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burt0r

burt0r

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  • @Veinslay said:

    I 4K all the time with 12 hooks playing Clown and Pig with no add ons even with Dead Hard, Fractured Cowshed, and Circle of Healing up all game. If you can't, you're just bad

    You might want to work on your written sarcasm there. I and others that know your posting history might get it but it seems to have flown right over the head of others like those two here V


  • @ItsJesseFFS said:

    No.

    First of all, using a tournament is the WORST EXAMPLE, because they're literally the best of the best survivors.

    Of course, if all 4 survivors are EXTREMELY top tier, then it's survivor sided. BUT THAT'S NOT EVERY SINGLE GAME.

    Second, people should play more survivor. And specifically, I'm talking about solo or duo.

    I absolutely hate it when killers talk about survivor being easy (it's stressful to me) and act like they play survivor.

    Like, do you really play survivor? If yes: At least 3 or 4+ hours per-day? With an extremely competent swf? Solo? Playstyle? Blendette?

    The saying really goes both ways. "Do you play [opposite side]?!"

    Personally, I don't really think this game is survivor sided. If anything, it's becoming more killer sided.

    This is why I had quit well over a year ago. Boons brought me back though. Yes, I do main survivor, cry about it.

    This game is only survivor sided if all 4 survivors are top-tier competitive level survivors.

    This game is only survivor sided if all 4 survivors are top-tier competitive level survivors.

    Yeah, against also top tier competitive killer players and most often under (heavy) restrictions in tournaments.

    So without restrictions and presuming a working matchmaking (which we don't have and still makes talking about balancing without any form of fix point useless) 4 average survivor still would have the tools to easily beat an also average killer player.

    Hence the toolset given by the game still is sided towards the survivor. The only reason that not every game is heavily survivor sided is both sides inexperience and that when both parties have absolutely no clue what their doing killer is build to come out on top. Otherwise there wouldn't be any new killer players since they don't have the "play with friends" aspect as an incentive to keep playing.

  • @JoByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2861819#Comment_2861819

    I actually believe this game is pretty balanced. At least as balanced as a game like this can be.

    We don’t need every killer to be just as powerful as the other one.

    Nurse is bad for beginners and Godlike for veterans who has learned her.

    Wraith is good for beginners but struggles vs experienced players.

    This is how the game should be.

    IF this game had a working matchmaking that doesn't excuse itself everytime queue times get a little too long.

    But it doesn't so you can pick nurse as "pro" and expect pro survivor for a hard right tbut instead stomp on noobs or you pick wraith as a beginner and hope for other beginner but instead get curb stomped by aforementioned veteran survivors.

    Both not fun in addition that killer is already more mentally demanding/exhausting than survivor for the majority.

  • I think they mixed you and @TheGannMan

    Your go-to Loverboy is/was Freddy iirc?

  • I prefer the late DC if at all.

    The early one robs me of my bbq stack and makes the other survivor give up so i can't farm for BP.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858828#Comment_2858828

    I never said that though? Of course they won’t buff the worst killer if nurse was nerfed/removed. And the other stuff you mentioned doesn’t relate to this in any way?

    as long as she exists in her state (and Blight with some specific addons) the overall gamebalance can’t really be changed in favor of killers…

    I would say you indirectly imply something like that here and have heard more explicit arguments in that direction several times already.

    And again i am of the opinion that thinking that behaviour would improve killer gameplay in anyway just because they delete and/or nerf the best options is a fools hope.

  • @Mooks said:

    Spirit wasn’t destroyed, her nerfs were healthy and needed.

    though I kinda agree that Nurse is too strong, and as long as she exists in her state (and Blight with some specific addons) the overall gamebalance can’t really be changed in favor of killers…

    They can delete nurse for all I care but can we please stop making the delusional argument that if the best killer is gone that behaviour would suddenly buff the worst?

    AS IF anything like that would happen or has ever happened.

    -They nerfed enduring because it's interaction with DS wasn't satisfactory, buffed ds stun time and left enduring in it's nerfed state

    -They nerfed the stridor/iron will interactions because of spirit, then nerfed spirit herself and left the stridor/iw intarction in it's nerfed state for all other killers.

