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  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2410870#Comment_2410870

    If survivors control everything in YOUR game by just holding M1 maybe you need to play better

    That's a solid shitpost lad, one that truly displays your ignorance of comp level of play

  • Because they're bad and haven't realized that survivors control just about everything in a match by just holding M1 when not in a chase

  • @Zozzy said:

    They are trying to find a way of doing it where it doesn't put the sweat squads in a 30 minute queue and reveal the true balance problems in the game.

    Dowsey had a 2 hour wait time on his twins after a 800 win streak and had to be sniped by a comp squad to get a game, while in the most recent test he had almost no wait time. This means they have already put a cap on the mmr making it somewhat useless.

    There's absolutely no way to do this. If people wanna comp sweat, then let them comp sweat and deal with the consequences of pushing the game to it's limits. There's no reason to punish the rest of the player base because the comp players wanna treat pub games like it's a tourney when the game clearly isn't balanced for it

  • @PNgamer said:

    https://www.facebook.com/watch/?v=1275963365785566

    When I started with DBD in 2016, I felt the same way. I love the good old days and if you ask me, the iconic Michael Myers saved DBD and opened a lot of doors. Look that Vid, do you remember guys ? your first times ?

    Love it

    More like opened the door for BHVR to leech off licenses instead of coming up with original content that would've actually proved their talent. I promise if you took out all the licensed content in this game, it would die within a few months

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2157240#Comment_2157240

    While I agree that neither Outlast nor Amnesia are really compareable to Resident Evil or Silent Hill, Amnesia was the pioneer for a bunch of Survival Horror Games (including Outlast) where the Main Character is helpless against monsters and enemies. At least this is the earliest popular game I can think of with this concept. (Technically, Penumbra Black Plague, also from Frictional Games (and a really good game) was before Amnesia, but it was not really popular)

    Amnesia was a solid foundation for a game type sure, but neither it nor Outlast are a part of the original Holy Trinity that made Survival Horror so popular

  • Neither Outlast nor Amnesia were anywhere near good enough to be put on a pedestal next to Silent Hill and RE. Both were good games, but they didn't become the foundation for horror games. Fatal Frame is the last of the holy horror trinity, and there's no way in hell that DBD should get to piggyback off yet another IP since they suck at original concepts

  • @realflashboss said:

    Like a few people have touched on. As an anti tunnel perk it’s pretty useless and always was fairly rubbish for the majority of duo or solo Q players.

    Im not surprised if lucky break from PTB does come into play as that has far more anti-tunnel capabilities than DS. A 5 second stun in a dead zone or once pallets are gone really doesn’t help at all with escaping tunnelling.

    It's your fault at that point for going down in a dead zone lmao. The perk was never designed to give you a free escape, but merely prolong your current time off the hook. Half the people in this thread clearly haven't played killer enough to realize just how abusable most of their suggestions are, or have, and just don't care about the consequences

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2156391#Comment_2156391

    Why is survivors winning in a landslide a "gen rush". Why the negative connotation? They didn't do anything wrong just because the killer was incompetent or in over their head.

    Because it isn't "winning in a landslide". The negative connotation comes from the fact that you punish yourself as a survivor when you do that. It's a rare case when it happens, but when it does nobody has fun. It's truly not difficult to run a killer around for 5 gens on most maps now unless you just get absolutely rekt by map RNG with pallet generation such as there only being pallets on one half of Suff Pit.

    By the same logic you've employed here, Tunneling is also a pointless buzzword as it's just the killer playing efficiently. It's not a matter of double standard, it's a matter of pointing out that if someone really wanted to, they could run the killer around for long enough for all 5 gens to pop and most of the time it doesn't come down to killer competence, but rather the innate ability to chain tiles together alongside good positioning for fake out vaults and corner based movement as a survivor. For example, at the start of a match, a survivor who's good at chasing isn't going to immediately start dropping pallets, they're going to chain tiles together until they ABSOLUTELY HAVE to use the pallet to avoid getting hit. At which point it's on to the next tileset chain. Not every survivor is going to be this efficient, but the ones who are can easily run you for 5 gens

  • Facecamping literally hasn't existed for a good 2 and a half years at this point. It's an archaic term from when you could only unhook from the front, which could be blocked by the killer literally blocking the trigger zone with their physical capsule. Beyond that, it's just people who are too bad at faking grabs to be able to save.

