in retrospect. I'll probably not be playing this game much until it has reached its full potential (hopefully soon), as I run into this issue in quite the abundance to actually have any kind of enjoyment.

    You will find people like that all around the internet. Not any different from both test and live.

  • @Jack11803 said:
    Survivor balance is in a pickle, no ALL balance is in a pickle right now. Lots of people say looping, camping, etc. are really big problems...but why are t they being tackled.
    Here’s why; SWF. SWF throws balance out the window, not only does it make survivors strong....but the main core problem......now 3 sides need to be balanced, but 2 are tied together. As it currently is,with states including SWF matches saying that survivors survive rate is 50%-ish...that’s really bad. As we know SWF is much stronger than solo, that means, by logic, that SWF has roughly a 70-80% survive rate, while solo has only about 30%.
    How do we fix this? Well it’s near impossible. But the only way to fix this would be to make solo survivors have much more communication, and with the 3 sides becoming 2 again, be able to nerf survivors with out making solo queue a death sentence.

    The reason why this hasn’t occurred...the developers don’t want to break “immersion”. But I think it needs to happen. We literally can achieve balance unless Solo is the same strength as SWF. That’s the only way to then balance killer vs. survivor.

    All in all, immersion shouldn’t cost balance and elbow drop it in the jaw. It’s a price to pay, but survivors that are solo should have a voice chat (SURVIVOR ONLY; NOT PROXIMITY OR HEARABLE BY KILLER LIKE IN F13)

    With that, solo would be of similar strength to SWF making solo overpowered just like it. Next killer and survivors could be balanced without making solo queue trash.

    As of now, nerfing survivors would make SWF more fair, but solo would be ruined. Buffing solo would make SWF even more broken. So solo must be made of equal strength, so both can be nerfed or buffed without messing up the other.

    The developers claim they want a 50% death/survival rate of all games. This is the only way to do it.

    I know, it’s sad...but it’s too true to deny.

    Just because there are 70-80% swf doesn't mean they win all the time..

  • @powerbats said:
    What I found funny about this is that The Nurse and The Huntress would've had a field day there with 2 easy downs bleeding to death. You could just cmap those 2 since in that case it'd be justifiable. The doctor could just sit there and electrode non stop as well. The trapper could put traps all over the area too.

    haha so true though. Yeah I saw that they fixed this.

  • @deadwolfwalking said:
    @Zanfer

    but my thought is - if enough survivors and killers come to the realization that we need the other to play this game, maybe we won't be so quick to walk all over the other one each time the opportunity presents itself.... i know empathy is a survivor perk.... but its amazing how few survivors actually have it.... and killers too, for that matter....

    totally agree with you. we all love this game and I never understood why one side fought each other. Whenever I play survivor and I die to the killers hand. I give him props cause he was suppose to kill me and that is his goal in the end of the game. As killer I want to kill people. If I kill people than I kill people.

    in Camping Comment by Zanfer
  • @BLUE_APE said:
    I don't want to be hurt by the DBD community anymore, I have made ideas and offers not just on DS. But everyone has been so harsh about it. I'm tired of people looking over my ideas because I mention the perk that killer main's don't like, I spent a good bit of my time working on ideas, only to have people say nothing other then you DS idea sucks. I have other ideas too you know? But they take one look and are like "No your ideas are stupid because you talked about DS.
    And no body seems to realize that there is a perk thats pretty good against it, but they aren't willing to adjust there set up, so unless I miss read Unerving Presense...Why aren't you running it or playing Doctor.
    Has anyone landed DS against him?

    No one said that your ideas were stupid because you brought up a certain topic. People gave reasons to why they weren't as great of ideas. Nothing against you mate.

  • @BLUE_APE said:
    My suggestion makes dying light even worse? Oh lets see, my idea was that if survivors are within range of the obsession then they suffer the penatalty of being slow. what if, The range reaches as far as Object Obsession reaches 44/56/72 meters. Which then pretty much covers most of the map? then they would want to stay as far away from the obsession as possible, but it would be hard.
    So tell me how is it worse then what the stupid perk is already. Unless you have a better idea? Tell me then

    Cosmetics for Laurie: Hold on the other characters Jake, Claudette, Dwight, and Meg have alternate cosmetics that make them look like left for dead characters. And look at what cosmetics the gave Feng Min, she doesn't even look like her old design. Why not give her cosmetics like that huh?

