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I honestly doubt nerfing camping in a fair way is that hard. If a killer is within a certain range of a hooked survivor, the Bleed Out Timer stops or at leats slows down. Then there needs to be made additional conditions for this to not be abusable by survivors:
- the survivor has to be hooked for at least 20 or 30 seconds before the camping punishment kicks in
- if any survivor is also within the set range of the hooked survivor, the punishment is not applied
- if the killer is within a chase, the punishment is not applied
- Once the exit gates are powered or all 4 survivors are hooked, this punishment does not apply anymore
Pretty sure with those extra conditions this nerf to camping could not be abused. Video games are all about fun, which is why I think camping certainly needs nerfing. It's an awful strategy to go against.
If people find new ways to abuse this punishment to camping, then the devs would just have to look at how to change the conditions for the camping punishment in order to get rid of that abuse as well. I doubt survivors would find a way to abuse a camping punishment like this for which there would be no solution.
The one possible problem I see with this is that it would be quite complicated, and many people would maybe not quite understand or even realize the camping punishments.
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This thread seems quite pointless. An image of one game where you get 32k BP doesn't mean anything.
With that said, I do agree that this game isn't survivor sided anymore, especially not after the upcoming update. It's in a pretty good state at the moment.
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@SurviveByDaylight said:
You’re a new killer. Nooooo killers are super OP atm. Maybe some of them need buffs, but not trapper 😂😂😂😂
This post is about matchmaking and you use it to again complain about how op killers are. Like what the hell? This post didn't have anything to do with balance.
Also, no killer is really op at the moment. If you think killers are op, it's because of matchmaking or because you are not that good at survivor.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1225128#Comment_1225128
The difference is, cleansing only offers 100 points and it's under the Survival category, not Altruism. Again, it's the fact that she completely removes actual healing from the game.. The only way you can gain any altruism is via hook rescues and taking protection hits; meaning in a normal match you aren't going to get anything from it.
That still doesn't make her a toxic killer.
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@SurviveByDaylight said:
But I agree with you on the hitbox issues. If I’m through the vault already I don’t see why the killer should be able to hit me but for some reason he still can. I’ve been one hit downed on the other side of the vault and that infuriates me 😡😡😡😡 it’s like I took the time during the chase to go through that and the killer doesn’t? Why put something in the game that one side has a disadvantage in during the chase and the other doesn’t?
my thing is, if I’m through the vault on the other side of it both feet on the ground and you can’t do the grab animation on me then why are you allowed to get the hit?
Killers have arms so of course they can hit you through windows. If they hit you even though you have some distance to the window, that's certainly an unintended issue, but that's often due to lag sadly.
But if you are right at a vault, like right after you finished a medium vault, than it's only normal that the killer can still hit you through the window, because again, killers have actual arms that they can use. It's also good for the game's balance.
Nevertheless, issues with BS hits at windows will be improved in the next patch luckily.
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@Ivaldi said:
No sympathy for playing the most toxic killer in the game.. The simple fact that a killer like Plague can completely remove an entire category from the game exists is a detriment to the game. Killers complain about gen rushing, yet have no problem playing a killer that completely removes healing from the game.
I do also think that these scenarios of giving someone the hatch by dcing is not a big deal at all, especially when the killer is slugging for the 4k. But are you seriously calling a killer in this game now toxic? Like, are we seriously at this point where people are now blamed to be toxic for playing a certain killer? Like what the hell? How can a killer that you are allowed to play as in the game be toxic?
Also, you can technically heal against Plague, you just have to use the fountains on a map, instead of healing normally. That's what her design is about. You can heal, and pretty fast, but you give Plague access to her very strong power in return.
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Killer are in a fairly good spot now. Not the low tier killers like Clown or Leatherface, but the stronger ones are. The maps that are very survivor sided are getting changed in the next update, which will make those maps also much more balanced. Add to that two very small nerfs to gen speed and the game really is becoming fairly balanced. Killers aren't this weak role that survivors can easily bully anymore.