    Just as two examples that directly come to my mind. And I can't remember when behaviour ever did it really differently, at least not pro-killer, with wraith and the reducing of his post phase lung after buffing him finally.

  • Maybe appreciate the ones that don't a little bit more.

    From my experience most people don't and still treat them like dirt all the same.

    So don't be surprised when at some point on kind of killer is suddenly extinct.

  • No offense taken. It's just like sarcasm, it hardly works in written form without intonation or body language.

  • @CharlieChatBox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857259#Comment_2857259

    I'm not saying all Killers sweat. I'm also not trying to treat killers like dirt. I play killer. I have more hours with killer than survivor. How is silence toxic. And why are you taking a ggs after losing poorly. People can mean gg as a good attempt, regardless of how you did. How am I treating you like dirt? The whole point of this thread is if you're going to camp, why wouldn't you camp with better killers for it? You okay man?

    Okay, first of all i guess this comes from the limitation of the English language. The "you" i used wasn't aimed directly at you but at the general community i face.

    And about taking ggs negative, that comes with the fact that they strictly only come from winners and then mostly when the win was a onesidedly stomp. Most of the rest of the time they don't show any form of courtesy even when i myself gave ggs every time (which i stopped) or alternative toxicity cokes back.

    On of my favorite occurrences was a game were i got 0 or 1 hooks and less than 10k BP (iirc) and the survivors gave ggs and I answered with "not for me" as is in "it wasn't a good game for me. (I think it was even during a BP even with multiple offerings). Oh boy did i pooe the hornet's nest and they started to rip off with insults and toxicity.

    Again my comment wasn't directed at you but detailing my experience.

  • @Araphex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857300#Comment_2857300

    I guess I didn't realize the OP was sarcasm. Why make a discussion then? It's not logical.

    Because sometimes some fun doesn't hurt on this complaints and negativity filled forum.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857495#Comment_2857495

    Rip are my previous comments in other threads biased? Be honest because If you think I am then I might need to change the way I answer

    No that's the thing. I am not used to such "stupid" stuff from you and therefore this was suspicious.

  • The part about clown should give only speed boost to survivor was the dead giveaway. Before that i was also sceptical. Especially given your prior comment history.

  • I guess you are asking if you would need to kick a gen for a tome challenge that wants you to damage gens?

    If yes, i think yeah you have to actively kick them.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857113#Comment_2857113

    To properly balance the OP monster that is Clown, they need to exchange his knife for a more lore appropriate foam hammer that needs about 5 strikes for a single health state. Full speed boost to the survivor for each hit of course.

    Please with a squeaky sound on every hit, yes?

  • @Araphex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857210#Comment_2857210

    https://forum.deadbydaylight.com/en/discussion/comment/2857255#Comment_2857255

    Never answered my question so that's a no. There are literally how to videos on YouTube to counter Myers. Spine Chill is also a great perk. Sorry you think he is "way op" because you lost ONE GAME to Myers. 🙄

    Like I said. Play him and find out how easy he supposedly is.

    I guess heavy sarcasm from most sides in this thread went right over your head?

  • @Mileena_Kahn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857028#Comment_2857028

    Lol it’s okay I have you added to but it’s: Delete Killers

    Somehow that username does not surprise me and I can't think why. /S

    God forbid survivors get a perk they can get value out of or have fun with other than the meta


    Despite new chapters coming out you only see 2-3 killers in your matches,


    Ironic that both problems have the same reasoning and could just be rewritten respectively for the other side.


    "God forbid killerplayer get characters that they can be viable or have fun with at all skilllevel/MMR/whatever."

    "Despite new chapter with 3 new perks coming out you only see the same meta perks on most survivor in your matches."


    Both problems are interchangable and stem from the fear of the devs to create more strong stuff and having to rebalance it. And for a good reason.

    Riot (league of legends devs) for example bring out a new champion that is most often overturned but rebalance them after 2 weeks on average or even faster when brokenly op.

    Behaviour takes 6weeks to 3 months or even more to balance something if it isn't completely game breaking. Imagine they would bring overturned stuff into the game and how long we would need to wait in a completely balancewise broken state.

    (Oh wait, we don't need to imagine that since coh is still in the game nearly in it's release state.)

