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burt0r

burt0r

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  • @DrMrHanz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3167851#Comment_3167851

    I urge you to read this once more, and think about how you thought this made sense, and while we're at it, do the same for the original post. Dead Hard, just like before, puts killers in lose-lose situations, either you swing at the survivor at the pallet and give them the speed boost, or get pallet stunned. I won't say that you just suck at using dead hard, because i agree that latency and validation plays a huge part in wether you get downed or not, but i still think this perk is a really strong one and that the change from its inicial state was necessary, if you think bhvr did a good job changing this perk or not (i think it's a no, the perk should've been removed entirely, not reworked) doesn't really matter because they don't give a ######### anyways.

    I would urge you to notice the date on the posts and maybe not to Necro 3month+ long dead threads, which gets frowned upon on these forums.

    The people in those threads have left the discussion way behind them.

    And if the topic is still relevant it is better to open a new one.

  • Okay, it has reached a point of comedy to see the "stop the hook timer when killer is in X radius for Y time"-idea getting proposed again and again and everytime the person that posts it thinks or presents it as NOVEL, when it is already 4-5 years old and didn't work in it's iteration back then.

  • @gnehehe said:

    First generation DS was pretty absurd too ... but only veteran players can remember it

    Not a single another perk was as absurd as Eruption is, since the release of the game

    This is even a fact when you add the solo-q players in the equation

    Not a single other?

    Might i give you this detailed list from @Malkhrim

    @Malkhrim said:

    Eruption is not even CLOSE to old survivor perks.

    Decisive Strike (Original): It was active from start and lasted until used, no hook requirement or time limit. Which means, no ways of countering. It made getting your first hook much harder and there was a good chance you would need 4 downs to sacrifice each survivor instead of 3. Not to mention the skillcheck appeared earlier for the obsession, so the killer would have to avoid chasing the obsession all the time.

    Decisive Strike (2019 rework): It became an anti-tunelling perk, but still lasted for a minute, didn't go off when healing and working on gens, worked normally in endgame and you could end up getting hit by it even when not tunneling.

    Mettle of Man (original): like the original DS, but worse and possible to use multiple times. It gained progress every time the survivor took a hit.

    Self-care (Original): YOU COULD HEAL MID-CHASE WITH THIS THING!

    Exaustion perks in general: Exaustion would go down normally while you were running. Sprint Burst and Balanced Landing could activate multiple times during a chase and give you free distance.

    Object of Obsession(original): allowed you to know where the killer was all the time, even if it was a stealthy one like Wraith, Pig or Ghostface.

    Boil Over (post-buff): could make hooking you impossible on some places. Paired with Exponential and an RPD Offering, it was completely broken.

    Boon: Circle of Healing (at release): 100% bonus healing speed. You healed as fast as if you had a med-kit, but it lasted for the whole game.

    And of course, Dead Hard (pre-rework). I don't even need to talk about this one.

    If people thing ERUPTION is the most broken killer perk in history, this only shows once more how the game used to be tremendously survivor-sided and how the balance improved a lot over the years.


  • @Sycamore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301413#Comment_3301413

    I still use BBQ, free aura reading from across the map when you hook? That is strong af - especially if want to snowball.

    It isn't the point about the perk being strong or not but giving an alternative goal that doesn't take fun from either side or focuses on escapes or gens and is at the same time rewarding for people like me that focused more on BP to not get burned out by toxicity from the opposite side.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301120#Comment_3301120

    Well, there is a noticable difference between survivors who split up to four gens at the start and stick to them, no matter what, or those that roam around, some doing gens, some cleansing totems, some opening chests etc.

    With the latter I usually get into a chase, down the survivor and on gen pops, or maybe I am lucky and interrupt a gent being repaired at 90%. In this case I will get into the chase with the new survivor and usually hook follows hook and gen follows gen.

    In the first case though I down my fist survivor and then 3 gens pop in unison or in a machine gun manner. Now the gloves come off and I play as scummy and "unfun" as possible, tunneling, slugging and showing no mercy.

    As crazy as it may sound, but the way survivors tackle gens dictates a lot of the killers options and behaviour. If you take away all the options they are backed against the wall and will lash out.

    The problem is that both sides will encounter the so called "unfun" playstyles and after one genrushing/tunneling n camping game too much might change their loadout to a full genrushing // Eruption/CoB/Overload build themselves, just because they feel they need to do this.

