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burt0r

burt0r

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burt0r
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  • @Raptorrotas said:

    Uhm. This is not a "survivor main post".

    OP is literally asking survivors to be exposed during the unhooking action.

    Small side note: IdV has instant downs instead of grabs on vaults AND when an attack interrupts ANY continous action (healing, repairing, searching etc)

    Although i must say that grabs add more flavour to the game.

    I don't think he is asking for instant downs but to just remove the grab (see title) because it makes camping too strong or enforces it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449479#Comment_1449479

    It really is a troll perk in SWF.

    It’s way more frustrating to deal with than OoO.

    Like every chase becomes almost impossible because a team mate always stuns you mid chase.

    trying to avoid lockers is just impractical. There’s too many of them. Being evasive and careful with my spacing of every single locker I see during a chase just results in the same outcome as if I had been stunned anyway: the chased survivor easily gets away.

    Head On was badly designed from the get go. How the devs couldn’t have anticipated how coordinated SWF would use it is beyond my understanding.

    That's the problem for most "op" survivor perks. They get implemented to help rank 20-10 solo survivor sustain against killers at that experience level.

    But the high level and expert knowledge survivor can use those weapons way more efficiently to the point of bullying the killer. That's also a reason coordinated swf are so annoying since they also get the weaponry meant for solo low levels.

    It symbolises the overall feel of the killer survivor dynamic.

    Low surv vs low killer = killer wins

    High surv vs high killer = surv wins

    Of ourse it is not this cut and dry in game but this is the theoretical state comparing stats (not dev stats) on paper.

  • @BongRips4Wraith said:

    https://forum.deadbydaylight.com/en/discussion/comment/1446682#Comment_1446682

    You overestimate the DBD forums, in most cases this thread would be a joke, but its not.

    Btw the statement "I don't have similar queue times, what are you talking about, Idiot" only works when you know the gaming platform and region of both parties.

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1440744#Comment_1440744

    "Just don't slug or tunnel, Mr. Killer. Hook every one of us clockwise by name and always go for a 12 hook game. We'll use our immunity bubble to bodyblock, harass and do gens in your face, but that's perfectly fair and trying to punish us for this is toxic :) :) :) :)"

    It takes an insanely warped perception of this game to think this loadout is fair

    The problem I see is, that those immunities are created to help the 80% of the survivor that don't belong into red rank. They are counter to tunneling and camping which is applicable by killers of all ranks but loses more and more impact the more skilled the survivors are. The critical point is that those survivor don't necez "need" those immunities but have them either way while everything the killer can do falls of in comparison. That is why a skilled 4 man team will always beat a equally skilled killer.

    The game gets mostly balanced for the average rank but the better both sides get, in terms of skill, the more this balance gets broken.

  • @Rifraff89 said:

    Of course not Everytime but when I'm left with no choice it becomes a must otherwise you'll end up with maybe 1 kill if your lucky. I just was implying to the teams that do that

    I wouldn't even call it camping when they are in the vicinity no matter what the other side says.

    But I imagine first hook death camping must be the most boring stuff you can do as a killer. And I mean not for the hooked survivor but also for the killer. Just standing around waiting seems ultra boring to me.

  • @IronKnight55 said:

    https://us.v-cdn.net/6030815/uploads/LEBJ1TBWPM72/legion.png

    I don't know why so many people dislike meta perks. I enjoy a challenge when I play killer. These guys were a 4 man SWF and I still managed to 3 hook everyone without camping or tunneling anyone. DS and BT did not affect me at all.

    Note: For some reason perks do not show up on the end game screen sometimes... Must be a bug.

    Well with 20k+ points on each survivor it looks more like a stressful and sweaty 20+ minute game. Atleast for the average Johnny.

  • @ich_häng_mal_rum said:

    @burt0r

    Sure some survivors find and use counter against counter but than they have to use two perks (DS & unbreakable) only for this situation. And if a survivor farm the hooked survivor you have to be smart and see him near the hook, so you can grab or hit him and that’s a free hit.

    And you said: „3k don’t feel like a win“... Why not? You only have to accept the balance around 2k. You never lost a other game in your life?? Nobody wins always, that’s part of a game! And look at the other side: if every killer get always 4k there are four other player (survivor) who can’t „win“.

    I have days when I escape maybe 2 of 10 matches and I‘m a rank 1 survivor. On these days I’m far far away from the 50/50 balance, but I can still enjoy a lot of this games cause I earn bloodpoints and emblems and have fun.

    The problem with the DS/ unbreakable combo is that it does not get used by just SOME survivors but the majority. But this would only lead back to the endless meta discussion.