  • @CharlieChatBox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857246#Comment_2857246

    Sorry about that, sort of in a bad mood, that's on me. The reason why I said this is because it seems a lot like people already know that they're going to run into 4 boons on the Eyrie of Crows, and are going to have to camp from gen 4, otherwise they're not going to get dinner tonight.

    I agree. We should play what we want to play, not what we expect to need.

    But camping isn't playing. You said so yourself. Once you start camping, you might as well just be a killer skin, not an entirely separate killer. You're no longer playing your character.

    Well i personally have never understood the need to pip/rank up/rise in MMR. The only thing those bring you is harder matches. In a game with working matchmaking? Great, equal matches played on a razors edge with fun back and forth. In DBD, with its fabulous matchmaking thanks to imbalance queues? Yeah no, i don't need to increase my chance to get matched with the high MMR end of the stick more often.

    Hence why i play like i do. Normal without sweating "aiming" (without trying too hard) for 8 hooks and then playing completely brainless casual.

    After the motto "if i don't try hard then i can't be stomped hard". Takes frustration mostly out of the equation. I am satisfied if i manage to do my daily, get progress on my challenge and/or get my 4 bbq stacks. Everything else is bonus.

    And when survivor want to rush the trail with max efficiency even with only 2 hooks having happened? Be my guest but don't expect much points and the next killer to be this chill. Enjoy a relaxed breather trial or don't, but don't complain that "ALL KILLER SWEAT".

    They don't and maybe be a little grateful/respectful to the ones that don't instead of treating all of us like dirt. Sadly even as a chill killer that still provides the normal gameplay loop you get either 90% silence/the same toxicity or the 10% positive feedback but that also mostly only after they have stomped you aka "ggs" only after a 1hook/less than 10k BP round.

  • @CharlieChatBox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857234#Comment_2857234

    Yeah. If you know you're probably going to need to camp, why not just play those 3? And Trickster. He's also pretty good at it. Can attest for both ends.

    And how would you know beforehand that you need to camp?

    Even if there would be any indicator in the lobby, it is impossible to switch character on the killerside anymore (despite individual MMR being a joke at this point). So "knowing that you probably going to need to camp" would be a psychic prediction before even readying up in respect to killer choice.

    You pick what you want to play, not what you "expect to need" .

  • Define "Anti-Tunnel perk".

    A perk that disincentives tunneling? Yes, ds is one.

    A perk that completely shuts down tunneling? Hell no and that shouldn't be possible to a degree since it would further hard limit how killer player CAN play the game.

    Just Like anti-loop killer/perks don't make looping impossible but just way harder.

  • @CharlieChatBox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857227#Comment_2857227

    Oh yeah, I'm not arguing against any of this. It's why I said this is the META. It makes sense. I'm just saying, why not just camp with killers who are good to camp with. It makes more sense than trying to camp with Onryo, Nightmare, or Wraith.

    It doesn't need to make sense. Strip all killer of their power and the only difference between them that remains is movement speed and height, of which none matter when camping.

    The ONLY killer that are really different are one shot killer like bubba, Myers (with loaded stalk) or billy as they make any from of save unhooking impossible and the rest remains at a 50/50 for the hook grab working or not.

    Killer powers make a difference for chasing or map pressure but hardly for camping. There killer nearly become like survivor, only a different skin (except for the mentioned above).

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856122#Comment_2856122

    I hear you on my current strategy, but trust I have done every killer and strategy available. I am just having a lot of fun with Trapper currently. And I play how I like to verse, so while I do have a pretty devastating web set up, I don't tunnel and smart survivors will get rid of it early. But, you are right, not everyone likes it. But we as killer know, rarely does everyone like or win conditions.

    I also did the whole "nice" killer thing, and it got way too easy and unfun.

    I certainly agree things are subjective, and admittedly, I came to the forum last night bothered by some tough games. And the 15% is certainly based on my experiences. But I just do not see survivors on the level that everyone else claims to get game after game. The survivors I get are mostly potatoes, or lack the situational awareness needed to be a threat to the killer.

    Honestly, the solo games I have had recently have just been frustrating. So for me, at least as killer, win or lose, I have a say in how the game goes. As a solo, I can't get off the hook if no one comes and saves me.

    Thanks for the discussion and counterpoints!

    And with that i can certainly agree.