I do hope that in future, more maps get the Badham treatment, as in maps spawn more pallets than they do now, but the majority of them are not safe anymore, but mindgameable. This makes sure both sides have more constant counterplay no matter where they are on a map.
I disgaree with DS. 1 minute isn't that long, reducing the timer would be bad, unless of course it stops while a survivor with DS is in a chase, within a 16 meter radius of the killer, or slugged. But I think the perk is good the way it is now, the only change I would agree with is not having it activate when being pulled out of a locker.
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DS not working when getting pulled out of a locker is honestly the only nerf I wouldn't mind to DS. Any other nerf I have seen suggested I think is not necessary, because I don't think a perk needs to be only good against tunneling and not good for anything else. But survivors just jumping in lockers doesn't really have any counterplay for killer.
Though even as a killer I still don't mind it a lot to be honest. But I would definitely not be against making it not work in that scenario.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/1224004#Comment_1224004
It was confirmed that they were improved in PTB to be more fair. So yeah it is coming to the next patch
Oh well good to know
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/1224004#Comment_1224004
they were 100% better,they were amazing
I really hope the change to vaulting makes it into the live game. There's no reason not too, I just didn't see any mention of the vault changes in the patch notes.
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I think this is actually getting improved with the upcoming patch. Not 100% sure though, but i believe vaults were better in the ptb.
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@Actionjacksn said:
https://forum.deadbydaylight.com/en/discussion/comment/1223381#Comment_1223381
Poor Demogorgon so bad that is not even in the tier list....
Crap I knew I would forget one killer. The tier list template I used had like every killer twice or three times as an option.
For the record, I think Demogorgon is either top B tier or bottom A tier.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1222758#Comment_1222758
It actually was though, check old quotes from... the... devs and mods. The narrative changed once people figured out how many ways you could abuse DS.
I play killer/survivor and I can’t blame killers for hating DS
The devs have changed DS with the intention to make it an anti tunnel perk, but that doesn't mean it only needs to be good against tunneling and be useless in any other scenario.
Bad enough that survivors pretty much have to run DS if they want to have some counter against tunneling killers.
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My tier list would look something like this:
Edit: Forgot Demogorgon. I would put him either at the bottom of A tier or at the top of B tier.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1223332#Comment_1223332
I don't see how killers keep coming to this conclusion when they were in the same spot two years ago, killer lobbies taking upwards of 20 minutes for no reason what so ever, do you think it was due to a lack of survivors? I highly doubt that, seems weird that these issues started occurring the day after they made a patch to match making
Yeah, I actually did believe that back then and still do. Otherwise, again, both sides would have had to deal with bad queue times evenly. If only one side seems to have to deal with longer queue times at average, that's most likely because not enough people are playing the other side.
Again, matchmaking is part of the problem as well, I'm sure of that, but I doubt it has nothing to do with the game not having enough people playing killers, at least at high ranks.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1223004#Comment_1223004
I've been playing since 2017. It was way more survivor sided then. It's been skewing killer sided for the better part of a year. The only exception of which is a high ranking swf team using comms. I don't play SWF and the majority of matches are not SWF, so I respectfully disagree. This game is currently killer sided and is only getting more so in the next patch.
I think the only reason this game seems killer sided to some is because of the messed up matchmaking, and the fact that potatoes can reach red ranks. In general the game is pretty fairly balanced at the moment.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1222917#Comment_1222917
Sorry that all this hand holding the devs have been doing for killers for the past year and a half hasn't helped you get those ultra cool 4Ks, hopefully this next patch will make you a super good killer <3
What hand holding? I mean I do think killers are in a fairly good place right now and even more so after the upcoming patch but I wouldn't call improvements to the game's balance hand holding.
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@Seanzu said:
Because, according to killer mains they're all leaving, despite the game only becoming easier, I think they're fed up of all those OP perks survivors have like Head On & Calm Spirit.
So what other reason could there be? Certainly matchmaking is to fault as well but if it didn't have anything to do with a shortage of killer players, surely both sides would face equal problems with long queue times.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1222011#Comment_1222011
What do Balance Patches have to do with awful Hits because of Latency?