    And it seems you didn't read the last part of my post. I don't care about kills anymore. I play dbd not even regularly, just from time to time. My only staple perk that I try to get on all my killers is BBQ to counter the up to 1.5 billion bp grind.

    I am a killer-only player at rank 13 since yesterday. It would be far to unenjoyable for me to try hard this game to get to red ranks which mean nothing outside of the game.

    Edit: Ah I forgot something. I played from rank 17 to 10 two weeks ago and in this time I faced 12 of 16 perks as meta/second chance/whatever perks on average even there, not in exclusively in the red ranks.

  • @metalklok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443239#Comment_1443239

    its not the exact strategy because they are only nerfing/buffing one side you cant find balance by just buffing/nerfing one side.And if it was kinda like what i suggested it would be more like a spirit and nurse nerf and a leatherface and legion buff

    Sorry my written sarcasm is not so obvious. I am a killer-only player so I am a little biased.

    My post was in direct relation to your Exchange with terra92, that they are really doing just what you two are talking about:

    "which ones because all the mobas(mostly smite) i play do exactly what i said aka nerf the top end and bring up the bottom end and they are pretty balanced"

    But only apply this strategy on the killer pool which is an unhealthy trend in my eyes since every option to beat a good team of high rank survivor gets gutted for the good of all lower rank survivors.

  • @metalklok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443079#Comment_1443079

    just a quick search for lol meta over the years and there are tons of post about differnt metas because of nerfs/buffs and new items etc etc hes one

    1. Early Season 1 - Double Bruiser bot / ability power top laner / ADC mid

    2. Mid-Late Season 1 - Splitpushers

    3. Early Season 2 - Atmogs (impaler and warmong)

    4. Late season 2 - Soviet domination

    5. Late season 2 - The ideal league of legends meta

    6. Pre-season 3 - League of Cleavers & Warmongs

    7. Season 3 - The pie (3.14) patch

    8. Late season 3 - Elixirs, low risk, high rewards - legendary 1vs1 Zed Outplay.

    9. Season 4 - Jungler and Support heaven

    10. Season 5 - Double cinderhunk and skirmisher's sabre

    11. Season 6 - Tank/Stall meta

    12. What Riot did right

    13. What Riot did wrong

    14. What should happen in season 7

    15. Preseason meta 2016 - the jungle rules

    16. The season 7 meta game - which champions should you pick?

    but dbb is the same meta over and over

    The most ironic thing is that the Billy nerf/leather buff is this exact strategy.

    They nerf the s tier killer down to average (a-b tier) and elevate the d tier killer to the other mid tier killer.

    They just don't touch perks since then they can say that neither killer nor survivor perks get changed. Because nerfing or buffing a certain survivor would do jack since they are just skins.

    Edit: What I am trying to say is they do balance something.

    But that something is the killer pool to make them all equal viable(useless) to play so the survivor can't say anything about a particular killer since they are all equally "strong".

  • @ich_häng_mal_rum said:

    At first it’s not smart to hook a survivor near the exit gate.

    Killer complain about second chance perks but killers have a lot of counter against them: bt: leave hook, go for the unhooker, use insidious or a stealthkiller; ds: slugging, eat it in the early game; unbreakable: pick up earlier or camp the slug, adrenalin: defend the gens... and killer have 2nd Chance perks to like bloodwarden or noed and they can slug for the 4k.

    Why killer don’t understand that the game wants a balance around 2k? So sometimes you get 0k, sometimes 2k and sometimes 3 or 4k...

    Those may be possible countermeasures but survivor found ways to even negate these counters.

    Bt: survivor hook bomb the killer so there is not really a choice to leave (even when the killer is not camping)

    DS: slug is covered by unbreakable, eating it early is the ONLY counter at this point

    Unbreakable: DS covers the early pick-up, camping a slug makes you lose even more pressure on the other survivors

    Adrenaline: really, "protect gens".... Where did I hear something similar... Oh right the counter for noed... Do bones 🙄

    The problem is a 3k doesn't feel like a win since you could not finish your objective (kill) completely. It is just like getting second place in a competition, like the saying second place is first loser. 2 kills feel like bronce: "hey atleast I got something" and only 1 kill is the participation award. 0k is simply getting stomped or robbed of any feeling of accomplishment.

    The escaped survivor on the other hand gets a sense of accomplishment if just he himself gets out in form of "yay I made it". The only downside is useless altruism in a videogame that lets survivor trying to save everyone.

    I, for my part, changed my view of winning so I don't get depressed by this game. Getting everyone hooked for my BBQ and I am satisfied to keep the match going no matter how many escape but against good survivors even this goal can get frustrating.