    As killer the performance of your "side" is completely in your hands.

    As survivor your life/survival totally depends on the mentality and performance of your teammates since killer are designed to catch you eventually (without massive skill mismatch).

    You can't do anything as a survivor against a team that only does part of the gameplay loop. Meaning only hiding, only sitting on gens or the opposite only waiting on an opportunity for altruism.

    My take was more on the general survivor vs killer game control aspect.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856140#Comment_2856140

    Well, there's no way that'd take days. One of the few generally correct criticisms of BHVR is that they work slowly, so something like that would still take a fair while.

    Regardless, I recognise what you're saying here- though I would like to point out you initially presented your fix as the better idea, which is why I responded by pointing out that it is categorically not the better idea, and I definitely still don't agree in general with your position.

    Fair enough, agree to disagree.

  • Nah, haven't bought a character with more than shards since pig and that was twins in December. Never played them since then.

    I stick with random killer every trial, or depending on daily/challenges or my go-to oni, since i have all perks, that are available to me, unlocked on him and enjoy a basic M1 killer with the option to an on demand power (after the first hit) with my relaxed no kill 4bbq playstyle.

  • The good:

    she is a licensed character and a new killer


    The bad:

    she isn't very strong and below average


    The ugly:

    survivor have already widespreadly found out how to make her impotent and bully her.

    (All of the above is my subjective opinion based on hearsay as i haven't paid for DBD content since pig and won't. Either i use shards or nothing)

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856131#Comment_2856131

    What's the point of introducing that into the conversation, though? If the conversation is about how to fix the game, the only thing you achieve by starting to talk about your lack of faith in the devs is shutting the conversation down, because if that were relevant at all the conversation never would've started at all.

    Personally, I think the conversation about how to fix the gap between solo and SWF is interesting, so even if you think the devs are completely incompetent, it's worth humouring the notion they aren't for a hypothetical.

    That's why I proposed the EASY fix of just making the 12 substituted perks basekit for a start. A realistic solution we could expect in days not months even from these devs, if they would accept the idea. That's what you shot down and I simply told you why hoping for anything better in a timeframe less than YEARS is wishful thinking.

    Edit: I see myself as realist more than an optimist.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856124#Comment_2856124

    I see no benefit or merit to engaging with that premise. If the answer "well i don't have faith they'll do it/do it properly" is considered on the table, there's no point in talking about how to fix the game at all, because even good ideas are shot down.

    Their competence or supposed lack thereof should be considered irrelevant, if we're talking about what the game actually needs.

    Maybe but experiences speak louder than hopes.

    Because the devs have shown that fixes, while they come eventually, end up the simplest solution to the problem even when way better ideas are given two days after the problem is acknowledged.

  • @Sakurra said:

    Because killers in precious matches camp standing there because they want a grab instead of hit. Because they tunnel to death. Because they swing before hitting DS hoping you will miss DS. Do you want more reasons?

    And whylat about killer like me that don't do any of that? Am I spared from the usual survivor behaviour? Hell no.

    "Quit pro quo" is not nearly a valid reason sometimes.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856114#Comment_2856114

    Absolutely. And the way you do that is to give solo survivors the information that SWF get to communicate to one another, which is something you want to try to do without making the game visually incoherent by plastering auras everywhere.

    Therefore, tell solo players what perks their teammates are running, and give them the status icon idea that was floated by BHVR a little while ago.

    Well it would be at least SOMETHING more than a promise. Read my other comment for what i think about the devs and their competence or (giving them some face) the accessibility of this outdated game engine

    @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856099#Comment_2856099

    Sorry but i am no longer just so easily pleased with intentions when the fulfillment of the promise might take so long that the idea loses steam from the side of the devs just like for example early game slow down.

    Promised to look into a method for that only to get scrapped on the way.

    Hatch change promised soontm only to be the simplest change imaginable, just like Mori's.

    Necessary accessibility changes like colorblind mode take ages and then get done asap after a PR disaster.

    I have no faith in the devs anymore.


  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856076#Comment_2856076

    Well that may be true in about 15% of games. But as every solo q gamer knows, that just is not the norm. Teammates will spawn in together, immediately start doing a gen together, never considering splitting gen pressure, let you go to second constantly, 3 gen constantly, sneak around never taking a hook stage from someone on death hook, avoid agro like the plague.