They were most likely just responding to OP‘s claim that the game and all its Updates are all just about killers, which isn‘t true.
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Big deadzones are not good, but any of the intended changes to the maps are more than welcome.
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I mean, the game is kinda casual, whether one likes it or not. The fact that RNG of maps or addons can impact the outcome of a match as they do in this game shows to me that this game shouldn't be seen as a competitive game, though it does have it's competitive traits. So I guess you could say it's kinda in between, but I would never see DBD as an actual competitive game, and I don't think it was ever meant to be one.
Despite that though, the devs can still do as good of an job as possible to make this game as balanced as possible, despite it being a casual game. Devs won't favor any side because the game is casual.
People having very different opinions on the game's balance is normal I feel, no matter if a game is casual or competitive.
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/1219657#Comment_1219657
It’s quite reasonable to complain about the lobby times, but camping is part of every multiplayer experience since it was invented. It’s a legitimate strategy. It might not be the best, and it sucks for the guy on hook, but it creates a new game type within a game. In a lot of ways, I love campers even though I hate them. There is always the possibility that the psych you face will be your demise.
So don’t let him catch you,
Moris just excite me. Yeah they are unfair, but who cares. It’s a new dangerous adventure. Survival of the fittest. Find the hatch, stun the killer, sprint for all your worth!
The lobby wait times tho...
I do respect your opinion, no doubt. It's good when more people don't have a problem with camping.
But personally I would say that camping isn't nearly as bad in most games due to design. In FPS games for example, camping can indeed be a good strategy and dying to it can be frustrating. But some enemy camping won't completely deny you the ability to actually play the game, which sadly is the case in DBD when a killer camps you. That's why so many people complain about camping in this game. It's not really comparable to camping in other games.
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I mean I kinda agree with you in the way that I also enjoy solo survivor in general.
However, I don't really enjoy certain unbalanced aspects of the game, like Moris, and especially not camping, which pretty much takes away my possibility to actually play the game. And all the issues that this game has coupled with the bad matchmaking, I can't blame people for complaining about the solo survivor experience.
I do believe some people exagerrate about how bad solo survivor is, and that by quite a bunch, but still, some complaints are more than relatable, even though my solo survivor experience, in general, is still fun.
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@Primalux135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1215838#Comment_1215838
Devs:Surv complains of deadzones
Devs:Lets put some bushes as decoration and a locker in the middle of nowhere.
We did a pretty good job so far 👍
I'm pretty sure that's not going to be their solution if they do notice that more deadzones are spawning in maps now.
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@EvilJoshy said:
Uhhhhh how about the other 3 survivors finish the gens and get out? That killer doesn't get any bloodpoints or ranks up.
Face camping is not a problem. Only the weak killers do it and the newbie survivors fall for it. Have you seen a popular streamer face camp someone unless they pissed them off?
Facecamping, or camping in general is a problem. Even if it's not the most effective strategy. The fact that it works out often enough and gets you as a killer at least one or two guaranteed kills is a problem. The survivor being camped can't even play the game, they are just watching the survivor slowly die on the hook and that's it. Games are meant to be fun, so of course the best that the devs can do is to always try and make the game as enjoyable as possible for both sides. Having a strategy like camping work out the way it does right now is not healthy for this game.
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@Deadman316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1216477#Comment_1216477
Maybe because what he's saying is true, devs only make pro killer changes.
So the nerf to Nurse, Spirit and Ruin were all in favor of the killers? The devs have made balance changes that were good for both sides, they don't only care for killers. And whining about that in every second thread won't get the devs to take you serious.