    BHVR never imposed many restrictions on players loadouts, besides the shared exhaustion timer for exhaustion perks, but maybe its time to implement a coupld of restrictions or caps on slowdown, regression and rushing power, ideally with diminishing returns if certain perks are chosen multiple times, but also informing the players what is at hand.

    By taking the hyperefficiency out of the game, the game will be more fun for everyone. But people play hyperefficient builds, because they feel like they have been backed into a corner.

    One thing that a lot of people seem to overlook since patch 6.1 is BBQ. Many survivors stated that they hated seeing BBQ every match, but it was actually one of, if not the most healthy perk in the game. Nearly every killer had it equipped for the BP bonus, and as if on accident it also showed every killer all kind of opportunites after hooking someone, peeling them away from the hook without forcing them. Yes, camping occured back then too, but BBQ gave a killer a new target, showed them opportunity and thus kept the game going.

    I would propose to find some way to punish killers for camping and tunneling, but also giving them a snol BBQ basekit, ie show them the aura of one survivor when hooking someone and giving them a speedboost of +15% as long as they are moving in the general direction of that survivor, outside of a chase and 16m away from their targeted survivor. This would give killers a big incentive to go hunting instead of camping and even allow slow non-mobility killers to do so without hurting themselves.

    Also, maybe we could give killers a one time score event when they hook all four survivors, making this a sort of secondary objective like back in the old days of BP BBQ, and maaaaybe give them a small 15s Entity blocks all gens once every survivor is hooked once and another time once everyone is hooked twice with everyone being still alive, rewarding the killer for spreading the love instead of focusing one down.

    Rest in piece, my old friend bbq.

    I wore your icon since my first day on the forums but Bhvr killed your "secondary objective" characteristics and I had to drop and bury you with the rest of boring perks.

    Gone but never forgotten. ๐Ÿ˜ญ

  • ALL HAIL OUR LORD AND SAVIOUR LIGHTBORN! ๐Ÿ˜Ž

  • Ah a classic edilibs, never fails to entertain.

    Sadly i am sure that your passive aggressive tone will get you kicked from the forums sooner or later.

  • Heyyyy another buzzword thread.

  • @sulaiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299116#Comment_3299116

    You just dont acknowledge the arguments against it. The biggest problem is that you have to buff killers for the information that can be relayed with vc, but in europe for example, voice chat does nothing, because you have lots of players from different countrys with no common language, and sometimes not even a common alphabet.

    VC would do nothing for them, but still they have to deal with buffed killers. Or you dont buff killers, that then have to deal with vc groups in every match instead of just half of it.

    I dont know where you are from, but i think most people in the us just try to ignore the language problem, because its not their problem.

    Well the language barrier hadn't been as much of a problem in Rainbow six siege back in the day when i still played. And the toxicity there was also quite limited plus every last game with VC has the option to mute individual Teamplayers.

    It's more problematic when the people in the different European countries refuse to learn proper English.

    (I'm German btw, so also a non native English speaker)

  • @whycantheydothat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299260#Comment_3299260

    1. The concept of addons are fine. The issue is that some are too strong and in addition the way survivors find out about them is by dying. In solo queue it involves multiple people falling into the same trap.

    2. Jolt is absolutely not suitable alone. I consider myself better than your average player in any game and dbd is no exception. The better the survivors get the more important gen defense becomes. The way I have to play to accomidate for the lack of gen defense, most players would consider toxic and unhealthy while I myself find unfun.

    3. By this logic any killer I didnt mention is bad.

    Just to address point 3 here, welcome to DBD, that game where any killer without built in chase potential like nurse or blight and without any hard antiloop, is bad. You hit the nail on the head there.

    There IS a glaring rift in "potential for success" between all ~30 killer. Meanwhile the devs gave us a small MMR window for all killer to fit in (not even mentioning them softening the matchmaking so much that it's basically nonexistent often times).

  • Ahhh the usual, fresh accounts with the most extreme takes on topics. ๐Ÿ˜Œ

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293494#Comment_3293494

    Can you provide official evidence that BHVR out right said they favor killers?

    I guess they mean the 60% kill rate the devs are shooting for.

  • @AverageKateMain said:

    Okay I'm confused by this rant. You're saying people who swf are bringing up solo as a way to buff swf inadvertently? You are aware 5% of people actually swf and the 95% of people are those who consistently solo. This take is very weird to me cause you listed arbitrary perks like Resurgence when that perk requires other perks to be good.

