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arcnkd

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  • @darkshadows8326 said:

    Due to PC players being able to "adjust" their resolution to force parts of the map to despawn(not to mention the massive amounts of hackers) it seems quite unfair to allow people to play against console players who are locked into higher resolution. If someone is on PC they should have their graphic settings forced into the same setting as console players if they have enabled cross-play. This will put them on a fair(er) playing field that makes them have to rely more on their tracking ability than the game's abusive setting changes. PC players already have a far greater DPI for their camera movement, so why allow PC to have an unfair advantage to limit the game from impairing their vision to track survivors that are on console?

    I can agree with this. PC players have so many special advantages (like setting their graphics drivers to brighten dark areas on the map for easily seeing normally hidden/stealthy Survivors, etc.) that it just isn't fair to put them in the same pool with console players that cannot do the same. If the game wasn't a pvp-style game, that'd be fine but because it is and you are actively competing against other players, I don't think it is fair to allow them in with their advantages that the Devs won't or cannot address.

  • I assume (hope) this is just troll bait; but regardless...

    Decisive Strike does not need a buff or any sort. It already has a ridiculous duration; already is an extreme crutch-perk that Survivors overly rely on; and changing it to where the duration does not drain while you are slugged is just silly -- that effectively removes killers only viable option besides letting that Survivor do whatever they want the entire duration.

    If anything, the perk needs nerfed. It is supposed to be an anti-tunnel, mechanic; not a get-out-of-down free card that it is today. It's duration should either be shorter; or it should automatically remove itself upon healing a health state, or taking part in the completion of a generator.

  • @SaltyRainbow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636112#Comment_1636112

    camping and tunneling are strategies and they have counterperks for it. otherwise it would be too easy. but those counterperks are to strong in the endgame.

    at least one should have dstrike to create an obsession.

    i think deperate measures is fine. the healing speed in critical situations is good and the unhook speed can be crazy good at the lategame facecam scenario and combine it with bt and dh and you can give someone a free escape and you will probably escape too.

    Indeed they are - that was my point. They are only "toxic" because of Survivor and Dev mentality on what is "appropriate" for killers. Desperate Measures is fine where it is and doesn't need to be buffed or nerfed or anything to remain "relevant" it is just another playstyle that requires not relying on 4-crutch builds.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636120#Comment_1636120

    And yet you added nothing to the discussion and just decided to bash on people who play survivor- nice generalisation btw- but claim it's still important? Maybe if you had actual points to make and not "haha survivor mains bad they go waa killers are so cool 8) ) it'd be different.

    As opposed to any of the bullshit that spews forth from Survivors mouths constantly about anything that would give the killer more power - as most of these comments about restrticting the completely bullshit and illogical camera spinning of Survivors. Here you are also - adding zero to the discussion too. So get off your little high horse too, comment police.

    And what would I add anyway? Paragraphs of reasoning and explanation that the majority of dumbasses on these forums don't "have the time" to read and mark anything more than a sentence as TL;DR because they're lazy? I just took a page from Survivors - bash the other side and point out why it will never happen with their mentaltiy and attitude. And it wasn't just players - the Devs too.

    You're only kidding yourself if you pretend Survivors don't do what I said also - complain that generators are boring, but give them anything that makes their job harder and give them any change that would give them another objective or anything, and the majority will come out of the woodwork to attack it and vehemently oppose it because they thrive on having as little to do as possible despite what they say.

    And I "added" to the discussion - that it would never happen because of the Survivor playerbase. That is adding to the discussion the same way as saying "No" would be adding.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636106#Comment_1636106

    Out of curiosity why did you feel the need to revive a thread over a year old?

    Because it is still relevant in today's game - meaning, in the year (and in some cases two or three) the Devs haven't changed anything about the situation.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634458#Comment_1634458

    Uhuh. It's not like survivors have to go up against mori's or A class killers with powerful add-ons or the occasional camper/tunneler.

    Mori's suck - but are not "too powerful"; A-Class killers are a result of killers having to work harder in almost all of their matches because of the SWF-vs-Solo disparity; and camper/tunneler is a Survivor-main and pandering Dev "rule" from the Survivor's Handbook of Killer Etiquette; effective for achieving killer's goal of kills, but goes against the "fair chance" policy Survivors/Devs want from killers.

  • Lol funny when I rarely play killer because you can't play with your friends and make progress. I'm about 85% Survivor anymore by pure design.

  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634626#Comment_1634626

    People usually have difficulty reading large posts. A short and crisp post would attract more people.

    Extreme difficulty. Like reading is problematic to everyone on the forums. Like how dare someone expect them to read on a forum.

  • @alma41 said:

    Not sure if this has ever been discussed, but curious what the overall balance of the game would look like if when repairing a gen, your camera was unable to move or maybe even zoomed in on the gen a bit.

    Seems realistic to assume someone working on something needs to look what they are doing, and might give the killer base a slight buff to help with balance without having to change much in the code.

    Won't ever happen because Survivor mains are sore about everything that adds power to the killer; and constantly bitching about generators being "boring" but turn around and vehemently oppose anything that forces them to have a secondary objective; or anything that interferes with their 'trolling' time with the killer.