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@djsponge10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1216961#Comment_1216961
I mean, you are lying. I don’t need to grow up. Just because you’ve said you’ve never called someone out like that before (just assuming, I’m not gonna check your 1800 posts) doesn’t give you that right to do so. Like you just said, he could’ve been memeing (if you are actually telling the truth and actually saw him in game)
As you probably already guessed, what he was saying isn't the truth at all. I actually highly despise camping in this game and hope that it gets nerfed in a future patch. And I certainly wasn't face camping in a ptb. So Clicky Clicky is either mistaking me for someone else, because sadly there were campers in the ptb, or he is just lying about me to try and belittle me.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1216477#Comment_1216477
Dude I played someone with the exact same name as you the other week on the ptb. Can’t imagine there are too many people with that username on the ptb. You facecamped every hook as wraith, literally stood by the hook invisible.
gtfo ->
I never facecamp with any killer. Way to boring. Especially not on the ptb. So it must have been someone else or I played normally and you still blamed ne for facecamping, because there are some people that will accuse anyone of Camping that doesn‘t always let survivors unhook for free.
The ptb was full of flashlight clicking survivors that were always hovering around me, so i wouldn‘t be surprised if one of those were you. Then i would of course understand why someone like you would accuse me of facecamping, even though i didn‘t, lol.
Anyways, great Argument.
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@ClickyClicky said:
It works well for killers though and thats all that matters. Funny they cried for GF changes and he got buffed, survivors complained it wasnt working correctly and.....ignored.
Anyway I understand why you’re aining your camera like that but you need to aim higher. You’re aiming it down towards the ground a bit, it needs to be on a slight incline. You’ll have more success revealing him then.
But yeah its so frustrating when he’s chasing you like this and not only are you trying to evade his attacks but you’re sweating your ass off trying to reveal him with no success or constant interruptions which reset the progress and then boom, exposed because the same rules don’t apply to him.
This is why I think he’s hands down the most awful killer in the entire game. This is just bottom of the barrel game design. Even Superman 64 devs would take one look at this killer and shake their heads in disgust.
Dude are you still serious with your pathetic little whiny posts? We get it, devs mean, only care for killers, hurr durr.
Just stop with the attitude of blaming the devs of only caring for killers in every second thread you freaking post. It won't get anyone to take you serious, or to take your concerns serious.
Just for your information, the reveal mechanic can be bad for both sides. I have been revealed and have revealed Ghost Face behind walls as well already. The reveal mechanic is bugged in a way that can hurt both sides.
And again, most of your concerns are fair, but your continuous accusations of the devs only caring for killers won't help your case.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1215838#Comment_1215838
If theres a bunch of empty space zones thats probably an error with the map generator. Not enough to freak out about though. I would assume its a bug....as with many things in PTB that look obviously bugged.
I mean, there really isn't any reason to go crazy. Same as there wasn't any reason to go crazy about the Ruin changes. But people on these forums just like to do that.
Still, some people just had some valid complaints regarding the increase in deadzones, which I think is more than fine.
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I'm sure there were some special people that complained about the changes to god loops or how gigantic maps have had their size reduced.
But the main complaint people have been talking about is about a change that is not mentioned in the patch notes, which is the increase in complete deadzones. Now I haven't seen many deadzones myself during my time with the ptb, so I'm certain some people were just exagerrating, which is to be expected on these forums, but I have gotten a few maps to spawn with too much empty space and too few pallets as well. And I think that is a valid complaint.
Having maps be more balanced by reducing their size, distributing loops and tiles more fairly so survivors don't have too many safe places, and fixing god loops is all good, but creating big deadzones where survivors have nothing to work with is not good, that's for sure.
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@Dzeikor said:
At this point I think the forum is just a place for butthurt survivors to complain and place the blame on everything but themselves.
Not only survivors, that's for sure.
But forums are there for people to express their opinions and issues with this game. And complaining about toolboxes is nothing compared to other complaints I have seen on these forums.
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They are much weaker now, but I think that was needed. Having an item affect the main objective so much was just terrible for the game's balance.
However, I don't think they are useless either. They still shave off a few seconds off a generator, which can stil be important in a game like DBD, where almost every second counts.