    Suggesting people to run perks to counter 1 aspect of he game that's problematic is quite literally why we have the boring meta we have today. You listed Exponential as a counter when that perk isn't good with how much set up you require and assumes the killer won't just snuff the boon immediately. Plus it's rarely in shrine to even consider as a viable perk to obtain.

    They've been giving both sides changes to make games less painful. Are you intentionally ignoring the killer changes just to focus on survivor ones? Cause that's not arguing with good faith. Also let's not say survivor Gen rush builds are op as if killers aren't running full slowdown.

    I don't want to be a jerk but it sounds like you had a bad couple of matches and instead of logging off and doing something that won tilt you, came to the forums to rant

    5% full 4 people swf

    45% 2/3 people swf

    50% solo players

    In the worst case you can have only 5% of true solo lobbies, so let's not exaggerate, okay?

  • Well first off i can't give any information from my pov since i haven't played since last December.

    But when you start a discussion of this kind and even name a few criteria yourself, why don't you give the necessary information yourself?

    Which are: Platform+crossplay on/off, time of day you play and region.

    Any discussion about queue times becomes useless without naming those, in my eyes and I have to nag for them EVERY TIME AGAIN.

  • @THEFREAK420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296128#Comment_3296128

    https://us.v-cdn.net/6030815/uploads/BW5Y28STXK0V/screenshot-20221214-234028-chrome.jpg

    So how does it feel to not know what you are talking about? That post is a year old. Talking about a nerf 2 years before. Not months ago. Maybe you need some 420.

    Buddy i have bad news for you, that was a reowrk and the perk still had its uses.

    Really destroyed was it a few months ago when they cut it's regression in half and made it deactivate after the first survivor death in a match.

    You have been away for two years and nobody calls the change two years ago even a nerf anymore. It was still strong and one of the most used killer perks until summer this year, even moreso with the introduction of undying.

    Your much presented info is way outdated for any fruitful discussion.

  • @VillainousTurtles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296010#Comment_3296010

    I find camping to be fun.

    Whoopsie, my bad, didnt mean to invalidate your entire premise.

    Uff and you claim yourself to be an adult when acting this childish?

    And argumenting with an personal emotional/anecdotal response when you on the other hand condemn others for it?

  • Try hillbilly and his screeching chainsaw, that's when you know true acustic pain in this game.

    I would also recommend Demogorgon for an acustic hell but that's no longer commonly available.

    But yeah, some survivor screams are really too much.

  • @BenSanderson55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3273962#Comment_3273962

    It's common to see a killer (with 2 survivors left) immediately reslug a survivor who is helped up or will just camp the slug. I dont see survivors running back into the map when the killer shows up at the exit.

    Uh boy then you never had the opportunity to get spam vaulted by survivors unwilling to leave without an audience.

  • @AverageKateMain said:

    Honestly a lot of you need to seriously either uninstall or stop whining. 5 pages of nonstop whining and for what?

    Entertainment?

  • Well we have asked for exactly that for how long now?

    And how good does Bhvrs listen to such demands? Or rather how fast have they been until now in answering that with actions? And how often did those actions end up being way of the expected mark?

  • @daniel_owenz said:

    I forget what it's called but back to back games now, I spawn by myself, my teammates are together, and the killer is RIGHT next to me, I have to start the game off with a chase in a location that has no pallets. Now I know this is MMR/SBMM based, it determines which player is best and puts him by itself, let's just admit that this silly nonsense is part of the garbage MMR this game employs.

    Nerfing the prk:

    1. Reduce the seconds to tops 5 seconds, not 9 seconds.
    2. the killer has to spawn automatcially on the opposite side of the map, not in the middle, not next to a survivor, none of that.
    3. all survivors should automatically spawn together and there needs to be a notification that shows this perk activates at he start of the game, similar to how the exposed status gives us a notification.
    4. For the next 10 minutes of the game, the killer cannot see the aura of anyone else no matter what perk or add on they employ.

    Some combination of the above will do, this game is not enjoyable for good players with high mmr, we don't want to spawn next to the Got damn killer every single game, it's not enjoyable, I quit those games automatically.

    NERF. THE. PERK. No more 9 seconds, no more starting the game with a chase due to the killer being just right next to me off spawn, none of that nonsense. It's funny, when I play killer, I spawn alllllllllll the way on the other side of the map, I never ever everever ever ever get spawned right next to a ######### survivor Behavior. It's horse #########, inconsistent garbage.

