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dbd900bach

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  • I'm a little confused? Comparing second chance survivor perks to killer slowdown is kinda weird. The definition of a second chance perk is to get a second chance when you make a mistake. Dead hard is a second chance perk. On the killer side...I don't really see any second chance perks except maybe NOED. If there's a killer tunneling down one survivor...do the gens. Most slowdown perks only work if the killer is actually working for it. They have to kick the gen, they have to hook someone, they have to actually down someone first. How well any of that works depends on how good you are as a survivor but that's a completely separate thing that you can't blame perks on

  • @Starrseed said:

    what you say is 100% right. before we adress camping and tunneling we need to first make clear what we really mean.

    facecamping is a nobrainer because thats camping for sure but proxy camping is a whole other story the killer should be allowed to roam the generell area of the hook cause there are other points of intrest there. maybe he wants to get rid of some pallets or a boon or a wall and then we have situations like three gens where it would be throwing to go away or when the killer knows other survs are just waiting for them to leave.

    tunneling has the same problems. when one of your mates thinks its the best move the unhook the second i turned around thats on your team. sure i could ignore you and go for him but that means a potential long chase if he has good tiles near him so why should i let the bad move go unpunished. same goes for when the freshly unhooked surv has just bad luck. when i come to the hook and there are two sets of scratchmakrs giong in two directions i can only follow one so if it happens to be the unhooked that bad luck. on the other side just waiting near the hook to aim for the unhooked is something i find kinda scummy.

    so it isnt easy to make clear what counts as camping or tunneling and if we made that clear the next even harder part is to what do against it. stopping the hook time for example was tested and didnt worked because the survivors did everything they could to abuse it with good loopers and strong tiles around the hook. we cant make it so killers feel like they cant protect a hook against overly altruistic survs or chase someone to hook because that would mean the killer loses all pressure. thats why bhvr didnt just used pheads cage machanik for the hooks because survs would just lead the chase to the hook so the hook would spawn somewhere totally safe

    Exactly right. Thank you for clarifying everything better. A lot of people are upset at the players who purposely tunnel or camp for the sake of being scummy but completely forget about the moments where it's the most optimal choice or even when the killer does it on accident.

    I've had way too many instances where I purposely try not to tunnel but when I go to the other side of the map the same survivor is trying to heal. It's not something I can really help and I can't just ignore them either

  • I think the part of the issue lies in camping sometimes having a loose definition. A lot of people consider camping to be when the killer is in the same general area as a hooked survivor or a more accurately a killer purposely staying in one area to gaurd a hooked survivor.

    The definition becomes loose when a killer knows that another survivor is in the same area. Is it still camping? Is it still camping when a killer is actively chasing someone else who is looping near the hook? What about certain situations in endgame where the killer feels forced to camp because they're sitting right in front of an open exit gate?

    Similarly tunneling has the same issue. If a survivor unhooks at a bad time and the killer downs the unhooker but then immediately gets an opportunity to down the unhooked, should the killer let go to be a nuisance later? Sometimes a survivor just gets unlucky and the killer unintentionally finds them a second time. Should the killer avoid them to simply avoid the notion of tunneling?

    There really is too many situations where the definition becomes loose and killers use both tactics to get ahead in the game. In certain situations they outright lose for simply avoiding these tactics.

  • I don't think there's emphasis enough on the fact that the meta has been the same for 6 years. I'm not saying all survivors relied on crutch meta perks like dead hard, but quite a few did and their world was turned upside down. I don't even think some survivors learned to loop in the first place based on the games I've played.

    In chase quite a few seemed a little lost with what to do in chase. Literally lost now that things don't work the same way. You can't hold w the same way and you can't make a mistake and get out free anymore.

  • @ThatOneDemoPlayer said:

    Doubt it'd work, and there aren't even enough Charms to have a full build on display

    Yea but still, it would be funny. Things like Bloodwarden or any hex perk would be better. Make them search around for something that isn't there. Or not, lol

  • @EvilJoshy said:

    If you were getting 4ks 80% of the time you must have been getting some awful survivors or mmr wasn't doing its job.

    THIS! Seriously, it's not hard to notice. I'm not winning because killer was buffed, I'm winning because the survivors aren't really that good. None of them can loop. There's also been games where I get competent survivors and the difference is night and day, literally.

  • Honestly I kind of dig it ONLY because I don't need to worry about losing everything anymore. I can safely level up and prestige at my own leisure.

