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anarchy753

anarchy753

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anarchy753
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  • Can I just say I'm very glad they gave up the idea of making multiple version of the same map for licensed content? Ever since that change Badham has been far and above my least favourite realm, because not only is it just 4 extremely strong buildings joined to each other by pallets, but I never know where anything is on either side because there's 5 maps that all look the same.

  • Does it really hurt that we actually have a handful of achievements that take some effort?

    Do they ALL have to be participation ribbons?

  • Don't forget all of ghostface's plain white and slightly silver masks that are indistinguishable from each other.

  • I rarely use Ruin unless I flat out have nothing better.

    I've never been a fan of hexes at all due to how unreliable they are, and even when well hidden, many high skill survivors know the hidden spots, and there are a lot of perks to help find them.

    Just not worth being down a perk all game in my opinion. I prefer reliable, constistent perks that aren't temporary.

  • I didn't even need to open the thread to know it was this same old suggestion again.

    No. You are the last survivor, you have been caught.

    No more second chances, no more "but I just want to use Deliverance into Decisive and be immortal for a minute against a killer who already killed everyone else and hooked me!"

    You lost. The end.

  • Quitting threads are BS anyway.

    If you were going to quit, like I have a few times, you just quit and play something else.

    The point of writing a "goodbye forever, here's everything that ever annoyed me" post is to say "I'm still playing, and probably still playing killer. Here's all the stuff I want changed, and I think it sounds more dramatic if I say it's so bad that it's caused me to leave the game."

  • She's a high skill cap killer, but without practice she gives pretty poor results.

    That translates into many killer players being a bit lazy and just playing things that are consistently strong with less effort.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2680702#Comment_2680702

    On the contrary. I'd even say against higher mmr survivors corrupt doesn't do much sometimes even with good rng... because 4 gens are too much to cover. If you don't trust go see cmwinter video "5 gens in 4 minutes".

    I really couldn't care less what a youtuber says. I don't think it's a great perk regardless. However, the most used perks in the game should not be buffed.

  • There's no reason to give a flat buff to one of the most used killer perks, just because it has a potential downside.

  • I would assume they are all tracked separately. The reason the prestige ones are unlocked is because you have a prestiged character that qualifies so they all unlocked immediately.

    No other achievements work based on your current roster, they all require in-trial actions.

  • I'd love a perk:

    Taking a hit in the exit gate causes the gate to be blocked for you and you alone for 75/100/125% of the time you have spent in the exit gate area this trial.

  • At best, waving continuously means camping, and one single arm raise means go now.

    At worst, people leave you to go second state because you don't understand that arm waving means you're being camped and you think you're telling them to come get you but you're doing the opposite.

    Seriously when has anyone ever looked at someone on the hook and gone "well, they're just there on the hook, that must mean they're being camped!"

  • It's a camping sign.

    Had a match against a Pig where someone did this and it basically meant we got all the gens done and all got our traps off (iridescent) except them, because the Pig was camping them next to the box they needed.

    It's useful information. If the killer is not camping you then YOU HAVE NOTHING TO SIGNAL.

  • Not in the slightest. If you're smart, you learn when to place a crow on the loop, and when to aim at the path they're likely to take from the loop to the next one.

    Doctor's power is garbage. It's a reveal at best, it does no damage. It's also far less consistent than artist. If I hit with artist, I hit. If I hit with Doctor, 90% of the time the survivor screams, then proceeds to drop the pallet or vault regardless.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2678642#Comment_2678642

    That can be powerful when paired with Artist's hook perk. Kind of always force a 45sec all Gen block for every hook happens.

    Not really. Most people gen tap or get off gens in case the hook is a Scourge hook, so they wouldn't trigger Dead Man's Switch unless they got back on after the hook and then let go again.

  • Turn it into a scourge hook and remove the obsession requirement.

    Also change it from "Active for 45 seconds after the person is hooked, unblocks at the end of that time" to "Blocked for 30-45 seconds once triggered." Not sure where the value should lie to be balanced, but in the current state if you triggered the perk 44 seconds after the obsession was hooked, the gen only blocks for 1 second and that's just stupid. It should be a set block duration.

  • On the killer side, Corrupt Intervention. I don't see the value in it at all, I don't get the hype around it, I loathe the people who seem to take it personally that I think it's #########.

    On the survivor side, Dead Hard. I have self-respect.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2678421#Comment_2678421

    It is actually easy to prove it. At least on console. I can play dbd on different accounts where I never played before and see if I am matched with experienced players from the get go.

    But I already saw it with my own eyes when I afk'ed as killer on my survivor account (where I never play killer) and went against purple perked survivors three games in a row.

    They could have been tanking their mmr to bully new killers but few times in a row getting those people? Don't buy it tbh. And considering how many people report sbmm being weird I don't find it hard to believe.