    Let's also nerf the knight perk that lets killers see the aura of all people near the damaged gen, as well as the masterminds add on "helicopter stick" that lets the killer see the aura of everyone who uses a spray for 8 seconds. Anyone using these add ons needs to spawn far far far away from the survivors, let's just be honest, like, at least make it somewhat competitive, don't give killers a participation trophy win.

    1. meh, not that much of a nerf

    2. Has nothing to do with the perk and does sound reasonable.

    3. ๐Ÿ˜‚ Survivor want a tell/warning/notification for EVERYTHING the killer does/has, power- and perkvise.

    4. ๐Ÿ˜‚๐Ÿคฃ๐Ÿ˜‚๐Ÿคฃ๐Ÿ˜‚

  • My go to was always farming as many BP as possible.

    My problem with that always was, when am I "allowed" to kill survivors if they drag the farm out too long?

    I have all categories already maxed and want to end the trial but the survivor have stopped working on gens and don't get my hint when hitting on gens.

    And when i try to kill them they take it as farming and keep unhooking and then are surprised or shocked when i hook someone for the third time. Sometimes they even start to scramble and make the whole thing a hassle again.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292847#Comment_3292847

    Do you mean the snack or the citizen of Berlin? ^^ Btw. many people don't know the cricumstances of that Kennedy quote, and I find that even more interesting, than the quote itself.

    Both. ๐Ÿ˜‹

    And yeah, i find it funny that Kennedy was so close to the native dialect with his accidental pronunciation.

    That's at least what i think, maybe he did say it intentionally to imitate the native "Icke" that's used for Ich/I or it developed from his quote? I wouldn't know since i am not from around there and mostly dialect free.

    But to the topic, i normally don't use my native language online (German) even when the serve i am playing on is marked for it, like in WoW.

    And the chat filter in DBD has already make me look like i wanted to insult people with all it's censoring in english, so don't want to imagine what it would look like it.

  • Did they ever fix the hotbox of the excavator on this one map? I can't remember the name but it must be one of the gas heavens or macmillans maybe?

    Had a pallet loop and a window in the operator cabin and you could get stuck as killer when moving right below the shovel.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292815#Comment_3292815

    Have you tried Erfolg instead of Glรผck? ^^ I don't know how to use something else for Ich... besides maybe using dialect?

    "Ick bin ein Berliner" ๐Ÿ˜œ

  • Well, they promised performance improvements on last gen consoles maybe 4 years ago and look how much came from that promise.

    Never take Bhvrs words for granted or better don't believe anything until it gets released.

  • @crogers271 said:

    https://forum.deadbydaylight.com/en/discussion/357273/dead-by-daylight-is-boring-now

    now every players play like its a competition, no fun allowed just skill.

    I've only been playing for about 4 months, but I'd like to understand the idea behind this. How did people use to play? It's a game, the goal is to accomplish the objectives, the faster you do that (example: gen rush/tunneling) the more likely you can accomplish that.

    Now I have a problem that certain perks/add-ons are so powerful that they seem necessary/over-powered, but that's a different issue than player's attitudes toward the game.

    It's the fate that every online pvp goes over time.

    At the start people on the greater scale don't know what's the best tools/strategies and therefore can try a wide variety of things without feeling pressured by the rest.

    As the game grow older a meta (most efficient tools available) crystallizes, gets used by the majority and if you don't then you get left behind.

    It's the same in DBD as in lol, DotA, R6S, rocket league, Fortnite and so on.

    For example rainbow six siege (i don't know if you know the game, but it's too complicated to fully explain):

    At release it was enough to know the maps and bunker down at the objective as defender and wait for the attacker.

    Nowadays people know the best spots to make peek holes in every wall, spread out through the map to ambush attacker and spawn peek. Half the characters that were fun and useful in the beginning aren't played anymore since their gadgets aren't the most perfect and you will probably get flamed for playing what you like.

    But again, that's how the world of online pvp games goes, it is in our nature to optimize and so the most efficient is found and spread via social media and YouTube, so the general public imitates it and the people that want to goof off get left behind. But pvp aren't a casual genre in the first place anymore.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/357086/unbreakable-should-never-be-base-kit

    its 45 seconds thats half a gen its a really long time i honestly thing this will favour killers more because now you can win really fast if you play something strong like iri head huntress ^^ and just proxy camp your slugs and hooks

    22,5 with UB and 7 seconds under any pallet with two other perks.

  • Ahh this post is the definition of looking back through rose tinted glasses.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283187#Comment_3283187

    You're forgetting that certain strategies are only countered by being a SWF. So even if you wanna try hard as solo good luck with that. MMR isn't the only thing that would need fixing. Communication for solo would need as well.