    This game will never, ever be logical or have any sort of mechanic that makes the killers actually powerful to play against.

  • @thepyramidhead said:

    What do you guys think about balance. I think dbd is kinda fair because killers and survivors both have ups and downs. But what do you guys think.

    In an honest response: I think the game still struggles to balance the game and has tendencies to swing in the favor of Survivors because the Devs get worried about upsetting that side. The game could do better at striving for a true asymmetrical balance - where all killers feel consistently powerful and is the "power" role; and Survivors are slightly (not overly) weaker but balance it out by the fact there are four players on their team to help push their objective. The biggest problem right now is most, if not all, the killers struggle to feel remotely powerful compared to Survivor teams - and whenever something comes along that makes the game more challenging for Survivors and gives the killer more power (Undying, etc.) it will almost inevitably become nerfed due to "not performing how it was intended" or some other excuse, when really it's just playing too cautious about Survivors getting upset. The Devs worry the Survivors will all quit and the game will die if they aren't catered to in many cases and it shows more often than not.

    That's my honest opinion about the game itself. Community-wise it is a situation of Survivor mains demanding killers play "relaxed", giving everyone a 'fair chance' to escape - but then turn around with their friends in SWF groups and play intentionally to troll and annoy killers instead of giving the same 'fair chance to kill' that they expect killers to show them.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634062#Comment_1634062

    No, but all survivors perks have to compete with the meta, and if they don't hold their own, then they're deemed trash and are never used, like Deja Vu. Killers at least get variety with their perk builds because different killers have different powers and some perks have synergy with those powers. With survivors it really comes down to what will help them not die in a trial.

    No the only reason they have to "compete" with crutches (and yes 90% of the meta is a damn crutch) is because Survivors cannot play without those perks - they absolutely cannot; it will kill them, they'll cry, and so they convince themselves they 100% must have these perks at all times, every time. And then if a perk doesn't compete with one of these crutches it automatically is "too weak"; and if aa killer perk outperforms or beats one of these precious crutches, they cry out that it is "too strong" and needs a nerf.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1633054#Comment_1633054

    That's a meme build, not a proper survivor build. That build would never make it into being the next meta.

    Never said it was going to be "meta". Not every perk is designed or meant to be designed to be "meta" or the next crutch for Survivors to lean on.

  • @ZCerebrate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1628354#Comment_1628354

    Base Generator Speeds, Great Skill Checks give 1% progression (Nerfed from 2%) meaning a fraction of a second off per check.

    Combine this with Prove Thyself that adds a stackable 15% Repair Speed buff for each nearby survivor to each survivor up to a max of 45% (This has been confirmed by devs to be to applied to the already reduced speed), this does not stack with other PT but should still be run on 2 people per team for max uptime)

    80 seconds solo (69.56s with PT maybe during the time someone is just nearby doing a totem within 4m or self-caring).

    47.06 Seconds with two (41s with PT)

    38.10 Seconds with three (29.3s with PT) 

    36.36 Seconds with four (25.07s with PT)

    ----

    This is post gen times nerf, post toolboxes nerf which was together buffed with Prove Thyself from 10% to 15%

    80 seconds solo - jumping to 47 with two --- that right there is the reason gens are so ridiculous. It should not lose 30 entire seconds for a second survivor popping on. Should be something like 80, 70, 60, 50 - that alone would help things immensely. There is far too much benefit for adding a second Survivor and too little benefit adding beyond 2 so it encourages splitting two on two gens and rushing them down.

    Changing those times to those above would force Survivors to not be able to rush down multiple gens at the same time very easily.

  • @Thund3rstruck57 said:

    @arcnkd The devs mentioned they were open to adding more items in the game, hence why people are posting their ideas. I seriously doubt they will remove any items that people have spent bloodpoints on (and their add-ons as well). I wouldn't be opposed to making it an in-game item only. The add-ons aren't critical to the overall concept of the item and it would throw an interesting curve-ball into games randomly. That would also prevent a full team with 4 shotguns bringing builds to cater to the shotgun plays. That being said, I'm sure they will eventually rework the bloodweb as they keep adding more items, add-ons, offerings, etc. by doing something like making it larger and reducing global costs, being able to sell unwanted things back for a reduced price, removing perk tiers...

    Wishful thinking I guess lol. You have much, much more faith in the Devs' ability to see the folly in the game's grind than I do :P

  • Desperate Measures is in a good place. The problem, (as a Killer-preferred play), is how powerful perks like Thanatophobia and Coulrophobia are at reducing speed and efficiency.

    Set yourself up an efficiency/speed medic build -- Self-care; Botany Knowledge; Desperate Measures; and a fourth of your choice (I usually will do We'll Make It for the ridiculous speed buff after unhooking).

    Without the above killer perks, your healing times are ridiculous and you can patch up several injuries from a single medkit. Make your fourth perk something like Built to Last and you can recover your medkit to heal even more injuries.

    It's not a perk designed to be a "pick me up and play me with the meta/crutches" kind of perk; it will work, but it is more effective to sacrifice some of your crutches to play a more dedicated role.