    Realistically though you don't have to play that killer if you really don't want too. Just grind blood points on your main and ration them through both characters. Is it an annoying grind? Yes, but adapting is the key here, something a lot of people forget exist for some reason

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074398#Comment_3074398

    Depends on the build. It's the whole problem with adding time on gens and also buffing Thana. A gen doesn't get completed and the gets regressed with the secondary regression, like Pain Res. So yes, some progress was made. In terms of real consequences though? Not really. The exit gates don't care if a gen has 70% progress. It's either done or it isn't. Killers have a lot more leeway to make poor decisions now and get bailed out

    Killers may have a bit more leeway because the survivors now have a lot less leeway. Survivors are now being punished for their own mistakes and killers are now getting rewarded for making genuinely good plays and reads. That's the positive side anyway and I haven't been able to play survivor yet in the new patch so can't really give my opinion on the bad killers being rewarded for bad plays.

  • A little bit of an oversimplification? Realistically AoT is a MASSIVE fan base and Dbd has likely attracted quite a few new players already. To them it's business, to others it's a fun crossover of two things they like.

    More things like this will happen in the future whether you like it or not. Just at least understand the difference between a greedy duck that swims in gold and giant monsters biting people in half for their spinal fluid

  • All I know is that this update isn't the be all, end all thing that quite a few people are making it out to be. It's literally been a day and people are saying the game is ruined though that's also not ignoring the positive feedback as well.

    Behavior is seeking to more updates like this one, finally catching up with other pvp games that frequently update things to make the game feel fresh. Camping and tunneling WILL be better addressed in the future along with solo Q, among other issues. This is just the first step in the process because out of both sides, killers were under performing. Just gotta hold out and look forward to the future

  • To put it simple people have had their world turned upside down. Unlike many other games that make frequent balance changes, the core balance of Dbd has not changes in 6 years. People honestly just have to adjust and adapt. That's literally all they can do since they're not use to the game changing like this

  • Unfortunately not making it a hex would defeat the purpose of trying to remove it from the meta. If you've killed a survivor before the gens are done then you already have a massive advantage, there's no need for ruin. However making it a non hex perk still gives MASSIVE gen pressure over the survivors. All the killer has to do is pressure survivors and not worry about gens one bit because they're already passively regressing. They don't have to worry about kicking it which is valuable time saved. It'd be meta all over again

  • Perk tiers are significantly useless and are a large issue that increases the grind. Every perk is judged at its max potential which is tier three. Never is a perk judged by its first and second tier or even considered for use until it reaches tier three. I'd understand the use for perk tiers if we were back in year three when there wasn't so many perks in the first place but now there's hundreds.

    There shouldn't be perk tiers when it's a hassle to even get all the perks in the first place, especially on survivors who have even more perks than killers.

  • The issue with Trickster is that his power is difficult to buff because of its current nature. It's unfun on both sides as OP said. Because of that the devs simply cannot just buff his power outright because that only makes him more unfun to play against. There has to be a significant change to his power or in worse case a rework

  • @DY86 said:

    https://forum.deadbydaylight.com/en/discussion/332969/question-about-tricksters-low-kill-rate

    My main problem with trickster is how slow he feels. Even with play with ur food i tend to have a hard time doing his dailies. Hes not weak, but hes super average overall. I mean, hes a weaker version of Huntress.

    When u hit an axe with huntress u immediately reap the benefits. But with trickster it takes too long to payoff and in a genrush meta it kinda hurts him a lil.

    YES! Trickster feels really slow and I still have no idea why! He's as slow as Huntress but feels so sluggish sometimes. I really do think he needs a rework because his power is just unfun for survivors and makes the killer miserable trying to get to work

  • Unfortunately it's a byproduct of it being a new chapter. When they release a new map, you automatically have am increased chance of getting that map so you can experience it.

    That's the idea anyway. The map is definitely not in the killers favor

  • @nikodemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017980#Comment_3017980

    that's fine, but do you expect that to happen any time soon? exactly.

    ok, so here in reality, we can switch to bans, or keep things how they are, while we still push for balancing. one doesn't preclude the other.

    It's still just a bandaid fix. Plus you'd only be able to ban one map while there's several others that are just as bad or even worse. At max there would only be five maps banned

  • Yea I'd rather they focus on actually balancing the maps. This kind of future would be more of a bandaid fix to compensate for the maps being so bad.

    The point is that we shouldn't need a future like this in the first place, heck we shouldn't even have map offerings in the first place.