    Even casual players in league run meta builds, so it's more likely that if those perk combinations stays then the lower levels of DBD would also have to run them to counter them. But the problem with that is BHVR giving you mixed messages. If you win too fast you de-pip and don't get a lot of Bloodpoints. If Bloodpoints reflected a win even if quick better you'd see a lot more people become meta slaves. As it is right now if you play too well on either role, you are punished with risk of de-pipping and not gaining many Bloodpoints.

    Maybe if I could get a pip if I won and bloodpoints I would be running Stake-out + Hyperfocus just to counter the current meta and maybe more people would run it as well under those circumstances. So suddenly it would be easier to counter slowdown as people are more focused on winning.

    People keep asking for the Bloodpoint bonus to be added to BBQ and chili to incentivize going after other survivors and not killing and if you believe in that argument, we could make the same one for survivors. Perhaps if you got a 100% bonus Bloodpoints if you escaped people would tryhard more.

    I play DBD almost daily. I don't play 8 hours because I have work and other obligations, but playing DBD daily and once a week or on the weekend are quite different things.

    As for you quiting, if you've been playing for years already it's only normal you play more sparsely.

    It buffles me that people in this community consider try-harding an insult or something bad, even in ARAM people tryhard and want to win even if it's supposed to be casual.

    Okay let me try to answer this wall of text.

    You're forgetting that certain strategies are only countered by being a SWF. So even if you wanna try hard as solo good luck with that.

    A good team of solo with equal skill can be indistinguishable from swf sometimes and here we again have the problem of not working MMR. If it would work then all survivor and the killer would have comparable skill and the same drive to either win or be casual since that determines if you rise or fall in MMR.

    And since you seem to be a little hung up on lol now, it's the same in normal queue where matchmaking works and the normally good/tryhard players play with other like them and the casuals or bad players are mostly matched with the same except for mixed premade teams like mine with me around platin-diamond and a friend that will never climb out if bronze with her having played it for 5-10 years already and still maxing E first on her main Jinx ๐Ÿ˜ฉ and buying tank items when falling behind.


    MMR isn't the only thing that would need fixing. Communication for solo would need as well.

    Others and me have advocated for a ping system or in-game voice for years now and it is up to the devs to finally do something to bring swf, solo and everything in between on the same level.


    Even casual players in league run meta builds, so it's more likely that if those perk combinations stays then the lower levels of DBD would also have to run them to counter them.

    That is exactly what I was saying. The casual is dying out in online pvp games after time when the most efficient stuff aka meta is slowly established.

    I for example played rainbow six siege since release and stopped after my best friend i play it with died 2 years ago. I was pretty good, also around gold/diamond, but nowadays i would get steamrolled because I have no idea of the fast paced meta i see on YouTube today.

    DBD is no different.


    But the problem with that is BHVR giving you mixed messages. If you win too fast you de-pip and don't get a lot of Bloodpoints. If Bloodpoints reflected a win even if quick better you'd see a lot more people become meta slaves. As it is right now if you play too well on either role, you are punished with risk of de-pipping and not gaining many Bloodpoints.


    Maybe if I could get a pip if I won and bloodpoints I would be running Stake-out + Hyperfocus just to counter the current meta and maybe more people would run it as well under those circumstances. So suddenly it would be easier to counter slowdown as people are more focused on winning.

    I won't address your point about pips in more details since that is a subjective goal in my eyes with the monthly hard reset and only the BP rewards.

    But your point about games going too fast with the meta perks, that only happens when non "tryhard" meets "tryhard". When bots sides bring the best then we end up on the same level as if both sides brought absolutely nothing since meta is there to counterbalance other meta. Again a point i made earlier already, when both sides have the same mentality it works but matchmaking does not guarantee that to the same degree like in other games.


    People keep asking for the Bloodpoint bonus to be added to BBQ and chili to incentivize going after other survivors and not killing and if you believe in that argument, we could make the same one for survivors. Perhaps if you got a 100% bonus Bloodpoints if you escaped people would tryhard more.

    The bbq incentive made people play more into the casual mentality not the other way around but that perk is dead today anyway. And you don't need an incentive to make people go for the win, that is inscripted into humans on an instinctual level, but to make them play less competitive and more easy going need a more carrot like approach from the "stick and carrot" principle.


    I play DBD almost daily. I don't play 8 hours because I have work and other obligations, but playing DBD daily and once a week or on the weekend are quite different things.