  • @SCP_FOR_DBD said:

    Some of this is likely out of BHVRs control. Bubba can't be free because the guys who own TCM need to be paid, thats the price for getting all these legends.

    All Non Licensed DLCs can be bought without money to my knowledge. So the gameplay DLC that require money is Halloween, NOES, Saw, and Silent Hill, these all cost 7 bucks, thats 28. Stranger things costs 12. thats 40. Ghost Face cost 5, thats 45. Leatherface and Ash cost 4, thats 53. Add on the standard game price of the game and you get 73. This is under PC prices, not sure about the others. This is under the assumption that you buy literally everything, play both sides enough to own all.

    Now lets look at must have perks. Halloween, Laurie has DS. Thats 7, NOES doesn't have any must have perks. Neither does Saw, though they can be useful. Silent Hill doesn't either, though Soul Guard is pretty good. Ghost Face has decent perks, nothing necessary. Stranger Things has nothing ultra useful. Leatherface has BBQ, which is a must have. Thats 11. Ash has nothing. Add on the standard price of the game and you get 33. Thats 33 bucks for the game and essential perks.

    Not to mention there are almost always sales, and this is still under the assumption that you play both sides. I don't think this is nearly a big an issue.

    It is bad enough that "essential" perks are paywalled off like a bad paid-to-win mobile game (unless you wait for the wonderfully balanced RNG to bless your Shrine with its limited 2 perks per role each week); but to expect every new player that wants to own and experience all parts of your game, to have to pay for every DLC pack you've ever released (barring a few) is just ridiculous. Licensing fees would not and should not interfere with DLC pricing if the contracts were written up right. Literally, the way it should be handled is just drawing in all revenue for a period and issuing a 'payment' to the license holders for whatever amount was agreed upon per cycle.

    Yes you could buy non-licensed DLC with shards. But again, it is designed like a overseas mobile game where you would have to play constantly to consistently generate the 9,000 shards it takes to buy a killer or survivor. I play for a few to several hours at least 3-5 days of the week, sometimes more, and I am lucky to get maybe 2,000 or maybe 4,000 if I play constantly all week before the shrine resets itself on me (if I'm trying to buy the perks without the killers/Survivors). So, on average... roughly a little over a month or so of constant and continual playing; and heaven forbid I get tired of playing the game and take a break for a little while; in order to unlock one killer or Survivor and repeat the process... for only the handful that can be unlocked this way.

    In short - no console game worth its salt should ever be designed like a cash-grabbing, gacha mobile game that drags out your "Free" playing to a crawl to force out sales. Their revenue would take a minimal hit for them to improve the quality of life for several of their players - but of course, greed outweighs community relations and happiness as par for the course in this industry anymore.

  • @Crisbrain said:

    As a solo player, this challenge is so boring ,

    first, u have to give killer a hook to guarantee ur teammate not die before u getting hooked,

    2nd, u need ur teammate who saved u get hooked,

    third, u will wish the playstyle of ur teammate not stealth or good looper

    final,the killer must good to get hook and do not tunnel u

    these all are depend on others but urself, pls dont do it again.

    Unfortunately, not everything is designed for solo play. That said, unhooking someone that has unhooked you really isn't too difficult if you just pay attention to names before the match starts (barring clone Survs) and play a little more cautiously to make sure you're alive when they get themselves hooked (if they do).

  • @SCP_FOR_DBD said:

    This doesn't seem like an improvement, more like the same thing with a lower chance to happen. That doesn't feel balanced. Its still a get out of jail free card, just not as often.

    The fact that it doesn't happen at 100% is better balance in itself than the 100% chance everytime a non-Broken key is brought or RNGesus grants them one in a chest and they manage to find the Hatch.

  • @KillScreen said:

    Don't this game run bloodpoint events? Last one was the anniversary, like 3/4 months ago. Since then they just drop codes one in a while that feel a little to be desired.

    Common. Throw us a bone once a while.

    I'd opt for a double BP weekend perhaps once a month - on the weekend following reset of ranks. It's not like being able to actually make decent progress on our characters would kill the game - regardless of what the Devs seem to believe about grinding.

  • Better yet - make them in-game items only. Survivors can only find them in chests and scattered in completely random places on the map like an actual survival horror video game would hide weapons. Remove Flashlights from the Bloodweb/chest; freeing up the RNG slots for other items/offerings/add-ons. Win-Win.

  • 1000% in favor to replace Flashlights with this option - because of the 50/50 risk of harming yourself instead of securing an automatic save.

    Otherwise, against purely on the nature that the Bloodweb does not need any more items/add-ons taking up its RNG slots.

  • @Blueberry said:

    You'd be rewarding them. That's literally what they want to happen.

    This.

    Unfortunately there is no band-aid fix for DC because the effort it takes to distinguish legitimate network issues from intentionally caused ones/purposeful disconnects is too much for BHVR to undertake.

    Apart from implementing a sharp punishment that hits everyone hard - players will still DC because that is just (toxic/overly competitive/salty/etc.) player mindsets.