    If all maps were balanced, you'd only place am offering because you like that specific maps aesthetic or you know it better than the others

  • I have never purchased a survivor cosmetic in my entire 4 years of dbd

  • You can also avoid flashlights as well

  • @Xord said:

    I read "Damn it I can't tunnel anymore and I hate this"

    You shouldn't be aiming at hitting survivors that have been unhooked.

    They also lose their status when doing pretty much anything. Similiarly to DS.

    You're severely downplaying how good OTR will be and why it shouldn't reach live servers. I hope it gets a much finer definition but as of right now, it suggest that a player is immune to damage for 80 seconds.

    At endgame that is a guaranteed escape because all you have to do is run through the likely already open door. On top of that you can probably body block every hit the killer dishes out to your teammates.

    It is a disgusting perk that makes borrowed time and the base kit borrowed time useless. I already try to not tunnel and always go after a different survivor but I shouldn't be punished for playing right when the person unhooked is allowed to be a nuisance at their own leisure

  • Killers don't even need to tryhard this time around yet a lot of them are acting like they need too. Survivors I understand because they have to escape but killers just need to get the event item once and they're clear.

    Anesthetically the event is awesome but plenty people are still left out to rot

  • Solid A tier choice but unfortunately that shifts depending on the map as locker placements ultimately affect how good his map mobility is. Some maps favor Dredge, some are neutral, and unfortunately some are against Dredge.

    Still he has his anti-loop and Nightfall which are guaranteed abilities, Nightfall being something the survivors cannot stop or slowdown unlike Sadako's tapes or Pinheads box.

    I think he's one of the more balanced killers in the game, able to be a threatening force at all times and not crippled by his own power yet can still be countered in interesting ways

  • Shattered hope on its own is fairly useless and pen is situational at best with no guarantee of working. Together its still situational.

    You'd have to run specific hex perks to actually make this build work. Unfortunately that's only two hex perks. One of them would likely have to be undying but outside of that I don't see this kind of build getting value

  • @Lentara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2992598#Comment_2992598

    it's insanely bad for the game, it's time consuming when you're just hiding during the night. What does it mean that I have to stay away from the lockers? they are almost always near the generators. I'm not a rat that hides the whole game and does nothing, I still want to win maybe? 1 second is never enough, it shouldn't be that short. and I never got an answer why then does Sadako exist if this new assassin is just so much better

    Well first of all I didn't develop the game so I hardly care about the process they went through developing Dredge and leaving Sadako behind. Don't care. Secondly I'm only giving suggestions based on my experience, suggestions you're welcome to ignore.

    Just learn how to deal with the killer, ask how to deal with the killer from survivors who have found something that works. Clearly though he's not like other killers who can be looped for hours on end or have been around so long like Nurse and Blight. He's A tier at best but will never be S tier like Blight or Nurse. You want someone to be nerfed, nerf those two instead

  • @Lentara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2992573#Comment_2992573

    I think that you need to nerf her teleportation, or rather the time when she breaks the locker. 1 second is nothing at all, without addons it should be at least 5 seconds which is the size of a stun, because like a pallet it just breaks the lock and it doesn't work anymore

    Dredge has a locker prioritization which can be used against him. When there's clusters of lockers, normally two, Dredge will always teleport to the locked locker no matter what.

    If you lock both Dredge will break out one locker and instantly break the other. Instead you should be locking one at a time and locking the other after chase. This makes it so he has to break out of the locker both times and he can't do anything about it.

    Unfortunately this tactic becomes a teammate problem because I've seen certain survivors lock every single locker they see for points or they don't get that Dredge can just M1 the locker. It becomes frustrating after awhile for some people, that much I'm sure.

    Lastly 1 second will always be enough time to get away. If it's nightfall you may just want to be steering clear of lockers in general

  • Dredge is hardly OP. A+ tier max but definitely not S tier. It's a lot on paper and Nightfall can be a little disorienting for players not use to it but all I can say is get use to it.

    They might reduce the dark affect on screen in the future but that's the only kind of nerf Dredge deserves. Just have to learn how to counter the killer in your own way or with your team. Unlike Sadako who's power doesn't even work passively like it's suppose to

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2989760#Comment_2989760

    The difference is that Pyramid Head can hit through pallets and vaults, Dredge cannot. Also Dredge has no range.

    Dredge doesn't need more slowdown as if he messes it up then he's on the otherside of a loop with his power recharging and his recharge outside of nightfall is pretty long.

    Not to mention he's slower than survivors while channeling so if you see him place a remnant you can just leave the tile.

    If the Dredge is forcing you to play the tile against his remnant and placed the remnant correctly so he's looking at you when he teleports back then you were outplayed.