    Of course they are different and normally different queues should separate those different players but DBD does not allow for that so matchmaking should do that job, to a certain extent.


    As for you quiting, if you've been playing for years already it's only normal you play more sparsely.

    I own this game since its release but played only around 300 hours, just for information. I quit exactly because as a friendly casual killer you get often matched with survivor doing everything to win or not trying to win at all but to toy with the solo killer player.

    I did an experiment by playing the few dozen hours in the last 2 years avoiding all killing and playing extra friendly without blatant farming to see how grateful survivor would be for the different treatment to all the unfun playtstyle compalined about on the forums. And I can tell you it does not feel rewarding to not go for the win and therefore DBD wasn't worth my time after 300 hours, it got boring and repetitive without teammates coupled with occasionally still negative feedback.


    It buffles me that people in this community consider try-harding an insult or something bad, even in ARAM people tryhard and want to win even if it's supposed to be casual. The make it as far on the ladder, what team? If you play non-meta builds in League you get flamed but if you make it to Diamond or even higher with it you simply get extra bragging points and showcase your skill. What more tryhard team? Most people playing ranked are try-harding, that's what the mode is and it is primarily solo-duo. There are no premade teams, But there is Flex queue for that reason. If you want professionals then Unicorns of Love in the past have run some very non-meta comp teams.

    That is the same in all online pvp games. Casuals aren't welcome after game run a certain time. They either get their own playing mode or have to adapt to not be left behind by the people that want to win, no matter what prize awaits them and let's be honest, being the best in whatever video game gives nothing more than only bragging rights outside of real eSports with prize money. Nobody in the real world cares if someone is diamond, platin or challenger in whatever game.

    And about tryhard being an insult, that comes from other casuals that don't like when they don't get their casual matches.


    Uff that's a wall of text and a half. Let's end this discussion here maybe. We went hard of topic and I don't see us seeing eye to eye onto those points.

    I was casual and quit, you are casual and complain about repetitive tryhard killers in your games but the sad reality is that the tryhards always win in the long term in online pvp games and the casuals either adapt, are okay with being at the bottom of the ladder or are driven out of games. That's the way online pvp games go over the course of their lifetime.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283072#Comment_3283072

    League has normals and ranked to cater to both crowds. On top of that it has aram and roating game modes.

    Also, there are people who run only off-meta builds and try to make it as far as possible. Here's even a youtube channel dedicated to all the weird builds people have managed to get use off:

    https://www.youtube.com/%40HappyChimeNoises/videos

    Even aram who is a casual mode has gotten balance changes over the years (I would no, I have like 7k games on that mode) that are only for aram. There are still unbalanced stuff that gets through the cracks but it's much better than when people could have aram only accounts to only get ranged and poke champs.

    "try to make it as far as possible"

    Yes but ik the end they will end up against a team with a more tryhard mentality and lose. Like it's supposed to be with a working matchmaking. Even Aram has tryhards and people that treat that game mode seriously.

    DBD does not have a working matchmaking and only had it (maybe) for a few weeks/months until it became clear that the top is way to sparsely populated to make it feasible without hour-long queue times.

    The result of countermeasures is now that practically everyone plays with everyone at random. And over time the "serious for the win" players aka "tryhards" with gen speed up, sabo coop, gen slowdown, slugging or whatever most effective built will drive the casuals away like you when you start to make rant posts until you one day maybe quit, others already have, me included as casual killer.

    And then you inevitably end up with only ranked mode.

    To focus back onto my point, the matchmaking is the problem and is back to being close to completely random. So your problem with gen slowdown perk killers shouldn't even exist when the system would put them with opponents of similar mentality and loadouts.

    But both sides either prepare for the worst and are oppressive against other casuals or get steamrolled if they don't and meet tryhard.

  • Well that sounds, like most of the time, like a matchmaking problem when "casuals" are getting matched with "tryhards".

    And if the scenario is that on side doesn't have anymore casuals left, thanks to everbody going tryhard to prepare for eventual tryhard opponents.

    And if that's the case, that's the point when the rest of the community has to accept that the casual part of the game is dead.

    For example league of legends, you can't really play goofy casual and expect to win. Going for a ADC and make a tank built will inevitably result in your loss.

    Same in DBD today, either you die a casual or become a tryhard too.

  • @Nathan13 said:

    Poor Myers wants his achievement. ๐Ÿคฃ

    At this point they should just scrap this achievement. You would need a farm round and the survivor be somehow on board to get it.