  • Well I am not too familiar with the FNAF serious in terms of playing it myself and lost all interest besides honest trailer after the 3rd installment.

    But I think ppl don't like the animatronics as killer because you never see them kill/move unlike killers from horror movie/game franchises.

    The animatronics never really moved except for those few frame jumpscares or hallway dashes. In my eyes they are nothing more than those split second jumpscares. There is no interaction between them and their prey except standing still for stalking or the jumpscare itself.

    Transitioning from a few frames to a fluid animated movement might dilute the scary image or something.


  • @TheWind said:

    Is this the killer equivalent of calling survivoral candidates tunnelers or campers? I am legitimately asking what this means.

    Logically, I'd think that a try hard is someone who's trying to win. Isn't that... everyone? Killer is trying to kill you (I would imagine) and survival candidates are trying to well... not die. So ######### is a sweaty tryhard anyway and how is it different from any other player or insulting?

    I feel like understanding could do me some good so help a guy out.

    Tryhard is generally used to describe someone in a non competitive environment that still gives his all to win while the side that uses this term is, in their mind atleast, just playing for fun.

    Sweaty was introduced in dbd since games on the killer side need much micro management of pressure since you have to divide your attention between 4 opposing players, atleast if you always aim for the 4k. You have to put effort aka sweat for it.

    Both terms degenerated to insults in online games.

    Edit: both terms are rather vague when it comes to dbd, since this game only has "ranked mode".

    This in itself would void the value of both terms since the environment would no longer be non competitive but we all know rank means nothing when there are only 20 and you get resets in a months time frame.

  • @TheHentity said:

    You dont need items, its an extra help for you that the killer can possible take away if the spend 25% of their perk budget on that.

    Come on, you cant be serious with this thread.

    Well to be fair, he is just asking if it is fair that, if he can run the killer for more than a generator worth of time, he loses his item due to the chase being longer than the perk effect.

    The fact that up to 3 gens or the second round of gens could pop in that time and he probably already is close to escaping isn't the matter here. /s

    If he can manage to buy that much time simply by carrying a maybe brown item, isn't enough, it seems.

  • A big problem is that neither side would be willing to step first out of the hamster wheel.

    I played during the event and played killer rank 17 to 10, since I left this game for over half a year. Over half of all survivor perks were meta or second chance.

    I myself don't care anymore. I stopped playing to win but to farm while providing them with excitement so they don't notice that I am a farmer (When they notice they drag the game -.-). This means hitting and hooking until death hook and if they didn't manage to finish their gens I start slugging them, so they can heal each other.

    I only use BBQ consistently but the other side always expects the tunnel/camp killer with noed and so on.

  • @gunslingers_potatoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1430881#Comment_1430881

    Well, then they should stop making licensed DLC so often. There are already rumors that Chapters 17 and 18 are licensed, and if it is to be true, it's going to be nasty.

    Then it becomes a problem to create new killer that don't resemble licensed ones from movie or other game franchises.

    And another important aspect is to create a killer with power that works in this spaghetti code of game and fits a theme.

    Edit: for example a spider theme killer that can traverse walls and nets, you would have to fit and balance it to the existing game

    - another one that was propose a few day ago, a fog like figure that can slowly go through objects and wall. Feels like a mixture of nurse and Wraith (similarly as Oni was a mixture of Billy and Myers). Problem here would be the coding of walking through objects, so you don't end like nurse, which could blink over basements/up stairs and fall through the map.

  • @gunslingers_potatoe said:

    after a while they stop making outfits for them. That's it. Ash hasn't gotten a skin in what? 6 months. Ghostface, Demo, Nancy, Steve, PIG<33, Tapp. They all suffer from the same problem. It's not ok. If they want to add a license character to the game, at least give them a few cosmetics once in a while.

    The problem with skins for licensed characters is, that you have to get the approval of the owner of said license for everything you do with it. And that also costs more money.

    See Friday 13th, which died because of licence problems.

  • @Halun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429730#Comment_1429730

    It's hilarious how many times so far I've been accused of camping, when I literally just hook a survivor, and spot another survivor or their trail (seemingly going for the save) almost immediately.

    Like what am I supposed to do? Just let them unhook them without any resistance? If you want to beat my "camping" and unhook them, how about this? Try harder. Use your head, and maybe sneak in instead of being obvious, or in one case literally running right into me as I'm leaving lol...

    Yeah but this would make patience and thinking necessary. Which seems to go down the bigger the low skill swf group is.

    Edit: Ahhh I just imagined a fresh hooked survivor seeing his buddy come running right when the hook happened.

    Everything runs in slow motion and sparkly blur. "You've got a friend in me" from toystory running in the background.