  • @[Deleted User] said:

    It's a concept bad killers have come up with to explain away unfavorable results. There's really no definition because it's not a thing.

    There certainly is a definition to it. Most people just don't realize that it pertains to just doing gens and leaving so fast that nobody gets enough emblems to rank up

  • @wxnickxw said:

    I keep seeing the term used but never gotten a decent definition. Most of the time it seems like gen rushing is used whenever the survivors are doing gens faster the the killer is hooking them. Any decent definition out there though?

    Gen rushing is ignoring totems, unhooks, and any other sub objective in order to pop 5 gens in 180 seconds or less ensuring everyone involved leaves with so few points and emblems that nobody pips. TO add on to that, the first 80 seconds of a match will generally tell you how it's gonna go. If you get at least 1 to 2 downs in the first 80 seconds, you're probably gonna win. ON the flip side, survs can easily pop 3 gens in 80 seconds instantly putting an insane amount of pressure on you

  • @Chilli_man2400 said:

    he Said can someone tell him why they nerfed Billy. I know the reason why, this is not a joke it has nothing to do with devs being bad at the game or stats it was that Billy had everything for free with no downside. Example

    Oni needs to collect his power to have map pressure and insta down- Billy has it from the beginning and is faster.

    Myers needs to stalk people to get his instadown- Billy has it from the beginning along with getting across the map with mobility which Myers doesn’t have.

    Basically the point I’m trying to make is that Billy had all of this from the beginning he didn’t need to build up his power and he had no cooldowns he could just spam his power forever so he was nerfed so other killers can be played so people won’t say why play him when I can play Billy.

    You could spam his power, but nearly every good Billy will tell you that you don't need to spam it to get an easy 4k as the issue wasn't his power, but rather survivors not respecting his pressure

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155477#Comment_2155477

    Anti-tunnelling perks work as a deterrent.

    Old DS worked because all killers expected all survivors to be running it.

    Now that DS is less ubiquitous, killers just tunnel and pick people straight up, gambling against decent odds that they won't had DS.

    Once DS is used, that deterrent is gone, and the killers have nothing to stop them from tunnelling.

    Old DS definitely had it's problems, it was easily abusable, so the changes were good. But in making it less attractive of a perk, killers have no reason to fear it with every survivor, so they don't hesitate to tunnel. A second charge would bring that fear back.

    Adding a second charge just obsoletes the change. There's already so many survivor second chance perks that starting talks about adding second charges to it seems rather redundant. If people don't respect DS, then they don't respect it. The only difference between pre nerf and current state is the ability to chain it with BT for some absolutely stupid plays

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155337#Comment_2155337

    It is true that the perk still works against tunnelling but it feels like it just doesn’t do enough.

    It was never intended to be a free escape despite people figuring out how to chain it with other perks to do so. If the killer picks you up and eats the stun, then you got your use out of the perk. Gone are the days of being BT rescued and rushing the next hooked person with 2 health states and DS ready to go

  • @Rivyn said:

    Seriously, why can't we move around the HUD elements where we want them? I like the changes myself, but the positioning all over the screen is horrible. I want most of them in a tidy corner where I can just glance at and know everything I need to know, not all over the screen for different elements. It honestly can't be that difficult to give the option, right?

    It's just BHVR feeding you a crock of ######### tbh. Anybody who says they can't change the UI because of "backend" has built something so incredibly inefficient that it shouldn't ever be taken live

  • Because it almost unanimously ignored feedback on the UI and reveals a complete lack of internal QA on the part of BHVR with there being places on maps where you can walk through walls

  • @Mileena_Kahn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1930416#Comment_1930416

    There’s a difference between dick riding and being mature, which other people here seem to lack. I bet you anything most people here are 21+ acting like a damn 5 year old who didn’t get a toy.

    People are roasting BHVR because in the 5 years of the game's lifespan, they still haven't done any sort of proper internal QA before pushing things live. The PTB is a joke as features rarely if ever get changed before release, despite being an incredibly useful tool to preview reactions to something. The fact that in level design, "fat shaming" areas are back where killers physically can't fit into a gap that survivors can as well as WALLS WITHOUT COLLISION existing, shows flat out incompetence that relies on goodwill for people to look over. Add in pointless GUI changes that defeat the design ideas behind a UI and people are rightfully upset that 5 years later, BHVR is still acting like an indie developer with zero experience. The only reason this game hasn't gone tits up is because it just survived the licensing issues that other games didn't.