    Nowadays survivor are way to prone to DC to indirectly deny it.

  • Nah, i already checked profiles out of boredom in the past and didn't do anything.

    Lightborn was a staple on all my killers. Would've been even moreso nowadays with bbq having been killed, BP wise.

    And either they are tryhards and would cream my anyway or they are casual and I wouldn't need it anyway.

  • @Mockingjay_S451 said:

    Why can a killer see the survivors before a match? Why do they get time to adjust their build based on what they see awaiting them in the gameโ€ฆ yet, survivors can not adjust their build because we have no idea who the killer is going to be.

    Killer sees lots of flashlights, cool let me add Lightborn. Killer sees lots of toolkits, let me throw on another Gen regression perk. Med kits? Maybe a bit of Sloppy.

    I get that survivors shouldn't see the killer because there would be so much dodging. But that doesnโ€™t mean the killer should be able to see the survivors.

    While Iโ€™m on the subject, I donโ€™t understand why Console can still not go anonymous? It was there, it worked and got removed. I donโ€™t get it.

    Do you want Franklin's every game? Because that's how you get Franklin's EVERY GAME.

  • @Steakdabait said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282880#Comment_3282880

    muh 4v1 is a worse take. The game is balanced around being a 4v1, like i just don't understand the statement.

    The game is balanced around 1vs4 base, not with all combination of items, add-ons and/or perks in mind. And even for the base, the balancing is questionable at best.

  • @jmwjmw27 said:

    I'm fine with killer seeing survivors - if you really want to, you can swap to a different item at the last second so the killer can't counter it, and you can use anonymous mode to prevent most profile snooping / lobby shopping from killers. What I don't like killers seeing in the lobby is survivor prestige levels, as I have to last second swap to my high prestige survivors or it'll take me 10 minutes to get a game with how many killers dodge my lobby.

    Ah yes the last second switch mentality that earns you no killer interaction in my games.

    You want to try hard with your items/prepared loadout survivor main character, be annoying or whatever -> i won't interact with you. Have fun holding M1 or die trying to get my attention.

    At least that was how it usually went with last second switchers. Not saying you are the same, i don't know you and your playtstyle but that's my answer to that particular mechanic.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282959#Comment_3282959

    You can't even say that....with how some impossible blinds happen a Good Killer player may just not want to deal with it and if it's a 4 flashlight bully squad any Killer with a brain cells will put Lightborn on just to avoid the headache....

    I'm a midrange decent Killer player and have had times where I would get blinded by survivors NOT within my FoV while I'm looking right at a wall. So if I don't feel like dealing with multiple flashlights in a single game Lightborn will be put on.

    All hail our lord and saviour Lightborn ๐Ÿ˜Ž

  • To go with the horror movie theme, a 60% kill rate means that on average 1,8 survivor escape EVERY TIME. Aka the "final girl" makes it every time, through hatch or gate, and in 80% of all cases even together with a friend (in the statistical average).

    Of course that's just statistically and DBD with it's snowbally gameplay doesn't represent the average but a huge mix of either 4k or 4e and a little bit in between.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281885#Comment_3281885

    DBD is not really a skillful game to begin with. There are tons of games out there which require more Skill, DBD is pretty easy, regardless of the role you play.

    And well, Survivor has to be the easier role. You need 4 Survivors and 1 Killer, it is by definition clear that Killer is harder (but it is not hard in general), because why should the team with 1 player have it easier than the team with 4 players? It would make 0 sense to play on the team with 4 players if it would be harder, so we would have very long queues for Killer if Killer would be easier than Survivor.

    The possibility to play with friends versus the inability to do so alone is incentive enough to keep both sides at least on the same level of difficulty.

    Otherwise if the solo role is harder, more stressful and not rewarding enough, why should anyone want to play that role?

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281786#Comment_3281786

    I couldn't name one player who was banned for blatantly cheating

    Doesn't mean they are not being banned

    Being AFK and not participating in normal gameplay is listed as a bannable offense, so it should be safe to assume that people will be banned if they are reported enough times

    If they really would ban for that then many, many, many survivor would already have been banned when they try to outstealth each other in a 2 remaining scenario and completely gave up on progressing the trial.

  • Imagine doubling back over a window or running around a corner becoming the immediate ultimate counter against a worse blight.

  • All hail our lord and savior Lightborn ๐Ÿ˜Ž

  • @Little_Kitten said:

    It is not being in SWF that makes survivors strong; it is the fact that said SWF is composed of experienced survivors.