    Option 1 - Harsh punishment; hurts legitimate internet problems; tally DC's over a course of a 'reset' period (13th - 13th), something like 10 or 15 DC's in a reset period puts you in a 'Quiiter's Queue' where you only get matchmade with other players in this queue. Extreme punishment and basically tells them they cannot play the game. Though, in my opinion, if you have 10-15 DC in a month's period because of your internet, maybe online gaming isn't what you should be partaking in?

    Option 2 - No punishment; reward remaining players instead with 5k Bloodpoints instead of just reward killers their tiny little less than 1k amount and not awarding remaining Survivors any. Automatically protect the ranks of all players that did not start the match in the same pre-game lobby as the DC player, guaranteeing safety pip. (stops SWF from having one DC to protect their friends' ranks).

  • @GoodLookinCookin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632567#Comment_1632567

    I agree, especially since if I got rank 1 I think I would probably stop playing until the reset just incase I forget.

    That'll be exactly what happens - players will just hit rank 1 or whatever rank they want and stop playing so they don't "risk" losing it.

  • @GoodLookinCookin said:

    It was leaked that at every rank reset you would be rewarded BP depending on your rank, I think its 250,000 for being rank 1. Unsure if you get 500,000 for being rank 1 killer and survivor.

    That would be a step in the right direction I suppose, if true. Rewarding; but not nearly as rewarding as a constant bonus (because BP generation can be abysmal outside of bonus events sometimes and feel like you're playing and doing a whole lot of making zero actual progress with your characters).

  • Only thing I can figure is server lag -- but I've also had iffy luck avoiding a blind by looking at the ground and usually have to look either at the sky or turn away from the light left or right to get it to register avoiding the blind.

  • @PubStar87 said:

    SWF's are teams of highly skilled players. Matchmaking is pretty messed up if it's putting rank 10's consistently against super pros

    My friends and I are far from being considered 'highly skilled'; but if the two/three/four (depending on who is playing) of us play together we're still considered a SWF group.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631902#Comment_1631902

    I'm good with this; or, the idea of a totem counter in the basement. That way, it still requires a survivor to take the time and risk of going down there to determine how many totems are left. Also, Small Game desperately needs to be buffed to show destroyed or remaining totems.

    That would be the optimal change: modifying Small Game to give that player a totem counter -- requiring giving up another crutch or meta perk in order to feel more confident about searching for bones.

  • @Kira15233 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631905#Comment_1631905

    Damn ok, but I see people doing new conversation, which is weird

    You can work around it:

    If you want to post in "Feedback and Suggestions", go to the Forum Feedback channel and then hit the 'New Discussion' button from there; the "feedback and Suggestions" category will be selectable but not the Forum Feedback.

    Vice versa: New Discussion from the Suggestions channel lets you post in Forum Feedback but not the Suggestions channel.

  • Claudette -

    Change her cosmetics - either brighten their saturation; change their color palette completely; or something. There should not be a one-size-fits-all 'stealth' character that she currently is because of her dark skin tone (which doesn't need to be changed) and dark-toned, earthy clothing (which is the easiest and most logical to change).

    No Mither -

    This perk is a weird chimera with half-effects from other perks (Iron Will; Unbreakable), and this has been thrown around a lot; but allow No Mither to become more of a choice instead of an absolute hinderance. Stop being so afraid, Devs. Simplest change - No Mither lets Survivor start healthy; but when they take their first injury they immediately become permanently broken. Keep is grunt reduction because it pairs nicely with Iron Will under the effects of Stridor and such; and allow No Mither's no-blood effect to prevent leaving orbs for the Oni.

    As for its recover from dying state ability - it's a mute point without the speed increase from Unbreakable, but is repeatable during the trial. Yet, how many times will you feasibly recover from dying state anyway? I'd suggest removing this part of the perk and replacing it with a increase struggle progression - something like, 10-15% faster struggling given David's knack for being the 'aggressive fighter' type of Survivor.

    Also, allow No Mither to give the Survivor running it the ability to benefit from 'Resilience' before being injured - since injury would effectively cause them to have the same literal red-flag on their icon that the current ability does. This way; players can run No Mither and Resilience together for a niche injury-speed-increase build, but not be immediately soloed out because of the glaring red-flag on their icon.

    We're Gonna Live Forever -

    Make this a reverse Barbecue-and-Chili; whenever a Survivor is hooked - the Survivors with this perk see the killer's aura when they are farther than 40 meters from you, for the same 4 second duration that a Killer using BBQ is able to see Survivors.

    Secondly, allow healing other Survivors and successfully repairing a generator to add a stack of WGLF but not trigger the aura reading. Survivors deserve ways to add stacks to this perk's Bloodpoint generation by doing their objective (generators) and not having to explicitly throw themselves in harm's way with protection hits/unhooks.

    Technician -

    With the new generator sounds, I think it's reasonable to change Technician to have an added effect of muffling Generator repair sounds on a minor level. Not so much to make it become meta because of allowing Survivors to hear what's going on around them as easily as before; but enough that it provides some extra benefit.