    No, it's easy to see that it is, it's difficult to prove that it is.

    The second you want to argue that MMR is terrible you get a hoarde of white knights busting out ######### like 'oh you're probably just not as high as you think you are,' 'it just takes a while to settle.'

    Since ranks are gone there's no definitive way to show in an image or video that there's a distinct difference between the players in a match.

  • Personally the only situation I can see where survivors wouldn't boon hexes instead of breaking them would be with Thrill of the Hunt.

    At that point, you're running Pentimento, Thrill of the Hunt, and probably another hex like Plaything JUST to get a 30% slow on gen progress. You could basically run any other stalling perk and get more value, and when you do that you have 2 extra perk slots available. The whole build also relies on the fact that you don't lose Thrill early, in which case you may as well have just brough 1 perk to the match.

    Most smart survivors that see Plaything at the moment are either going to boon the totems that it makes, break them and then come back in 10 seconds to break the Pentimento totem as they know exactly where it is, or just realise that oblivious isn't the biggest deal and play through it, because chances are the rest of your perks aren't threatening because you're geared up to try to make a bad perk work.

  • @Jesya said:

    I hope this is a bug-- or text should be updated.

    It is a bug. When a new chapter drops the achievements always follow the same formula:

    • Killer Adept
    • Use the killer's power to injure/down/just land it
    • Do something that can be done by any killer or multiple killers, but the new killer's power or perks really help with it
    • Survivor adept
    • Generator on the new map
    • Do something that can be done by any survivor, but the new survivor's perks really help with it

    There's no reason they'd randomly add one like reveal with killer instincts and not stipulate "as the artist" unless it was by accident.

  • Wait, a matchmaking system in DBD is terrible at actually putting people of similar skill levels together?

    Colour me surprised Pikachu.

    In all seriousness though, the only reason the front page isn't littered with these complaints any more is because they hid our MMR which is, I'm guessing, the only goal behind SBMM. Can't have negative publicity about how terrible your games rank balancing is if nobody can show a screenshot to prove it.

  • "Less than 7200 shards."

    Knowing this game, probably a recolour of a default skin. Come back when you've got like 21k to offload and you don't want a free unlicensed chapter instead.

    The only default recolour I use still is Trickster's black outfit.

  • Outside of the most recent chapter I have 100%, I'm using the advent calendar shards to buy Jonah later.

    I enjoy achievements because they give me a goal to aim for, but to be fair, I got to 100% way before tomes and constant in-trial challenges were a thing, so aiming for achievements at that time was the only sort of side-goal. Since then it's been upkeep.

    I feel like it's a good thing to do, because with the "hit X killer power Y times" and adept killers, you really spend time learning all the different killers and have a better understanding of how they work and what their strengths and weaknesses are.

    On the other hand, seeing a game with thousands of hours that lost its 100% status on steam irritates me, and is probably a factor in bringing me back to the game even at times when it frustrates me and the devs are making terrible decisions.

  • @GoodBoyKaru said:

    This happens every time something terrible players used to think they're good gets nerfed.

    Multi-blink Nurse? Nurse got a massive swing of the Hammer and down she went, taking both good and terrible Nurses down with her (good players couldn't deal with the bugs, bad players couldn't be asked now they no longer had 4 blinks without downsides, or old OmegaBlink:tm: to basically guarantee wins).

    Forever Freddy? Down went his add-ons and you saw a lot less people stacking every possible slowdown. Some even used chase perks. Then he got hit again- perhaps a bit too hard- so off he fell.

    Old Old Spirit? Remember when everyone said them adding in a vault animation and removing collision would kill her? Then Stridor went and she was still incredibly powerful? Then the most recent change happened and she's s t i l l incredible, just god forbid you have to use brainpower now.

    Whenever there's something obviously overbearingly good then bad players will flock to it like moths to a lamp to make themselves feel better. Then, when it's taken away and they're faced with the reality, they figure out they only enjoyed stomping people and migrate to the next thing that takes the least effort for the greatest reward. It was Spirit, it was Freddy, and it was Nurse. Who it is now I genuinely don't know, I haven't played enough to see it yet.

    You missed Billy losing instasaw and old cracked Billy.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2676156#Comment_2676156

    It’s very cute though, just like Spirit’s moans.

    I'd like an option to mute both of them. Spirit in the lobby makes me want to tear my goddamn ears off, and Artist in the game keeps making me look around for noises that I'm making, not to mention that her crow launch noise sounds like a Claudette getting hit every time.

  • I prefer to wear an outfit that looks good.

    Though I also find most of the fluorescent outfits look absolutely ######### disgusting, so I definitely fall somewhere closer to the middle-ground between stealth and "LOOKATMELOOKATMELOOKATME!!1!"