    And then the sudden silent cut when the killer returns to smack the unhooked since it would be stupid to go for the unhooker or alternatively "make your choice"s the unhooker.

    What a priceless picture XD

  • Hex ruin seemed to serve as a kind of filter for survivors. If you can't hit a great skill check, you won't win as often and not rank up non-stop.

    Edit: being able to constantly hit gears comes with a lot of experience so the better the surv handles ruin the better he is overall at the game. That's atleast what it felt like.

    Surv then also needed to learn and master their role to get to red ranks but nowadays only killer seems to take a huge amount of time to learn.

    And to use your lol analogy there. Dbd uses ranked only games with the matchmaking of lol normal or Aram queues or even worse.

    Edit 2: take my opinion and rambling with caution pls. I am a killer-only player and never have I played surv except for a few of rounds where our killer played scratched mirror Myers against us noobs -.-

  • @Vampirox said:

    you guys do know that survivors been getting Nerf'd non stop since 2006 and when a nerf comes out for killers once maybe twice a year its the end of the world

    Maybe because surv nerfs are generally tweaks while killer nerfs may be more rare but when they get hit it's with a sledgehammer to the dome.

    And I hope you don't means nerfs like infinites, permanent sabo hooks or traps, unlimited balanced landing passive or mid chase recoverable exhaustion perks. Because those were broken and unhealthy for the game

    And if you don't think some of the stuff above was unhealthy then give the killer old unrelenting and enduring back.

  • @seki23 said:

    i will never understand the numbers, i mean it has sense at the lower ranks to not see meta perks mostly because survivors dont have them and play with what they have but at least in red ranks i always see from 2 to 4 Decisives strikes from 1 to 4 Sprint burst or Dead Hards and from 1 to 4 Borrow time, ITS TRUTH i noticed a major reduction Adrenalines, i dont see it that much as before but the rest every time

    is way worse against SWF, because they usually bring 4 meta perks all of them so is kind of hard. so i still dont get how those mentioned perks are not being overused and not deserving a change, i think they could adress those perks.

    Ehm I am killer-only and right now at rank I don't know around 10. I played from 17 to there in 1 week around the event. Nearly 50% plus (8-12) of all 16 survivor perks were meta or second chance on average. Ranging from 4 metas to adept perks only.

  • @Babyyy_Boyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429646#Comment_1429646

    It’s not all about rushing gens. It’s a team based game and sometimes the teams wants to get everyone out just how killers wanna 4K all the time.

    Maybe but if Evey last survivor player would simply stick to doing gens once someone gets camped and would keep doing for, I don't know, several months, camping would maybe die out since killers would not gain anything from it. Except when the door are already open.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426955#Comment_1426955

    I 100% agree the changes were needed, and I also agree that some of the survivor perks you mentioned could use a nerf/rework. My point is just that the devs have been making balance changes to both sides. It's not just killers being nerfed while survivors are being left alone, which is the claim I've seen repeatedly from people complaining about the Billy changes.

    Well it feels like the want to squash the killers Tierlist and scratch everything except a,b and c tier, which in itself would mean all killers would be equally balanced.

    The problem is that the devs form of balanced aligns a little bit too much with the edgy part of the survivors. This kind of survivor would love to be able to 1 vs 1 the killer, since the teammates are inconsistent from being liability/useless up to carry potential. But this is still a 4 vs 1 and atm it feels like only the 1 has to put in bigger amounts of effort in skilled matchups (not noobs in red ranks that didn't get filtered out since ruins rework).

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426016#Comment_1426016

    LuL calling me an edgelord right before calling the devs incompetent while citing people without any credentials in either gamedesign or even some semblance of education. What a joke you guys are. I love how you cited true, the guy is slow to say the least, it's not even an insult it's just as he loves to say "a fact" those are people you want to design games?

    With people like you I think Kanye West could become president in 2024

    Nobody gives a ######### about the top 1% in this game, period. The devs need to balance the game for the people you call "noobs", they rake in the money and keep this game going, not your idols.

    Even league of legends doesn't exclusively balance around the top 1% and that is an actual esports game with prizes.

    Ehm not to be a burst you bubble but riot games does exactly that. They balance around the upper half of the competitive ladder and the pro players.

    They only design skins depending on popularity of the masses. Otherwise noob depending balance would totally wreck the pro play.

    A good example is senna or aphelios. They nerfed both because they made them noob friendly with big numbers (like every new champ) and then tone them down according to win rate in rankeds, not normal games. You can still wreck ppl with both but you need more skill to do it.

    Back to topic, bhr themselves don't play in the skilled matchups (rank 10 upwards) and thus have likely no idea how really good ppl play their roles ( I myself am only rank 10 since I prefer to play lol with my friends without paying on cost of 1 guys fun).