    Botany Knowledge -

    Increase its benefit from the current 11/22/33% increase to healing speed and efficiency to something like 15/30/45% increase. This gives it a little more power and oomph and makes it a little more lucrative in running 'medic' builds using it (and because it takes a perk slot away from something probably more 'useful' it would still be niche and balanced). For added benefit, allow Botany Knowledge to reduce the effectiveness of perks like Overwhelming Presence by 50% when using a medkit (which at Tier 3 for both perks would result in 5% increased consumption instead of 55%) so the perk still neutralizes the efficiency of Botany but the Botany perk provides better cushioning and still some benefit when facing against this perk. Leave Coulrophobia alone, since this Tier 3 Botany perk would reduce it's penalty to 5%.

    Leader -

    Allow the user to benefit from the perk if another Survivor is nearby, the same way they can benefit from their own Prove Thyself when another Survivor joins in.

    Adrenaline -

    Slight nerf - do not allow it to proc if the Survivor is downed.

    Bond -

    Small change, reveal your Aura to the Survivors that come within its active range as well.

    Off the Record -

    I think it needs reworking to not just be a 80 second Iron Will with aura-hiding upon unhooking/escaping the hook.

    Spine Chill & Premonition -

    Should not trigger if the killer is under the effects of any sort of 'stealth' mechanic.

    Repressed Alliance -

    I think its trigger time is kind of ridiculous and would be perfectly reasonable at 40/35/30 seconds of generator repair time before you can 'seal and mark' the generator.

    Slippery Meat -

    Increase the odds of escaping hooks by 1/2/3% in adddition to current benefits.

  • @Kira15233 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630695#Comment_1630695

    That's the problem, I don't see it "general discussions" and yet this was my first post in a few days

    The forums are having "issues" (surprise, surprise) that is preventing many players from being able to create new topics in General Discussions as well as Feedback and Suggestions; among other categories.

  • @GoshJosh said:

    Your post in a nutshell: Please at least give us a totem counter.

    Every reply so far: don't complain about NOED!

    This.

    Though, while I can see the merit in having a totem counter for the benefit of solo players or non-4-man SWF groups to know whether or not their 'randos' are breaking totems so they know whether they should be using repair time in search of totems or not; I think having an actual physical counter would weaken hex perks too much by giving the Survivors too much information in regards to how they can spend their match time - allowing them to "optimize" gen rushing and totem breaking instead of having to use some precious seconds not knowing.

    I think a better system, personally, would be a game-wide notification/unique sound effect when the last totem is shattered that lets all players know there are now no more totems. This way, you still get the indication that you no longer have to search for totems -- but you never, at any given time prior, know just how many totems are left. You would only know 'if the sound hasn't gone off, there's at least one totem hiding somewhere'.

    Even this, though, still weakens hex perks which are meant to force Survivors off their generators and to use match time focusing on a second objective instead of just rushing through the primary objective with no consequence.

  • @GoshJosh said:

    Unfortunately, Dead by Daylight is unkind to new players - and a poor ranking system is just one of the ways it is. On the same token, you'll often hear 'rank means nothing'; and it's quite true. While there is some skill involved, much of Dead by Daylight is RNG (what map, how the map is laid out in this particular instance, etc.). Try not to get frustrated and learn some tips from streamers and these forums.

    What this guy said - rank is really not an indicator of 'skill level' and more of an indication what your playstyle is: do you conform to the Dev's reward/pip system or are you more laid-back and casual.

    Primarily though, it is because there are not enough active players on at any given extended period of time to have a matchmaking system that only pairs you against Survivors your ranks; especially if you throw in SWF groups with mixed ranks. Queue times are pretty bad (putting it lightly sometimes) as it is in some cases and this type of system would make the queues absolutely ridiculous, especially for red ranks because many players avoid those ranks and purposefully "de-rank" to stay out of those brackets for the reasons stated above (playstyle required to maintain those ranks).

  • The title confuses me when I see it.

    Are you asking why did you rank up to rank 10 after being paired against SWF groups?

    or

    Are you asking why are you, a rank 10 player, being paired up constantly with SWF groups?

    The first one - because ranks are arbitrary and easy to gradually gain even if you aren't really 'trying' too hard; and are not good indicators at all of 'skill', just playstyle.

    The second one - because there isn't enough active players to place you in games with ranks around you constantly; and the majority of survivors play with their friends and there isn't any way to tell matchmaking to not pair you against SWF groups.

  • Translations to the above: There are literally not enough active players on at any extended period of given time to have a matchmaking system that actually pairs players together based on rank - and since rank is arbitrary anyway and has very little actual indication of game skill unless they are in the red ranks (due to the playstyle required to maintain those ranks), the only thing a rank can show you in the first place is: A) This person has played for a while since the reset happen and ranked up over time; or B) This person plays by the Dev's "preferred" handbook of how to play the game, so you can expect them to squeeze out every bloodpoint possible from the mechanics instead of being more laid-back and casual about it.

  • @AshleyWB said:

    Next balance patch they change Claudettes skin tone. I don't know what they can do to make her less OP.