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@toxicmegg said:
https://forum.deadbydaylight.com/en/discussion/comment/1215141#Comment_1215141
"make maps more balanced" more like ruin them and kill the fun part of the game smh
don't get me wrong, nerfing god loops is justified but now they're just making them complete dead zones. and maps in general will be just like shelter woods after the patch so i doubt no one really wants to play survivor. chases are the fun part of the game but after this patch we will only have genrushing and nothing else because that's the only way to win as survivor. as killer you don't even have to mindgame anymore or have fun chases either because it'll be so easy and braindead, so i doubt i'll even play as killer anymore, we'll see.
When I say that maps are becoming more balanced, I mean the actual intended changes to maps. The size reduction, type spacing changes, and changes to main tiles and god windows. I'm against complete deadzones as well, and I'm pretty positive the devs will look into these issues after so many people have been posting about it.
I think the problem with these deadzones is simply that the maps that have had their type spacing changed, have gotten the amount of maze tiles like Junge Jyms and T-L walls reduced. Which at first is a good thing. Ormond and Fractured Cowshed are good examples of how these changes are positive for maps. Both Ormond and Fractured Cowshed are now much more balanced, but they still have enough windows and pallets for survivors to work with. However, other maps suffer from these changes because they don't spawn enough pallets sometimes. I think the problem is that with the reduction of maze tiles, windows get lost in addition to pallets. Having pallets removed by having less tiles spawn is not a problem, since there is a minimum amount of pallets for any map, so for every pallet that is removed because of less tiles, a pallet spawns elsewhere. However, in case of any tile except for the single pallet gym, windows also get removed, without any pallets to compensate, which I'm guessing is at least one of the reasons for deadzones.
On the other hand, I spawned on some maps in kyf to count the amount of pallets on those maps and see how the pallet distribution was. And while most of the maps I spawned on didn't seem to have a difference with how many pallets spawn on them and didn't seem to have any problems with deadzones, I actually got Mother's Dwelling once to spawn with only 7 pallets. And I honestly doubt that's the minimum amount of pallets for that map, so perhaps there has been some unintended changes or bugs to pallet distribution in general.
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@wojtech said:
https://forum.deadbydaylight.com/en/discussion/comment/1215141#Comment_1215141
I didn't mean upcoming patch, I meant the changes in this thread.
Oh lol sorry, I didn't even consider the changes because this is obviously just a troll thread.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1215136#Comment_1215136
My argument against the whole "3 Perks" point is still a) that goes for ANY Hex perk, since they can be cleansed at any time, then their effect is gone. Same with half of the Obsession perks and killing said Obsession and b) why not just use another perk that will help the WHOLE game?
I'm not doubting that it can help a struggling killer, but I don't recall a decent killer needing it's power to deal with strong survivors. I can understand it on a few killers, and as part of a complete Endgame build, but as a regular perk slot and for it to be so heavily defended with all it's glaring issues is both baffling and in some ways insulting. I don't see anyone defending the original iteration of a perk such as Mettle of Man, after all.
While I hate the perk with a passion, I do understand it's usage. There is also two simple changes that will make a lot of people less frustrated at this perk: Make it so that it is only activated by 5 generators being powered, just like Rancor OR make it so that as soon as Endgame is triggered, all survivors are notified of the Exposed effect, just like every other Exposure perk besides Devour Hope.
Admittedly I'd prefer the latter option, and you don't need to add both into the game. It would be better if they were and not really a "nerf" that should be complained about, but more of a "quality of life" fix.
Well kinda but I would argue that with most hex Perks you are very likely to get some effect out of it before it gets destroyed. Whereas NOED does guaranteed nothing until the endgame.
I'm not a big fan of the perk myself, I'm just saying that people using this perk aren't always bad at the game. Any killer player, no matter how good, can lose all 5 gens to survivors and also have 3 or 4 survivors escape against them, and in their case, NOED isn't rewarding bad play, but is simply a perk to help those killers during the endgame in an exchange for only using 3 perks during the match. However there is no doubt that NOED also leads to many undeserved kills and wins against survivors.