  • @premiumRICE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2676763#Comment_2676763

    there shouldnt be any downside,using perk slot is already enough, its like bringing an hex but your killer has more cd on his spell or walks slower. whats the downside of borrowed time? whats the downside of ruin? perks are by definition additions, if you want them to have downsides yuo have to redesign all perks cause the only downside perks have now is "wasting" a slot for a better perk or having a bad sinergy

    The downside of hexes is they can be removed from the game permanently. It's utterly staggering that that needs to be pointed out.

    They need a realistic downside because they provide a powerful benefit not only to you, but to the entire team. The fact that they can be stomped out should be a downside, but seeing as they're infinitely reapplyable, have no cooldown, and burn more of the killer's time to stomp than you can ever spend lighting one, they're an overpowered nightmare to deal with.

  • Good. We've had how many years of her every other game?

  • People also keep trying to argue that they waste survivor time.

    Since it takes 14 seconds to bless, and only occupies 1/4 of the team, it effectively only takes 3.5 seconds of the team's time to bless a totem. If the killer takes even 3.5 second out of their game to look for, walk to, and stomp on a boon totem, the survivor team has had a net gain in time, and that's BEFORE considering any value the actual perk gives, like time saved on healing, time gained in a chase from hidden scratch marks, or time gained in the killer looking for someone because your aura wasn't shown.

    There's really no downside to blessing a totem.

  • No. I think they need a proper rework. QoL tweaks don't sound like enough to fix that trainwreck of a killer.

  • Personally yeah I agree, I'm not a fan of the killer instinct effect.

    It sucks that you can react to the fact that a crow is about to come at the gen you're working on, move away accordingly so they miss, and just due to the speed of them she still comes and knows you're on the gen because missing still reveals you.

    It's already an incredibly powerful global information tool, and it feels like there's a lot of moments that come from the killer instinct that give her just a bit too much info. On top of that it's very difficult as survivor to judge if you HAVE been revealed or not.

    In my eyes I think they should remove the effect, then take the add on that increases the range of the killer instinct and make that add on give it the killer instinct effect.

    I just don't think you should get that much information and reward for missing your ability.

  • @M1MASTER said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674088#Comment_2674088

    If you lost to a Billy who keeped revving the chainsaw all the time, that tells you much more about your skill level than old Billy being overpowered.

    Just utterly incredible reading comprehension coming out on the forums today.

  • I love how so often people try to frame Franklin's nerfs as "so much better for the killer."

    No, losing most of the strength of the perk doesn't make it fun to use, it makes it pretty worthless if their super strong medkit can just be picked up and still be used to heal 4 more time in 5 seconds flat.

  • I'm usually pretty content with a 3k if it was close and not just a scummy hatch escape. A 4k is obviously great.

    I can find a 2k pretty satisfying as well, as long as it's a good 2k, and not just catching a couple when the gates are already open due to their mistakes, or others leaving. At that point it already feels like I've been stomped, so getting like 1k more bloodpoints for a low hook death doesn't exactly brighten up the game.

  • Yeah it's truly an abysmal add on. Other, STRONGER killers get the same effect on lower cost add ons with absolutely no downside, Pig gets aura reding at the cost of 75% of the value of her power. It's a joke.

    Sadly, the devs largely don't seem to care that Pig has mostly trash add ons, and that people largely only use ones like Combat Straps and whatever they put the old video tape's effects onto, as they basically band aid the gaping flaws in her ambush, they just care that your bloodpoints are drained by worthless webs.

  • They got salty and ditched him when his add ons got nerfed. Previously they were in a state where it was basically "equip any two add ons to win," and post nerf their descriptions may as well read "puts an icon of an add on in the bottom left of your screen" aside from one or two. Then they pretended it's because you can no longer walk around with the chainsaw revved for over a minute without consequence.

    He's still a strong killer, and has a fun playstyle, but he's definitely been powercreeped by some of the later entries like Blight, and Bubba who got pretty universally buffed at the same time as the Billy nerf.

  • An absolute nightmare. Huge main building with multiple god pallets and strong windows. It's like they just purposefully forget all the fixes they've done to old maps every time they make a new one.

  • I'm still struggling on the "bless 20 hex totems" one because boons are so goddamn strong that nobody seems to run hexes any more.

  • Personally I find myself playing less and less. I think it's wrong to say that player feedback is ignored. Rather, player feedback is collected, given to the devs, then dismissed.

    The reception to boons has been overwhelmingly negative. They dictate how the entire game plays, they were obviously ridiculous from the PTB, and received the tiniest slap on the wrist nerf. Now we've had over a month of them and they're still overwhelmingly dictating how the match plays, and the new chapter completely ignored any opportunity to change them.