  • @V1V3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1430309#Comment_1430309

    Understand that not everything needing to be buffed or nerfed is unreasonable. Balance needs to exist or players will be discouraged to choose roles. The devs have been against buffing Leatherface for some time due to him being too strong if even the smallest tweak for him is made like movement speed. The update makes him even more dangerous in loops. Freddy or Spirit isn't even that strong in loops and they're A tier killers. He completely replaces clown too since the gimmick behind him is to minimize loops while Leatherface can do the same thing, but instantly down people as a bonus.

    Well I would say here the same thing survivor said to the killer complaining about the Billy nerv. "just wait for it to come out of or before you start whining"

    The devs have shown multiple times to tune down after the ptb.

  • @hahadrillgobrrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429737#Comment_1429737

    What platform? I see DH and DS almost every game and suspicious amounts of spine chill while playing Piggy.

    I play on pc and am killer-only ranging in rank around 10 since I don't play this game all the time. I see on average 50 % of the 16 survivor perks bring meta/second chance perks. It is astounding that this is seemingly the case on nearly all ranks. Sometimes you get survs with no perks at all and sometimes 4 purple metas.

  • @WisteriaButterfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429698#Comment_1429698

    Not counting the dlc killers yes but even then 2 is enough and like I said it's a lower chance not completely avoiding them entirely.

    Also "Just learn to play better and provide feedback".

    Let's be honest the most dreaded killer atm are Freddy and spirit (maybe doc since he gives survivors).

    So what about the people that to play the overall most hated killer, do they get their lobby search times increases several times because most of the survivors don't want to play against them?

    Punishing the minority side of an asymmetrical game to cater to the numbers side is a sure way to kill the game sooner than later.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429672#Comment_1429672

    This is why as a killer I enjoy going against SWF - they bomb the hook before you can even move away and feed you 4 easy hooks when you'd normally have to work for one.

    Yeah, but that feeds their flaming rage against this style of "camping". It is a kind of self fulfilling prophecy.

    And every now and then it will be a delta squad and ruin the day of the killer, so I don't like swf myself too much but hey nothing we can do against that.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429649#Comment_1429649

    PC killers are better, sure, but for balance it's important to compare survivor to survivor. If the survivors are pretty comparable to each other, which I believe they are, it's not a balance issue for PC killers to be stronger on average. If a console survivor is good, sure, they'd be more likely to face a PC killer. That isn't a balance issue, though. That's just a good survivor getting matched with a good killer, as they should be. If PC survivors can handle that level of challenge and console survivors aren't really being limited by their platform, console survivors should also have no problem handling that same level of challenge.

    It would be a balance issue if a rank 1 survivor on console and a rank 1 survivor on PC were vastly different in terms of skill. In that case you'd have poor baby survivors getting wrecked by top tier killers, because matchmaking will treat rank 1 console survivors and rank 1 PC survivors the same. I see no reason why console survivors should be at a big disadvantage compared to PC survivors, though, unless you want to count their relative lack of experience against god Huntresses.

    I am still not talking about skill but hardware limitations and people being used to them and comparing these people to people that are not limited in such a way.

    But I think we won't find an understanding here and I have to go to bed for work tomorrow morning. So have a good night. 😴

  • Such a system would some be the same kind of bad idea as the suggested system that would let killer opt out of playing against swf. It would increase lobby times even with the possibility of ignoring the feature after ample waiting times like you said.

    Also this would lead to additional outrages by killer player since it feels like catering to the bigger survivor part of the community without compensating the killer side at all. (Yes I myself am a killer-only player)

  • @Zoophage said:

    While I completely agree that camping is boring, I don't understand how he was able to camp all of you. I assume the Killer was just face camping, right? This is SWF too, right? The 3 other Survivors should just gen rush as fast as possible and deny the Killer additional points/kills! If the Killer can't instadown, you can send one guy with BT over to try to rescue while the other 2 sit on gens. A face-camping Killer should get only 1, maybe 2 kills.

    One of the biggest weakness of swf is extreme altruism. They want the happy end to the horror movie where all 4 run towards the rainbow at the end. This is also the reason that swf don't have a statistically higher Wingate compared to solo (atleast in my mind).

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429342#Comment_1429342

    I seriously believe that console/PC crossplay with be balanced. Survivors on console don't really have much of a disadvantage versus survivors on PC. They can 360 more easily and can walk in more precise directions, but they can't moonwalk and can't swivel their camera quite as quickly or accurately.

    Killers on console definitely have a disadvantage, especially when their power relies on accuracy at range, like Nurse or Huntress. However, this is not a balance issue with crossplay because the survivors on PC and console should be pretty comparable.