    Have 4 people play, in vocal, on accounts with all the items, all the accessories, all the offerings and all the perks ... if those 4 people are newbies who have only 10 hours of play on DbD ... they will get destroyed by a Piggy.

    To say that "SWF = unstoppable team" is wrong.

    I know quite a few people I play SWF with, and yet some of them may have hundreds and hundreds of hours on the game (if not at least a thousand), they will still sacrifice the shack palette first, still don't know the concept of 3-gens, and don't communicate important aspects of the game during the game, when it's not just bringing the killer back to the people who make the generators. As for the chase, it doesn't even last 10s.

    So yes, they are SWFs. But it doesn't mean anything. What matters is the composition of the SWF.

    If you run into 4 people, 3 of whom are beginners, you can have the 4th one down. The same goes for 2/2.

    The fact of communicating does bring an advantage, but if it is exploited by players who are not good in DbD, the result will be inefficient.

    And if not, concerning the fact of having a team which would not take duplicate perks, one could imagine a system which, when it detects that the team of 4 is composed of all different perks, rewards each member by doubling, for example, the BP obtained? ๐Ÿค—

    Not necessarily true. I have have a few YouTuber that played DBD for fun, usually in custom matches (with the killer in discord), that didn't have a clue of the game.

    That was 4-5 years ago. Then they played public games as a team and still didn't have much of a clue but still they managed to win games simply because of constant call outs.

    From their usual gameplay and more importantly their understanding of the game according to the BS they were talking about mechanics, like killer powers, they completely interpreted wrong, they shouldve never won against any killer in pub games.

  • The killer should just not be forced into a multiple second dedicated animation but simply need to hit a gen for the regression to start. That would reduce the time loss to the attack cool down and not lock the killer into an animation losing Los during a chase for example.

    But the would also need to tweak kicking perks and the 2.5% instant regression.

  • @daniel_owenz said:

    As a killer myself I wouldn't want that to happen. Sometimes there are two people working on a gen, I'll pretendto chase one and the other will immediately come back to the gen thinking I'm chasing the other guy, and I'll come back and down him. It's good to bait the gen. I wouldn't kick gens knowing other survivors are near by.

    But that's not the point argued here?

    It's about the ability of a.survivor to stop a gen from regressing mid chase in a few frames compared to the killer needing a multiple second animation, losing the chase in the process, if they decide to kick again.

  • @Dogma_loki said:

    My take on gen tapping is hold overs from the old hex ruins mechanic, to avoid the hard skill check. When I see survivors doing it now I just assume they lack confidence in hitting sill checks in stressful situations. I really feel like individual odd behaviors (like gen tapping) is more of personal hang ups with survivors and less of people trying to circumvent any mechanics.

    I think you misunderstood the kind of gen tapping that is the focus of this discussion.

    Not the "progress the gen by only tapping it" from old ruin days to avoid skill checks but the "stopping gen regression by tapping it a fraction of a second vs the killer needing multiple seconds to kick it" kind.

    And the latter got better after the built-in 2.5% instant gen regression was a thing but it still is a joke when survivor can stop gens from regressing mid chase without detriment.

  • @daniel_owenz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280473#Comment_3280473

    That's not a "me" problem, I solo Q and am not playing on teams, it's not as organized as you think it is.

    Killers seem to be pinpointing locations very easily with the 32 meter radius, I don't think that is a concern because it is already happening. If they make it a hex then it can be extinguished.

    You can make it a hex after hex have been made less of a joke that they are.

    When a survivor can spawn within sight of them and /or they stand in line of sight of a gen it becomes a joke. High risk/high reward? As if. Insane risk for mediocre reward at best.

    We don't need more killer perks with easy off switches for survivor.

  • @daniel_owenz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280470#Comment_3280470

    The killer I ran into found everyone almost instantly I'd say, we're talking two story maps and knowing exactly where they are from across the map. It's a handicap ability, a participation trophy ability.

    Oh even a two story map where the perk helps even less to distinguish on which level the survivors are? And you complain about it then? Wow.

  • You realize that the smaller the radius the easier it is to pinpoint the survivor?

    32 meter radius means 64 meter diameter. The killer will only know that a survivor is in that corner of the map and nothing more. also depending on the situation it is quite hard to figure out in which direction the survivors are since they can be anywhere at the border of the area of effect.


    If you managed to leave 3 close gens, that's a you problem. And if it's a close 3 gen then whisper does nothing since the killer gets whispers at probably all 3 gens.

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