    Two years later and they STILL refuse to fix her despite being blatantly broken - and they say this game is "balanced". Bull-#########-#########. Easy fix -- remove all of her dark-toned clothes. Give her neutral to bright colors. Has absolutely zero to do with "changing her skin tone". It's her clothes. Balance her out by giving her brighter cosmetics and removing her darker ones completely so people can't just "choose" to run them anyway.

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630436#Comment_1630436

    Nope not at all, my volume is at normal levels and the gen sounds are still way too loud and silly sounding, don't put words in my mouth k? Also audio ques are super important, so not being able to hear footsteps or heartbeat while on a gen matters significantly, it'd be like if every time you hook a survivor you have the entity blaring sirens telling you to "kill them all".

    It feels like that sometimes with the Entity rumbling while taking the sacrifice lol

  • @Magerchub said:

    So you get bloodpoints and sometimes rift points if you do missions, but since they are technically "quests" why shouldn't they also give some experience as well? just a thought.

    Short answer: BHVR loses money this way.

    Long answer: Because that would mean giving players more shards, which means more chance to use those shards to unlock DLC killers/survivors without buying the packs. If doing the challenges meant you could grind out a source of bonus xp and progress through player levels faster, you would be reward with more and more shards to use in the store. While this would be a WONDERFUL answer to the ridiculous amount of stupid grind BHVR forces us to deal with despite pleading that they don't want the game to be "too grindy"; that is why it will never happen. Too many players could just focus on matches and challenges and get their DLC that way without paying any $$$. And I would not blame them one tiny bit. Just for what I don't currently have it would cost me a ridiculous $90 plus tax and that is with the "discounted" DLC bundles.

  • @Kisagi1990 said:

    https://forum.deadbydaylight.com/en/discussion/179499/decisive-strike-need-a-weakness

    Wow. Tbh, your idea sucks. DS is supposed to protect survivors from tunneling killers. Lowkey this is just a post making it so you can tunnel. If survivor repairs after getting unhooked, who cares. That's what they need to do to get their objective complete. It's not fair that you wanna take away the only protection we have from tunneling killers. And for the record, if you run back to the hook because they got unhooked, you are a tunneling because you are going back after the person you hooked. DS does not need to deactivate when jumping on a gen. If repairing does stop the progress of DS, then that's the only thing that needs to change. Deactivating is just an excuse to get your tunnel kill.

    I think I got an aneurysm from "And for the record, if you run back to the hook because they got unhooked, you are a tunneling"....

    No it is not.

    "Tunneling" (as stupid and piss-baby of a term as it is) would be if you ran back to that hook and THEN proceeded to immediately chase the unhooked victim, completely ignore ample opportunities to pursue another viable Survivor in the vicinity.

    It isn't just 'boo hoo i got chased down again and the killer didn't stay on the other side of the map while I self-cared back up'. And "for the record", it also isn't tunneling if you get unhooked and the killer makes it back and you are the only Survivor left in the area -- you didn't get out of the area and you are now the only viable target within their vicinity. You are not being 'tunneled' in that case.

    You want a DS true weakness though: disable the use of self-care while DS is active - you should be focusing on getting away from and staying away from the killer after all; which would mean you are not being "tunneled". Continue to tick DS duration while Survivors work on generators; disable completely if they are part of a repair that completes a generator. That way the perk stays purely an anti-"tunneling" perk and isn't just another in the Survivor's toolbox of many second chance perks.

  • @Gcarrara said:

    Interesting how to see only me and another user on this thread liked the new sounds. I can agree maybe reducing the frequency of the "trying to startup" sound can be ok.

    But other than that i prefer these sounds over the old ones.

    Out of curiosity, what sounds would you suggest to put over the "car startup sound" that is currently there?

    The problem with the sounds comes mainly from players using headphones dialed up to like 90 Volume to hear every little ambient sound; so Generators come in like a roaring hurricane. The new sounds are welcome because working on a Generator should not be a passive task - Survivors can already unrealistically turn their cameras to watch behind them and their sides instead of having to actually "focus" on the generator they're trying to delicately repair; these sounds just help muffle their senses and break their concentration on their surroundings instead of their generator -- something that is much needed and welcome.

    The car noise is perhaps a little out of place and obnoxious - it could be toned down slightly but there should be an engine start up sound of some sort; more clanking and sparking noises -- essentially, there needs to be something that keeps drawing the Survivors attention to the generator and away from "unrealistic" environmental awareness during a "singular focus" task.

    Think about it - your head is right up against a generator that's revving up. You shouldn't be able to be consciously aware of anyone trying to sneak up on you during that sort of activity - especially not from behind, but the Devs have graciously allowed you the ability to freely rotate your camera during Generator activities so you can "know" when you hop off and sneak away instead of being taken by surprise almost every time.

    Most of these players don't want 'realistic' sounds. They want muffled, non-distractions so they can keep focusing on everything but the M1 simulator and its sporadic skill checks.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630238#Comment_1630238

    Yep. The solution has to be within the game mechanics itself for this reason. But BHVR seems indifferent about this glaring issue since the game's creation.