    I'm sick of people fussing over DS. Hows this for $%#$%$ ing Nerf??!?! only 1 person can set them selves free once per match (if they are the obsession) and if anyone else has the perk, (and isn't the obsession) they will get increased speed in wiggling by 14% or less?

    1. The whole point of the obsession is that they are the "obsession". They are not called the "ignored".
    2. Laurie is a licensed character which means she will not have cosmetics any time soon. Don't get your hopes up.
    3. DS is a perk that a person brings in to hope to have a great use out of it. Not a slap in the face.
  • @weirdkid5 said:

    @Zanfer said:

    @weirdkid5 said:
    They've considered doing the whole "needing a part to finish the gen" idea before which imo would probably be the easiest and best thing to try.

    Like after 50% require the Survivors to search for a part to complete the gen. If they get the part installed, the gen can no longer be regressed below 50%. I think that would be an interesting gameplay change.

    that would be interesting, the only thing I am thinking of that still needs to be considered is how many of these parts spawn in the map. Just having the right amount of these can be great, but having too little or too many can cause issues. Also what if they killer hits a survivor holding a part. Maybe it breaks in their hand since they would have to pick up that part to put on the generator.

    Also if the survivor got it to 50% and don't have the part, can the regression still go through while they go and find a part or no. Cause that is a big issue too depending on which way it goes.

    Yeah that sounds reasonable. If they get it to 50% but don't have the part installed, the Killer can regress it back to 0.

    Yeah I just thought of it too and that makes sense cause if the killer were to camp that gen then he would lose valuable time anyways

  • @deadwolfwalking said:
    @DreadfulProton

    balance in this game is a pipe dream. never happen.... too many variables.... it will always favor the killer or the survivors.... its nice to think about balance.... its a great concept. but at the end of the day, somebody is getting ******....

    Indeed, every game you go into is going to be different. If you are the killer you are most of the time going against 4 different survivors. As survivor you can always be going against a different killer. Those types of variables also make every game mostly different.

    Now there are exceptions to these due to low que times at certain periods of the day in certain timezones, but my point is that in a dbd game, anything can happen depending on those variables. Someone will always get ************** and that is that.

    in Camping Comment by Zanfer
  • @weirdkid5 said:
    They've considered doing the whole "needing a part to finish the gen" idea before which imo would probably be the easiest and best thing to try.

    Like after 50% require the Survivors to search for a part to complete the gen. If they get the part installed, the gen can no longer be regressed below 50%. I think that would be an interesting gameplay change.

    that would be interesting, the only thing I am thinking of that still needs to be considered is how many of these parts spawn in the map. Just having the right amount of these can be great, but having too little or too many can cause issues. Also what if they killer hits a survivor holding a part. Maybe it breaks in their hand since they would have to pick up that part to put on the generator.

    Also if the survivor got it to 50% and don't have the part, can the regression still go through while they go and find a part or no. Cause that is a big issue too depending on which way it goes.

  • @DreadfulProton said:
    And this is where the word "toxic" should be used. I don't understand OP either. Frankly it's amazing to me that this community uses the word "toxic" when referring to survivors effectively using their tools to outplay the killer. In every other gaming community the term "toxic" refers to someone with a terrible attitude and consequently makes the game less fun for others. In other words, toxic is in reference to character, not outplaying your opponent.

    You bringing up that word makes the situation worst...

  • @deadwolfwalking said:
    @DreadfulProton

    thats where this forum becomes beneficial.... instead of reworking necessary and vital components of a game that we all love, we can discuss things and maybe come to an understanding that certain ppl need to change.... not perks or maps or items....

    can't change anyone, but shows who can play well together.

    in Camping Comment by Zanfer
  • @weirdkid5 said:

    @Twix said:

    @weirdkid5 said:

    @Twix said:
    https://clips.twitch.tv/TolerantMoistArmadilloDansGame

    @ASpazNamedSteve
    Here it is again, it looks to be an issue when holding sprint like you said, which most of the time people do it without noticing, I hope it gets changed.

    This change is intentionally. Simply let go of shift, it isn't that hard. If you wanna stay same side, stand still and hit space. If you want to go to the other side, hold shift, run forward, and hit space when on the other side. You can't throw same side if you hold shift.

    It's as simple as lifting your pinky finger when hitting space. It's a part of the pallet changes that remove the vacuum from the game.

    It's not as simple as you think, because most of the time it is done unconsciously - your concentration is towards your surrounding and what the killer is doing that you simply forget that you're still holding down shift.