There are two reasons I don't want to see NOED go though. The main, actual reason is that it's the only real reason for survivors to cleanse dull totems. There is literally no other gameplay advantage for survivors cleansing dull totems other than preventing NOED. If the devs could implement a different usage of totems, I'd be glad to have NOED reworked. Like having every dull totem that still remains when all 5 gens are repaired increase the time to open an exit gates by like 5 seconds. This way, survivors would have a reason to cleanse dull totems and not just waste time doing so. However, this would be a buff to killer, which especially after the upcoming patch, is probably not needed.
The other reason is it's a good argument against any nerfs to DS, which I don't want nerfed as well. Though to be fair DS doesn't have the potential to negate bad play nearly as much as NOED has, but still.
However, a totem counter in my opinion is long overdue and is absolutely a necessity in this game, whether dull totems are only good for NOED or will eventually have a different use in the game as well.
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Sure some people have cried over maps having their size reduced, which is a bit hilarious seeing as they now just have a more regular size and are still bigger than other maps, including the Badham maps, and have also cried over maps having a more balanced distribution of tiles and loops, as well as god windows getting nerfed.
However the one concern I hope the devs really have taken into consideration is the fact that people have been experiencing more and bigger deazones with nothing for survivors to fight back with. Even though I'm pretty sure that some people on these forums have overreacted like crazy.
Maps like Fractured Cowshed, that have had both their size reduced and their type spacing improved are now much more balanced, but still have more than enough pallets and windows for survivors to work with. But I've spawned on Mother's Dwelling once out of three times, and I only counted 7 pallets on that entire map, so I hope they look into maps not spawning enough pallets before the update goes live.
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@Bambooozled said:
PS4.
purple ranks kills, newbie survivor. I'm getting tired of getting stomped on by SWF seal team 6, so lately I've been trying survivor but Que is bad compared to other games.
Hmm yeah PS4 seems to be hit harder by this than PC. Queue times on pc seem to be more balanced, though even on pc there still seems to be a shortage of killers. Like I said though, the map changes will hopefully help with this problem, and the increased controller sensitivity of the next patch will probably also help get more players to play killer on console, I would hope.
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@wojtech said:
I doubt there will be any survivors to kill at all with those changes.
You mean because nobody will play survivor anymore after the changes of the upcoming patch that make maps more balanced? I highly doubt that will be the case though. If anything, killer and survivor queue times will become more equal again after the next patch.
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What rank and platform are you on? My survivor queue times are generally between 2 and 4 minutes, at least I'm guessing, and my killer queue times are almost always less than a minute, often quite instant.
At red ranks there seems to be a bit of a shortage of killer players, at least during some times of the day, although it has gotten better again, and I'm very hopeful the upcoming patch with the changes to the survivor sided maps will balance out queue times more.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1211511#Comment_1211511
No. It is fundamentally a bad perk.
Rewards bad play from both sides, and gives the most powerful status effect for zero effort and ZERO WARNING.
It is one of two effects that does not give an instant notification of the Exposed condition, the other being Devour Hope. One of these you have to work for.
Also, do FIVE totems to stop a Hex perk versus one.
NOED doesn't direcly reward bad play. 5 gens can be repaired even if the killer played well. Killers play with only three perks that match, and NOED just helps them out during the end game by giving them more power.
However NOED can at times allow killers that played very badly to still win the game, and it is no doubt often used by bad players, but it doesn't necessarily always just reward bad play.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1206828#Comment_1206828
You do not understand what a deadzone is.
I'm pretty sure I do know what deadzones are.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1206970#Comment_1206970
I dont think so. The game is pretty much slightly killer sided . I think most are just playing wrong and lack common sense or are they not(which is most likely) . Most just pretend it to be opposite way.
It's defintely not killer sided. As you said in your original post, matchmaking is just screwing solo survivors over real bad. I win the majority of games as well, but I still go against enough survivor teams that stand a chance as well.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1206822#Comment_1206822
Not always free though, we still have a perk called borrowed time :)
Also ds needs a nerf anyway.