    As killer, I play end game basement trapper. I control most of the flow of the games I am in. Set up my 3 gen near the basement and wait for them to enter my web. Smart gamers will attempt to break my 3 gen early, which are interesting challenging games. But, 70% will pound the gens I give them and get snowballed at the end.

    Aka your go-to strat is to setup a camping scenario which most of the community so much loves. /S

    And now try again without any camping or tunneling or excessive slugging. Because I tried, at least for a time and then gave up and only play for BP and don't care about kills,rank or MMR.

    And where did you get those 15% from? And the rest of your explanation sounds like subjective experiences which could heavily differ in other regions or from other factors.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856055#Comment_2856055

    It's not that you should be, but it's pretty common to people to say "true enemy is bad team mate" in any kind of team-based games, and that is true.

    https://forum.deadbydaylight.com/en/discussion/comment/2856062#Comment_2856062

    Icon or whatever, this is more or less proof of their intention, it may be enough or may not be enough but that itself is irrelevant, the fact they know it exists and trying to fix it is enough.

    Literally every single thing takes time in this game, I don't know how or why, but it does.

    Like they are trying to fix grind for god knows long, it's not there, but we know they are trying.

    Sorry but i am no longer just so easily pleased with intentions when the fulfillment of the promise might take so long that the idea loses steam from the side of the devs just like for example early game slow down.

    Promised to look into a method for that only to get scrapped on the way.

    Hatch change promised soontm only to be the simplest change imaginable, just like Mori's.

    Necessary accessibility changes like colorblind mode take ages and then get done asap after a PR disaster.

    I have no faith in the devs anymore.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856079#Comment_2856079

    That'd be a pretty terrible idea, you'd end up with an obscenely cluttered visual space for the game in a manner that'd be completely unapproachable if you don't already know what it all means- and even then, it wouldn't look good.

    Better, I think, would be to show solo survivors all the information they need to figure that stuff out reliably if they're paying attention. You can already somewhat do that after you see someone downed, you can pay attention to how long they've been downed and guess as to where they'd be if they recovered the whole time. Add in the status icon showing you that they are actually recovering (if it goes that granular), and that means you can reliably and predictably gauge how far along someone would be recovered, which is what the game should be giving you.

    It's okay for SWF to provide an advantage over solo - no matter what the devs do, it's always going to have the advantage of self-selecting good teammates who you get along with - so it's okay that it's a little easier to just tell your teammates these things. What solo players need isn't their hand held, but rather the ability to ascertain that information reliably.

    What i am aiming at with this is not only to get the advantage from swf over solo but over killer out of the way.

    You can't balance something threeways. You will always end up with ones side getting the short end of the stick.

    Balance killer for solo and swf can keep running all over them (all of this given a working matchmaking!).

    Balance killer for sfw and solos get trampled.

    You have to eliminate on third and since neither kille enorm swf will go anywhere, the only option remains, make solo and swf as equal as possible and balance truly for survivor vs killer.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856062#Comment_2856062

    Insignificant? I think you're wildly underestimating just how useful something like those icons would be. Pair that with being able to see your teammate's loadouts, and you've got 90% of the job done, as far as I can see.

    I also don't think it's been that long since they announced it, but I might be wrong. The amount of time it takes is worthy of criticism if it takes too long, but it doesn't really impact how useful the change would be once it is implemented.

    I mean insignificant in terms of effort needed and time passed.

    And I my eyes to bring solo and swf closer they should already make all aura reading perks that get substituted by comms basekit (10-12 iirc). And then balance accordingly.

    For example like the ones that show gen or recovery on ground progress. Swf can and does already communicate stuff like that subconsciously. "My gen is at X%" or "pick me up i am ready" and stuff like that.

    But on the other hand i expected the devs to use SBMMR as a fix balance point but instead they throw the whole concept out of the window like the old rank based matchmaking did once queue times got too long.

    So i think IF they made those perks basekit or other changes to bring solo closer to swf i am afraid that killer would again get the short end of the stick (like character lobby lock is completely obsolete now with a non individual matchmaking).

  • @Clevite said:

    Try solo q, at least when I play killer, I decide the flow of the game and how I want to play.