    It's untrue to say there hasn't been some positive feedback for them, but in my experiences on both the forums and reddit, almost all positive feedback I've seen has either been "I love boons because they're so strong that they win me the game," or "######### YOU KILLERS WHO TOLD ME TO DO BONES, SUFFER THROUGH BOONS!!1!"

    Most players are also very aware that the balance team struggles to make restrained decisions as soon as any survivor uses the word "boring." One of the least popular killers who already struggled with terrible map pressure received an onslaught of nerfs that has rendered them not only one of the weakest killers in the game, but just generally unfun to play. It would almost be excusable if not for it being a serious pattern, with Legion still sitting in the dumpster where they were left after their power was eviscerated. Pinhead just lost every add on that was worth using, rendering him one of the most mechanically complex killers in the game with almost no payoff beyond that of a standard M1 killer. Just a simple word of advice guys, change one or two things that people have a problem with. Don't take a list of everything that makes a killer strong, nerf all of them simultaneously, then wonder why everyone is annoyed that you gutted the killer.

    Skill-based matchmaking has been a completely abysmal experience. DBD has never been well balanced in a competitive sense. It was nice that you got reset a bit each month, and taking a break meant you could come back and not be curbstomped just for being a bit out of practice. More importantly, the variation of player skill at red ranks meant variations in games. You didn't have to be completely switched-on and tryhard at every moment just to not be stomped every match.

    We were promised a system that took literally years of work to build and implement, and what we received was the most basic "kills vs escapes" possible. Anyone who plays more than a week of the game knows that dying or surviving aren't anywhere close to indicative of your skill performance in a match.

    I think the most negative part of the experience was that, in trying to pretend it was some sort of radical perfect system, they chose to hide how any of it worked, and only went public with the details after it was all exposed by dataminers anyway. Then in response to the feedback, we got the most condescending, patronising lecture about how "gee, it sure would be nice to actually be judged based on how you performed in a match, but that has too much nuance so we just threw 4 years of a system built to do exactly that out the window and gave you something that doesn't assess your skill AT ALL, and thought we'd get away with it by not telling you how it worked."

    That was truly the most disgusted I've been with a dev response to players in any game I've played.

    It's very clear to most of us veterans that changes to the game are very catered towards keeping the most casual, underperforming players happy, at the expense of people who've devoted huge amounts of time and money over the years.

    It's very clear that balance and fairness to both sides, especially in the case of boons, comes a distant second to making sure that the most recent DLC sells a lot.

  • I'm all for having interesting ultra rares, but Brand New Part isn't interesting. It isn't interactive, it isn't fun, it's just cheap and easily abused. It's like if the killer could just bring an add on that starts 1 player on a hook.

  • God I hate how overused "S tier" is.

    It's a grade rating system, and there exists a category just for the sake of saying "this is so overwhelmingly broken that it goes beyond standard grades."

    At most Nurse can go in it. It's not just a category for "really good killers."

  • She's definitely a solid killer, and has a very high skill ceiling. I'm interested to see what people do with her.

    One thing I've found is her power gets stronger and stronger as the match goes on, because being able to harass survivors off 3 gens no matter how far apart, along with nearly perfect knowledge of which gens are being pressured make her very strong late game.

    On top of that, once the gens are done her ability to defend the gates is also pretty scary.

  • As the hook density shouldn't be the only consideration, you should remove Blood Lodge as a contender. It is heavily survivor favoured as you have near-perfect vision of the killer at all times. While tournaments often lack killer variety, this would be the nail in the coffin of anyone wanting to run a stealth killer with any degree of effectiveness.

  • It has to be a direct hit with the crow at close range. If the crow passes through any object it will only swarm, or damage an already swarmed survivor.

  • On the killer side, I'd just like to see legendary skins have their power customised as well. A christmas themed trap, a different drawing for Hag, maybe even just different coloured lightning for the Doctor. Gold instead of red for Oni's rage would be cool too.

  • The main building is a monster. There's good windows on it, and there's at least 2-3 god pallets upstairs where you physically can't continue chases if you don't break them. It's all round a terribly designed building, let alone on such a giant map.

  • At absolute maximum, it only ever reaches around 12% slow when you factor in that one survivor is unaffected, even less in terms of healing.

    It takes a VERY long time to stack up and is such a minor slow that it is almost never a factor in whether you win or not.

  • Playing with "a casual amount of effort" these days, especially as killer, usually means getting stomped.

    I have no interest in playing a gamewhere you compete against other players with the intention of not trying to win.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665396#Comment_2665396

    "The devs also said that killer-specific MMR hasn't been implemented."

    When the devs said that?

    From what I know killer-specific MMR was promoted from start and I am pretty sure it is active.

    Can't find the post but I'm fairly sure right after it launched they said something along the lines of "it's something we will look at in the future."

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