    Even if you're convinced that console survivors are at a disadvantage, this disadvantage would go out the window once the devs finally implement their MMR system. This would be somewhat mitigated by the current ranking system too, but we can all agree that's not a great reflection of skill.

    No I didn't mean survivor compared to survivor and killer to killer.

    But a console survivor will be slightly at a disadvantage against pc killer that have higher frame area and are able to hit/turn better.

    The console killer on the other hand might have more problems against pc survivor that also have better frame rates and are used to the pc killers.

  • @starkiller1286 said:

    I don't know what you're saying. Everyone would notice if they tried to stealth delete a character it would take 2 seconds at killer selection to see it.

    Written sarcasm and irony are hard to spot for you, right?

  • @hahadrillgobrrr said:

    https://forum.deadbydaylight.com/en/discussion/170567/are-there-others-that-play-like-me

    Well the problem is survivors never return the favor, doesn't matter how killers play. So if people want to camp and tunnel, they are free to do so. I don't camp or tunnel unless it is a SWF with one guy running OoO. Oh boy, I will power through BT and DS and camp and tunnel him out of the game.

    Yeah I play like I said in my post above but still is see up to 12 of 16 perks are meta/second chances. They get used more or less skillful and I don't really care as long as I get my 4 stacks.

    And yes OoO gets focused first or rather ignored until all others are on death hook. When they are too coordinated I get rid of the OoO, but normally the obsession serves as the distraction so I ignore it.

  • I never played dbd on console so I don't have experience but I assume this exact problems. The ability to aim precisely with a controller like with a mouse.

    The most ironic thing is that the devs want to introduce Crossplatform friend invites. This should result in console players of both roles getting rekt by pc players to some degree.

  • Well I myself only play killer but know that camping and tunneling aren't fun. So I just play for bp (always BBQ) and try to double hook everybody while providing excitement for the survivors.

    I feel that I won when I managed to double hook everybody and then down 1 or 2 for the other to heal so I don't mind them leaving.

    But if they take their sweet time and stop going to progress the game, I start killing them and pretty often open the doors so the games come to an end.

  • @UseTheValve said:

    Playing Ghostface the last 3 days and enjoying the crap out of him, seriously why i never played him much before i don't know but i can get 4k almost every single game i went from rank 12 to now almost 4 but rabk don't really mean ######### anyqays because i was versus red rank even when i was rank 12.

    I never grabbed so many people off gen before, I like stabby boi 10/10 would recommend you play him and forget about Billy.

    Aww I thought this was a bait title ending with:

    ... Roasting some marshmallows as *insert your main/favourite killer here*

    XD

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427683#Comment_1427683

    I can understand in a game like League where you may be stuck in a match for 20, 30 or even 40 minutes, however in DBD, matches can be as short as 5 minutes and DBD was designed with the "party game" experience in mind in the first place. It's not really that competitive.

    Basically, they are two completely different games, of two completely different genres that don't even have the same balance of players in a match (5v5 versus a 4v1). Premade in League is completely different to a SWF in DBD. League was balanced with communication in mind, and even five randoms can type and communicate in chat (they also have in-game voice chat now as well). DBD was balanced without SWF and communication in mind. SWF didn't even exist initially. DBD isn't even a team game. In League, you rise or fall with your team (that's the idea anyway. Last time I played League, one person could completely snowball and carry the team). In DBD, two of my team may die, and two may escape. I may not rise with my team, and I may not fall with them. It's perfectly possible they all escape and I'm the only one who "loses".

    I think you misunderstood why I pointed to league there.

    I didn't mean it as direct comparison but I think a premade team of 1 high and several low rank survivor won't really alle have fun and therefore not be common enough to not compensate killer.

    Of course the equalisation of solo and swf followed by killer improvement is the true way to go (it just is a miracle never going to happen).

    To the point of no or better less fun:

    - low rank/noob killer matching your friends: you as the high ranker will probably stomp the killer alone and you buddies will simply sit on gens. (Someone told a story of having this a exact scenario in another thread) <= this is me playing with my unskilled friends

    - rank 1 killer matching you (like intended by the devs, I think):

    Your buddies get slaughter early and you maybe get hatch since 3 out of 4 ppl or highly outmatched

    I know these are the extremes. But in my eyes this is why an really unbalanced swf is less likely than 4 players of, let's equal skill, but with Smurf account or maybe 1 noob to abuse the broken matchmaking.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427586#Comment_1427586

    Compensating the killer doesn't fix the problem. It's a half solution. Half solutions still leave whole problems.