    Sorry but until the first hook and/or kill the flow/tempo of the game is initially completely in the hands of the survivors still.

    The killer role is meant to wrestle control over the game pace back from the survivors. Do they split on 4 gens? Have they brought any gen oriented items or perks? Do they do totems or chests? Do they save before second state and if yes how close? And so on.

    The speed of the trial is totally set by the mentality of the survivors until the killer manages to exert enough pressure to gain said control.

    @WesCravenFan said:

    Killer can be unfun, but it is not because killers are not "strong enough".

    Fun is not always about winning and losing. I can win and still come away feeling like garbage. The problem is the things that survivors do for fun exist solely to make the killer as miserable as possible. That TTV squad laughing over the head on into the flashbang into the flashlight is making another human being consider uninstalling.

    It's not a "git gud" issue. It's the fact there is very little the killer has going for them that is entertaining.

    This∆

    I play as a friendly killer for ages now and it's not completely stopping survs from such nice behaviour. Don't even mention friendly/grateful responses. 90% are either nothing or toxic waste.

  • @jesterkind said:

    That's not really the point of shrinking the gap between the two. Not actively balancing around SoloQ is fine, it's even a great idea, but actively making things worse for them is a bad idea. Not everyone is able to play in a SWF, and that's fine- they deserve to have fun too, even if they're at a slight disadvantage.

    So, what do you do? Well, you don't start balancing around SoloQ because then things get way too powerful for SWF. The devs have decided that they should be trying to make the two as similar as possible instead, and that's absolutely the right move; make them far more similar and then balance around both at once.

    @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855956#Comment_2855956

    Well yes, that's probably the reason why I made this thread in GD instead of feedback, they are trying to fix problem itself, instead of trying to balancing anything else around a problem, which is soloq.

    They are? Do you mean that icon thingy that's already in progress for half a year by now (iirc)?

    This wouldn't fill me with hope or confidence when the devs need 6-12 MONTHS for something so insignificant never mind any big changes.

  • @Nameless said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855847#Comment_2855847

    Don't worry mate, I hate people DC'ing just as much as you. I was really just ridiculing them

    Ahh kk, classical case of written sarcasm not being picked up. Np

  • It's called pallet packing plant for a reason.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855831#Comment_2855831

    I just wish BHVR would make a statement. I don't care which. Just tell me if I am screwed cause they input some untrackable timer ("You have 30 seconds to get the Mori or the Survivor recovers"), or come out and state it is an unintentional bug.

    It would be insane if that was an intended mechanic next to the other requirements.

    (The following information is all from hearsay)

    It takes ages for condemn to go up even when deactivating tvs or carrying tapes and then the Mori able status can be instantly removed by inserting a tape into a tv MID-CHASE.

    Getting this Mori sounds already like the stars would've to align for it and then having a timer on it as well? Ludicrous 😂

  • @Nameless said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855760#Comment_2855760

    It shows dedication and passion in what they do. I can respect that.

    Dedication and passion for whom? Only their own self-interest. (I am talking about first down/first Kipper sighting DC btw)

    If you don't like to play against a certain (set of) character(s) then why even play the game if you instantly leave the other 4 players to a miserable match when it does not go your way?

    There is a minimum chance of roughly 4% to encounter your unliked killer, more with more characters.

    I personally hate yasuo, Yone, master Yi and a bunch of other characters when i play ADC in league of legends but i don't rage quit when i get them in the enemy team.

    Ragequitting like that isn't a show of passion or dedication but a lack of spine or backbone in my eyes.

  • Okay,

    First:

    They can delete nurse for all I care. I only play her for dailies and such.


    Second:

    if i would put on my tinfoil hat i would say the long killswitch also served as an experiment to see how the community reacts if the nurse would really get deleted. (She was the first/only killer killswitched for so long iirc?)


    Third:

    To all the people in this thread argumenting that nurse would be a reason to hold back on perks, killers or maps for the devs. Get real. We all should know by this point that the devs won't buff the worst if they delete the best. They have never done that at any time.

    People including me have arguments for SBMMR because it would create a fix point when both sides of equal skill would be pitted against each other. This could be used to balance individual killer against equal survivor.