Yeah but Borrowed Time doesn't work on yourself. Also, while I disagree that DS even needs any nerf at all, if it would get nerfed, this is not how to do it. People want to nerf it so it only becomes an anti-tunnel perk, but this is nerfing it's actual anti-tunneling aspect.
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@LetsPlayTogether said:
The question is: do they even have a QA-Team, cause it takes you like 2 hours to test out maps like that to see they did wrong?
What wrong though? Deadzones? Because I have spawned on these maps now mutliple times as well on kyf to see these changes for myself and most times I spawned maps that had a normal amount of pallets.
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Simply because DS doesn't work against Moris, I would have to disagree with this. Otherwise killers are always free to tunnel the survivor off of a hook if they were in struggle phase.
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Or just look at the actual Problems killers have to deal with, like maps. Which is exactly what is happening. Survivors having strong perks is not. Even if it is a bit more than just an antti-tunneling perk.
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1204332#Comment_1204332
Main things here, for me at least, are that games are already extremely short so lengthening the time survivors are on a hook... I don't know about that idea. Especially if the killer just wants to patrol the area around the hook because, as you suggested, they wouldn't be able to see the bleedout bar of the survivor they hooked, and would still have to check around to see if there's somebody in the area.
Plus, as a survivor I already have that mentality of "oh well I'm gonna get screwed over sometimes, might as well just buy my team time even if it's just by me dying really quickly." With that kind of change, I would get to feel even more confident about just luring the killer away from my team doing gens because I would know that he's screwed either way because he either has to stay in the area and hope that he doesn't just let go of all of his pressure by giving a free unhook, or stay in the area to try to defend his hook while the team, like normal, would just be cranking out gens and ending the game quickly. Plus, this also might cause the rise of less camping but more tunneling. I know as if I had survivors that were just unhooking right when I got out of whatever radius, I'd probably want to at least go back and punish that play.
In the end I don't think it's the worst idea but in my head when I think of it this playing out, I imagine it solving some problems but creating new ones. At least with the current state of the game. In an alternate reality where the game was balanced differently, I would be more willing to agree that this should be implemented.
That‘s why i suggested that the timer slowdown or pause should only start after the survivor has been hooked for 20 seconds or so, maybe it can be bumped up to 30 seconds. That way the killer still has some time to check around the hook for any survivors.
The only Problem could be if the killer is certain that a survivor is near the hook, but there actually isn‘t a survivor. Then he‘ll be punished more, but since that‘s a misplay anyways, i don‘t really see a Problem there either. However this would make the most frustrating strategy for survivors much less viable, which I think is only fair, especially now that many maps have seen changes that make them much fairer for killers.
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@OtakuBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1206143#Comment_1206143
When did I say maps were useless. All I said was it seems from watching streamers pallets are spawning more towards one side and making huge dead zones and this may be due to tiles being removed but pallets not being moved to accommodate. I don't give a ######### about map changes because when the new patch hits is when most of my spring collection games hit and I needed a game to fill the 3 month gap from December. I already left DBD for animal crossing but I still enojy watching streamers. That's it. With Puppers I don't watch the guy enough to know how he actually acts on a regular but as a SURVIVOR MAIN IN RED RANKS I know how SURVIVORS act when they are irritated with a game. That's all I have to say on that. You believe whatever you want.
I'm not advocating for ######### concerning maps just giving my input based on the actions of what I've seen others do on the PTB. TO ME it seems like this person was leaving games due to dead zones after being run through those zones because it's real sus to sit in a locker after being run though a dead zone and d/c long after chase is over. But you believe what you want. I'm done with this conversation either way.
Good for you. I'm just saying there is no real reason to believe that he is quitting because of map changes like you made others believe. And I was confused how you came to that conclusion.
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@Aneurysm said:
@OtakuBurrito I'm watching now and he specifically says he's quitting bc he's not interested in sweaty/boring matches on the ptb. He hasn't said much about map sizes/dead zones and complained that some windows are still too strong like ironworks/cowshed.
Yeah exactly that's why I am so confused.