    We already know the solution: The gap between solo play and SWF needs to be brought closer together and killers buffed to compensate for it. The game was balanced with no communication in mind. 70% of all matches (as of the last stats they showed anyways) has some form of communication going on. Give or take anyway. Not every SWF plays with comms. I don't play SWF often, and if I do, most of the time I'm not using a mic. I might type a comment off to the side in the group chat if I'm not being chased but I generally communicate through the game itself with numerous t-bags with in-game pointing and waving or nodding my head (and waving my arms if I'm on hook).

    There's also the fact that I'm generally the highest rank in my SWF group when we do play together, and I play maybe once a week and still get to red/purple ranks each season, while they're all stuck in beige ranks. I don't think most red/purple killers we face need to be "compensated" for going up against someone of their level and 3 newbies who are just dicking around.

    Well I think such imbalanced swf should, atleast in my mind be the minority. I for example play mostly league of legends and also play with friends that clearly are below me in skill (manifesting in champ and map knowledge, KDA and damage dealt, so I am not just arrogant against them).

    I don't really have fun when they keep screwing around. And sometimes I play with someone at Grandmaster Niveau and I myself don't have fun when I have to play against ppl of his caliber.

  • @[Deleted User] said:

    I have a better idea:

    Let's not punish people for just wanting to play with their friends.

    Then, like many stated before, compensate the lonely guy opting in to play the evil ai for their group fun. I would be completely satisfied with more bp the bigger the swf group is.

    Btw if it wasn't clear I am a killer-only player (survivor simply does not interest me).

    I also play several other team based PvP online games and know that coms give a team a definite advantage even if all member of the group still can be potatoes at the game they are playing. I have enough ppl I play with that don't really help even with coms.

  • @RacerDemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427422#Comment_1427422

    Ok, while i agree on that to a point, however, I still don’t see how they can say camping and slugging arent bannable, yet they say taking the game hostage is... ######### do you think camping and slugging are? They’re preventing the match from being played

    Camping and slugging have a definite endings set by gameplay mechanics. Either die after 2 minutes on hook or 4 minutes bleed out.

    But taking the game hostage is indicated by keeping the other player from finishing their objective and no built-in timer sets an end to that.

    For example the last survivor getting bodyblocked in a dead end like one one of the second floor rooms on Haddon field that has no windo and only 1 door.

    If other survivor are still alive they can finish gens and initiate the egc which will set a timer.

    Tl Dr: camping and slugging will end after the built-in timer runs out. Taking the game hostage leaves the other player with no option but to DC.

  • @Eleghost said:

    It doesn't anger me but kind of annoys me when i'm trying to be nice by just 2-hooking and making a point to not kill the survivors and then they act all high and mighty in the post-game chat. I will say it's annoying when they wait there and just t-bag till you go and hit them then they run away.

    This ∆. I have a similar Playstile more for bp and less for kills.

    @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427002#Comment_1427002

    This is pretty much how I feel. They don't even give hits most of the time anymore, it's just a "hey, we won, now you have to chase us out!"

    I don't bother going to the exit gates anymore, if I've got no pressure and no survivor I'm chasing, I go as far from the gates as possible. Certainly not going to give you more than your 5k escape points for the two minutes of all of our wasted time.

    And this. The teabagging at the exit is generally often used as an expression for "GG ez".

    That's why I don't give them the satisfaction and instead go looking for dropped pallets that I forgot or use my killer power for additional deviousness points. Or I watch some YouTube on my second screen.

    But it gave me several crowns in the event XD

  • @Eleghost said:

    It doesn't anger me but kind of annoys me when i'm trying to be nice by just 2-hooking and making a point to not kill the survivors and then they act all high and mighty in the post-game chat. I will say it's annoying when they wait there and just t-bag till you go and hit them then they run away.

    This ∆ I have a similar Playstile, more for Bo less for kills

    @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427002#Comment_1427002

    This is pretty much how I feel. They don't even give hits most of the time anymore, it's just a "hey, we won, now you have to chase us out!"

    I don't bother going to the exit gates anymore, if I've got no pressure and no survivor I'm chasing, I go as far from the gates as possible. Certainly not going to give you more than your 5k escape points for the two minutes of all of our wasted time.

    And this. It is most often meant as an "GG ez" kinda thing. So I don't bother going to the exit anymore.

    But it gave me a chance to find additional crowns in the event and I look for dropped pallets for additional points or simply watch YouTube on my second screen to use the time they think they can waste.

  • @FranzDerPalme said:

    https://forum.deadbydaylight.com/en/discussion/comment/1423416#Comment_1423416

    It is pretty OP because you can use the flashlight also to blind the killer in a chaise, while he vaulting a window or breaking a pallet, it's not much, but it gives you about 2 seconds heads up, that's something.