    You need to have the situational awareness and adaptation to it, it's a new mechanic so of course it'll feel funny at first. I've gotten used to it so it isn't a big deal for me atm. I think the new changes are great.

    Yeah we make unconscious decisions, but that's where you need to train your muscle memory. I'll use a different genre for example, fighting games. Plenty of inputs needed for combos and special moves, more so than just holding a single button in DbD. You have to be aware of your opponent in a fighting game, have perfect timing, AND be aware of your inputs at all times in order to not make a mistake.

    It's the same concept when trying to teach people when to let go and when to press shift. You need to stop making it unconscious and start making it conscious. Pallets were pretty mindless before, now they require a bit of effort. It isn't that bad.

    Bro you didn't have to go that in depth just tell him to adapt, bringing a fighting game doesn't make any sense since this is dbd..

  • @deadbydaylightfan said:
    so I was wondering if time was slowed or acts differently in the entity’s realm because the clown is from the 40s and most of the killers are from the 50s - 70s but the survivors are from what we read in their bios recent times like 2000 - now except Laurie so let’s say Dwight is from 2008 and Kate is from 2010 if they left the entity would they go back to their separate years or would they remember each other even with the 2 year difference or Laurie she from the 70s would she go back? And it’s safe to assume adleast one of the survivors are dead is this their purgatory or maybe a chance to live again I would like to know your thoughts on this since it reminds me of the nirvana from a game called corpse party where people from separate timelines can meet in the same one anyway leave your thoughts

    Cool way to think about it. More of an endless plain of existence where survivors live another day, but have a continuous cycle, always back at the campfire.

  • @GolgiNea said:
    The killers ability to close the hatch is not ballanced at all. You're lucky to make it that far in a trial to begin with, let alone complete one more gen to re-open the hatch. It will be nearly impossible to get a hatch escape with the killer just patrolling the last remaining gens.

    Here are my suggestions on making it more ballanced:
    Remove killers ability to see gen auras when one survivor remains in the trial.
    Remove the ability for the killer to grab a survivor from the hatch if the survivor has found the hatch first or has re-opened the hatch.
    Give the survivor a significant speed buff to completing the gen they need to re-open the hatch.
    Hatch can only be closed by the killer once per trial.
    Alternative switch for the hatch to be re-opened that the survivor & killer have to find somewhere in the level.

    A combination of these suggestions could make the hatch change more ballanced and more fun for everyone. :)

    The hatch closing right now is in a good state here is why.

    If your whole team dies before you finish all the gens, than why should you be more rewarded for escaping. It should be a challenge to escape from a killer vs only 1 survivor. As a team you can escape from the killer, but when you are the last one left it should be a challenge. As stated a couple times you have left behind which is a perk to help progress gens quicker. If the killer finds the hatch before you, why should it always be in your favor as the survivor. They finally put in a mechanic that gives and edge for the killer and rewards the killer for finding the hatch instead of finding the hatch and not securing the kill because they weren't able to close it before.

    I can see why you think it is unfair, but from the killer perspective you can say the same if the rng makes it spawn near the survivor and they would make the escape. Some people have their own opinions on the way on how to reopen it and you all can keep pumping out ideas. Personally from my take on it, I don't see why they need to change it.

  • @Twix said:

    @Zanfer said:

    @Twix said:
    I was standing next to a pallet (not in the middle of it) killer lunges to hit me, I hit spacebar and the pallet doesn't drop.

    Depends on where you are standing near the pallet cause if you stand to close to the deadzone it won't work you have to be on either side of the pallet..

    I was in the other side of the pallet, I have over 500 hours in this game, you think I don't know how to throw down a pallet? lol

    I never said you didn't know how to throw a pallet :O did you quote it? I was just making sure friend :)

  • @weirdkid5 said:
    If people want team comms as a main part of this game, i'll pull a Mathieu Cote here.

    Play something else. Go play Deathgarden, a game that is balanced around teamplay and comms from the get go, not a game that was originally balanced around solos, and would need a COMPLETE OVERHAUL in order to to balance it properly for teams.

    That just hurts your whole post by pulling that, but at your wish.

  • @Twix said:
    I was standing next to a pallet (not in the middle of it) killer lunges to hit me, I hit spacebar and the pallet doesn't drop.

    Depends on where you are standing near the pallet cause if you stand to close to the deadzone it won't work you have to be on either side of the pallet..

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