    That's because it is only an "issue" because it interferes with the reward system BHVR set up for Survivors that encourages being given second chances and not Killer efficiency (and camping/focusing one survivor down that is already injured to secure a kill; is efficient - even if unenjoyable for the victim).

    BHVR should do the opposite - stop dictating how the game should be played. Toxic players will be toxic players; casual, laid-back players will be laid-back; you don't need to force punishments upon a behavior to try to change that, because it won't change anything.

  • I think it is less "too strong" and more interferes with trolling the killer into loop-chases and forcing them to have to pay attention to a secondary objective and their own safety while doing that objective instead of 'casually' doing bones as they come across them.

    It upset their natural balance of how they 'relax' and play the game.

  • I don't see much difference? Other than they have more gravity physics and drope instead of being perky cheerleader-esque skirts. Basically, they just hang lower in the back and don't show off her ass as much.

  • @Deadeye said:

    God, please, keep those premature raging noobies out of my ears! I see t-baggin and clicky and post game flaming enough, I don't need the audio version of that

    Btw you could all just install Discord on phone. WLAN and power cable should fix all possible problems with that. You could even use it on PC depending on where your console and PC is placed or if you use wireless headphones. Or on laptop.

    https://forum.deadbydaylight.com/en/discussion/comment/1628404#Comment_1628404

    If they implement that, it should definitely be like in Hunt: Showdown, that the killer will hear talking survivors in a specific range as well. Maybe add walkie talkies as items so that people can remotely communicate across the map. Would be funny to see scenes like "are you on a gen?!" - "Shut Up! Killer is here!"

    Still against ingame chat tho

    Lol could you imagine if the Killer could also talk to the Survivors in short range --- like "Is this gen almost one?" and from the shadows "What you guys up to?" XD

  • @Xbob42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629363#Comment_1629363

    Pyramid Head is the first killer I got to 50, and I play almost exclusively killer now. He's boring as ######### to play, and Blight is my new bouncy boy of joy. Feel free to check my post history or recent Steam achievements if that proves that I actually want PH to be fun to play, and don't really care what the survivor opinion of him is.

    https://steamcommunity.com/id/Xbob42/

    There's nothing hidden here. This is my opinion on what I find to be a decidedly boring killer after playing better killers. Which is a shame because I love me some Silent Hill and actually came back to DBD (after playing it for like 4 hours in 2016 and never touching it again) because I wanted to play as him.

    Suppose that's fair - but I don't think Pyramid needs any nerfs in order to be enjoyable. He's enjoyable personally, and to many others, because he can fakeout with his ranged attack and keep Survivors on their toes on whether he is going to ranged attack them or M1 them. Yes, he doesn't have a lot of reason to use his power mid-chase - but honestly, a lot of killers don't really use their power mid-chase.

    If you absolutely needed to change his fake out, then I'd say remove its slowdown and 'charge' time - allow it to fire instantly and have a really short cooldown that slows him down (like a very brief Blink-stun); and a slightly longer cooldown if the attack makes a hit. And again, give it the ability to add Torment at-range to maintain pressure. Blend that with the suggestion to be able to channel his trails and move at an increased speed for map coverage; and he would be a lot stronger and more interactive than he currently is.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629265#Comment_1629265

    I'm not opposed to making it wider, perhaps it could also travel along the trail as well as the aimed direction, causing a chain reaction.

    I would accept a trade-off - losing his mindgame if his ranged attack became a frontal cone attack instead of tiny pewpew laser that is balls easy to avoid if you're aware/far enough away.

    Maybe.

    His mindgame with his ranged attack is currently his best and most enjoyable feature since they nerfed his cages because "boo hoo I got camped".

  • @Xbob42 said:

    I posted this in another thread as a reply, but honestly the more I think about it, the more I like it.

    Right now, PH is dead simple to play most of the time, and kind of boring. His ability to cancel into an M1 makes it very easy to play him, and can end up being boring and repetitive for both sides.

    Let's say we fix that and he has a short (0.5 - 1 second or so) cooldown before he can M1.

    Great, but now he's just kind of an M1 killer with a power he can use even less frequently.

    What if we changed up his rites of judgement (the trails) to make them more active besides just being a debuff that allows you to cage people?

    Example: While Pyramid Head is standing on a rites of judgement trail, its timer within X meters progresses at 2x the rate. i.e. the longer you stand in it, the faster it disappears. In exchange, Pyramid Head moves 5% faster while running along torment trails, and gets a 10% bonus speed to the animation speed of punishment of the damned, along with a 15% faster turn rate.

    The specific numbers are just examples, but I really like the concept of being able to set up your trails as a ways to be faster in chases, or to get across the map more quickly, as long as planning ahead to be able to use your power more effectively outside of just when survivors are animation locked or stuck in an easy-to-hit spot.

    Hidden Nerf Thread is Hidden I see. "Nerf PH's Ranged Fakeout" hidden in a "how about we change this" thread lol. How about - cut out all the crap about his fakeout needing nerfed - because it doesn't; Survivors just hate that he can mindgame the hell out of them with his ranged ability suddenly being an M1 attack.