    The reality though is that the devs buckle and nearly deactivate the whole system like before when queue times go to long.

    When they would delete the nurse, there wouldn't be a sudden wave of buffs for perks or weaker killers. That's just wishful and naive thinking at this point.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2854507#Comment_2854507

    Some people just like to turn everything into:

    US VS THEM!

    US VS THEM!

    Those make for the most popcorn entertainment level threads/discussions.

  • @Kurri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2854531#Comment_2854531

    Right? Oh they bled out for sure, but it's not something I want to do to survivors each match. With Map RNG the way it is, and now Boil Over I am seeing leaving survivors to bleed out more and more. It's not healthy for the game.

    Well, their choice. They want to use that spot so they have to live with the consequences.

    Same with flash light clicking tbaggers in my games. They want to annoy me? They can try to have fun on their own after i got my bbq stack from them. Even if the other 3 die or leave i won't interact with such players.

  • If survivor ask to be bled out, let them.

  • Inferiority complex being compensated by exerting forced dominance in a virtual space.

  • My go-to strat. No game for attention seekers after gettng my bbq stack from them.

  • @kesh7070 said:

    The comments here sums up the community very well. Everybody knows the killer is suppose to be faster than the survivor, if you actually take a look at the title it says "TOO FAST", not "FASTER"?

    And if you actually look, this thread is dead for over a month now.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2854469#Comment_2854469

    Top one.

    Noed 986.

    One page less than blight, which makes sense as hexes really got going along with his introduction.

    Yeah i noticed it, checking AFTER i send the comment XD

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2854363#Comment_2854363

    I see this claim a lot (that killers outnumber survivors on this forum by a significant amount) and have yet to see any evidence for it whatsoever. I'm fact, every time any poll is done, it seems the vast majority of users on this forum play both sides, like myself. But I am always willing to learn, so I did some searching and counting.

    The numbers below are how many pages of threads complaining about each perk/character/tactic. As you can easily see, there is no wild discrepancy, in fact it seems like noed and dead hard, as well as nurse and blight, received about the same amount of threads complaining about them. By far the most common complaint is camping and tunneling, which are things survivors experience, so the premise of this being some sort of "killer biased" or "majority killer" forum, quite frankly, still lacks ANY actual evidence.

    Noed 986

    Nurse 997

    Blight 987

    Camping 1k

    Tunneling 1k

    DH 996

    Boons 997

    Frankly at this point when someone claims that this forum is biased, I tend to believe that what really happened is they decided anyone who disagrees with them must main the side being complained about, rather than accept that different people may just have different opinions.

    Never mind I am too dumb to read XD

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2854340#Comment_2854340

    Honestly, Survivors are not posting in such a frequency as Killers. Mainly because this Forum is full of Killer players.

    https://forum.deadbydaylight.com/en/discussion/comment/2854346#Comment_2854346

    Using DH over a Trap is BS, I agree on that one.

    But removing the Distance without giving anything to DH would just make the Perk useless, since the i-Frames alone dont really help at all. They would just be a little bit annoying for Nurse, but thats about it.

    Personally, I dont mind if they nerf it or not. I am not using DH, so for me, it would just be a win, since it is a Perk I play against when playing Killer, but which will not affect me when I play Survivor. But it would be a shame if another good Perk is kicked out of the Meta. Especially because Killers are complaining that all Survivors run the same Perks, yet they are asking for even less variety on a constant basis (at some point, only Sprint Burst will be a really good Exhaustion-Perk) and also complain immediatly when a Perk is released on the PTB which might be good (which is rare enough).

    Oh please, the tunnel/camp threads with or without combination with bubba are as frequent as anything else here.

    And to the "forum full of killers"?

    Go figure, the side that doesn't have the option to play in a group and can't vent their frustration in agreement with each other is more prone to look for other places to gather and vent their frustration.

  • I am still for a revamp of totem locations aka let them spawn inside small alcoves inside trees, crates, rocks, bushes, walls and other map debris.

    This way the wouldn't be visibly from average 50-100% of all sides but only 25-50%.

    This would also allow for the creation of way more dead spots that "could" have a totem inside.

    Or tune down totem effects and give those alcoves little curtains of leaves for nature based alcoves or cloth for things like crates and walls like worn down tapestry.

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