    To be honest being blinded at a pallet doesn't really do too much at least on pc where I (and probably everbody else) use a headset with surround sound. At least if you don't run any antisound perk iron will.

  • They will never do that due to the low amount of killer that would still play against swf if they get the option to opt out. Only a certain amount of red rank killer would still be up for the "challenge".

    I also think that swf is not healthy in a 4 vs 1 game when external come can negate/substitute a hefty amount of perks and give so much information in real time.

    It is the same in all team based PvP games. The coordinated team with comes and intelligence exchange will always be at an advantage, see rainbow six siege, csgo, overwatch, lol etc.

    But it will stay and, if I didn't read some fake post, they will implement friend invites cross platform which will increase the possibility for swf dramatically overall depending on the size of player base on each platform.

    We have to either deal with it or simply quit.

    But hey, you don't have to take my opinion serious I am just a casual killer-only player at around rank 10 since I am not interested enough in only this game to care for my rank.

  • @TunnelVision said:

    https://forum.deadbydaylight.com/en/discussion/comment/1423360#Comment_1423360

    There is also a report option for unsportsmanlike behaviour but that does not seem to do anything either.

    Unsportsmanlike behavior is harder to detect with or without video evidence. Afk is pretty obvious.

    Edit: it is the same problem in league of legends. Toxic chat is self-evident but "intentional" feeding is hard to differentiate from simply being out of your elo or playing bad.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1422945#Comment_1422945

    But the timer still ticks down in a chase, on the ground and on the hook. How can you come back to your item in any of these situations? They should just make it to where the timer stops in chase and while slugged and hooked.

    The timer itself would have to be way lower if it would stop at your mentioned conditions. The only conditions you didn't name is "in a locker", "on a gen" or "running free from the killer".

    Two out of this three indicate no interest in the dropped item and a survivor take less than 30 seconds to run from one end of the map to the other. And if the killer notices you running across the map, the chase condition stops the timer again.

  • Careful awful pun incoming.

    "But huntress already play around with hatches?"

    I hope you all have a nice day 😜

  • @Ryuhi said:

    Why do people use "People are toxic in other games too!" as some kind of excuse for it to be ok here though. DBD's toxicity and harrassment is on a whole other level from most of those other games, for one simple reason:

    The victim will almost always be outnumbered.

    Especially in the case of SWF, there will always be a "you tell em, Steve Dave!" to compliment every instance of BMing. Its half the reason they do it. Whether it be people on comms laughing at a "baby killer," sandbagging a solo queuer they get paired with, a killer streamer who is being toxic and laughing at it with their chat, toxicity rarely STARTS with just one person. The problem is that those victims often get tilted/shook/whatever you want to call it, and then they often start taking it out on other players in turn. You also see this in games like DotA and LoL for the same reason: people group up with their buddies to cut other people down.

    In games like CoD, you can just assume everyone is an underage little ######### who is just a toxic person.

    Guarantee if people could slap the hell out of each other through the internet, toxicity would practically disappear from gaming altogether.

    The biggest problem in my eyes is the protection of the bullies through online anonymity. The thing is it is no excuse but a general problem in all online multiplayer PvP games.

    The asymmetrical style of game play in dbd only increases the group vs individual aspect. But there is only so much that can be done. And yes if the people can't take the heat they have to get out of the fire (aka go Singleplayer).

    I have been bullied by my whole class from elementary through to highschool, sometimes more sometimes less but even I know that words from a person over the internet don't hurt if you don't let them. You are just as anonymous as they are and likely will never meet them again.

    The only thing you can do is report and go on in hope that the price of the game keeps them from making new accounts which isn't even a hurdle in for example my staple game league of legends.

  • @Star99er said:

    https://forum.deadbydaylight.com/en/discussion/comment/1423133#Comment_1423133

    From my experience on Pc I don't think it'll be that big of an issue. I play with an Xbox controller on my PC acct and don't have too much trouble unless I'm playing a killer that depends a lot of turnspeed or aim like Oni, Nurse, or DeathSlinger. I haven't had too much trouble with killers like Huntress.

    Well it may be just my preference or feeling but I don't like to play first person games with a controller since it always feels harder/slower to turn.

    Since you are playing with a controller, how hard is it for you to handle 360s from the survivors? I go 50/50 because I get surprised or mindgame myself to hit in the wrong direction.

  • The best thing is, they want to introduce crossplay but only for friend invites so swf gets more popular.

    And as I stated in another thread this might screw the console player since they are limited with their turnspeed with a joystick against mouse, on killer as well as survivor.

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