    He definitely needs more utility with his trenches and I'd go so far as to say even giving his ranged attack a shorter-duration Torment effect when it hits - he needs more ways to apply and maintain Torment: and Torment NEEDS some sort of negative effective on Survivors other than just the "threat" of being caged/mori'd.

    I'd almost go so far as to say if you do anything with the trails - increase his running speed while dragging the trails (outside of a chase, of course) - like a short duration 'sprint burst' for him to have 'map control' through map coverage, that he can only use when his power is charged.

  • @Aztreonam78 said:

    In my opinion, Bloodlust currently is an unhealthy mechanic encouraging boring gameplay style. Long time ago it was implemented in order to give Killers opportunities to catch Survivors at incredibly strong window loops like in Ironworks of Misery or Suffocation Pit. The time of those windows has already passed, and right now Bloodlust encourages brain dead gameplay in fairly short loops where Killers just go foreward for 30+ seconds which is awful for Survivors because they don't feel rewarded for nice mindgames, the Killer hits them anyway. Additionally, it discourages using the Killer's power so Survivors have to deal with quick m1 Killer which is not very exciting as well

    To resolve this, I would suggest to remove Bloodlust completely, but at the same time greatly reduce the maximum number of strong loops like Jungle Gyms (for instance to 1 per map) and long pallet loops. At the same time there should be more TLs which are mindgameable and pallet loops with fairly long one obstacle and short another (similar to Long-Short Walls pallet loop).

    These changes imo would make the chases more exciting since the Killers and Survivors would run more strategically and maps with insance number of jungle gyms like Ormond be no more broken. What do you think?

    These changes wouldn't make chases exciting - they'd make chases drag out far more than Survivors already try to drag them out. Bloodlust doesn't need to be removed - because it is already really simple to break. If you get caught out in the open away from loops, that is kind of just your bad luck - you don't need to remove the only thing Killer's have that helps them end chases physically instead of just "Lawl I'll just go find someone else, k bye" mentality.

  • @Killbutton said:

    I keep seeing talk about how Nurse is a top tier killer. Played a while back, but then took a break, so I thought 'hey, maybe they buffed her'.

    No. Oh god, no.

    Mind you, I only played her once or twice before, so I knew the basics- the fatigue after the blink, being able to blink through walls, etc. A second or two of fatigue ain't so bad i thought.

    Brother, in game, it feels bad. real bad. Like, 'so frustrated I became a face-camping degenerate, then dc'ed when that didn't pan out because ######### this game' bad. Teleporting is super disorienting as the Nurse, then stacked on top of that is a year-long stun where you can't see where the survivor is heading to because you're looking AT THE GODDAMN GROUND. In a game where every second is precious- as survivor and as killer- and where spatial awareness is, the game makes you stop and yanks your head towards the dirt.

    I'll say it, if the fatigue wasn't there, she'd be broken, and I'm sure with the right add-ons she's okay to play, but ######### is leveling her up a pain. i mean, you could use a different killer to get points to level her, but if you're going to do that, why not just play them?

    Now, enough bitching, I have actual suggestions.

    1. Scaling fatigue: Make it to where shorter jumps or a single short jump- not a chain- gives you less fatigue.
    2. Teleporting target location indicator: Why is an add-on, and not just part of the ability? Unless you're a whiz at judging distanced and have memorized the time it take to charge up to a certain distance, an indicator would be wonderful!
    3. Aoe attack after teleporting: Instead of trying to orient your self after teleporting in order to attack a wiggly survivor, make it a cone effect where she lashes out in front of her.
    4. Different ability: Lastly, if the ability is so hard to balance, just take it out! Make give her the ability to steal people's breath, temporarily stopping them from running.

    I dunno, I just hate to see bad execution on a cool concept.

    The Nurse is a muscle memory killer - you play her until your hands just 'know' how long to hold the button for her blinks.

  • Yeah hit boxes have gotten even worse since cross-play; like the extra strain on connections is just making server-sided lag even more ridiculous. Clear indicators BHVR needs to use some of that $$ from constant DLC releases to create and maintain reliable and current-gen servers; instead of trying to get by with as little as they can manage.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/discussion/comment/1628322#Comment_1628322

    Not really, DBD doesn't support VOIP and they said they've made no plans to do so in the future, but they also said they're not responsible if survivors set up their own voice communication. If they didn't want survivors to do it they would banned people for doing it but they want people to play with their friends as that makes the game more popular.

    It's more of a $$$ and business decision on their end than anything I think. Why waste the money investing in VOIP for the game, when it was originally designed with the idea of no survivor communication in mind, and when that is the single most quoted aspect of SWF that has caused an imbalance between solo players and players that play with friends; but also better for them to not take any action in regards to using external means to chat either - because again, they want to keep want continually fluctuating players they have these days.

    Regardless, they should bite the bullet and invest in VOIP tech - if only to bridge the gap between solo and SWF on the Survivor side. But that, in turn, turns literally every killer match into a SWF match at that point theoretically. One of the aspects of the game that isn't as easy to just flip a switch and fix.

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