    Survivors just need to get use too it. It sometimes seems like a lose lose situation but only if the survivor isn't paying attention to where he placed his remnant and which way he was facing while doing so.

    He's not looped in the traditional way like most M1 killers are

  • The only slowdown Dredge suffers from is when he's holding his power. Otherwise he isn't hindered ever unless he's on cooldown.

    The great thing about Dredge is that he can abuse his power with little to know consequence. You can use it as much as you want, whenever you want, and you'll never get any blowback. I think more killers should be designed this way rather than be handicapped by their own power

  • He's honestly just a really nicely designed killer and it's so satisfying to grab someone from a locker. I literally caught someone the moment before they locked the locker, it was awesome. I'm just hoping I'm giving some nice scares in the process

  • Dredge is Sadako without her issues. The only place he suffers is open areas with no lockers but anywhere else is free game.

    Dredge doesn't need to wait for TV's to turn on or phase in and out half hazardly, no. He can abuse his power with almost zero consequence. That's why he's so good, plus he practically has the absolute best map pressure in the entire game.

  • Here's the thing. Dbd and Evil are vastly different games and I find it difficult to pit one against the other despite everyone bringing it up.

    Still though I find Evil to be a lot more fun but also still quite confusing as the builds and stuff are starting to come into light. I've had no real issue with animation canceling but I've had issues with certain aspects if the game that make it extremely difficult to kill survivors regardless of what you do

  • @eloise said:

    I'm stress because i never prestige my killer or survivor, just ghost face and Sadako, and now I'm really really scare, i have the game on my PS4 until 2017/2018, I play every days, i love this game (before MMR but I still like it) it's the only game I play, and now with the new prestige I scare to lose everything, i put a lot of time in the game i don't P3 killer survivor because I did not see the need to do it, so please can you do something for the people like me? Please please

    You're not going to lose anything at all. This new prestige system will allow you to prestige any character an unlimited amount of time to show your dedication to a specific character. When you do prestige your character will not lose anything, this includes perks, add-ons and offerings.

    I don't know any the specific specific details but there's no downside or anything to be scared of

  • The killer is actually really good and though I can't play the ptb and give firsthand experience, nightfall needs to be changed.

    From what I've seen a lot of the Dredges add-ons revolve around activating nightfall or adding in additional affects. It's a minute domain where the Dredge is suppose to be most powerful while clouding the survivors senses. It does none of that. It actually helps survivors see the Dredge more clearly and the Dredge itself is howling 24/7 where it's location is so there is zero point to the undetectable status. Lastly, survivors can still see everything perfectly fine.

    It honestly feels like it's all a bug with how bad it is.

  • @jamba said:

    https://forum.deadbydaylight.com/en/discussion/comment/2949444#Comment_2949444

    I think it's better to bring nurse down to earth first, urgently. She is literally game breaking, other killers don't even compare. After this I think the game would be finally ready to start buffing the killer side in general, which is urgent as well. Killers like Clown, Pig, Trapper and Myers should have their attention then. But I think Nurse is something way more imperative, as she is the most discrepant one right now.

    It would destroy the community. As I said before, Nurse is one of the only 3 killers who can play competitively because she's strong. She's not holding the game back or impacting it in a negative way, she's actually holding it up. I'm not saying all killers have to be nurse level, but they should be powerful enough to hold their own against survivors

  • Unfortunately the facts remain the same. Until other killers are buffed to a competitive state, Nurse cannot and should not be touched. Yes we have Blight and Spirit but we need more then that. Wraith, Trapper, Billy, Trickster, Hag and so on either need much needed buffs or reworks to become stronger. However I fear the game may be dead before they get that far but dbd has persevered this long so I still believe in it

  • @Spittoon_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2938425#Comment_2938425

    1. It's often used in very toxic scenarios, as in those squads that seek to ruin Killer matches
    2. It can be a health concern to certain people. I don't want to type all that out so that discussion is already on my profile
    3. A very short cooldown isn't going to completely ruin flashlight positioning, if you're half decent at it

    But i'm not surprised since it's a nea pfp

    The health issue is something not being brought up enough. I still remember the seizure that happened to someone's brother because of macro flashlights. The blinding animation doesn't help either

  • @Laluzi said:

    It's an endless cycle. Survivors act cocky as they trounce a killer, the killer gets tilted and takes their frustrations out on the next batch of survivors, those survivors get a complex about killers being jerks and treat their next killers like crap, those killers get tilted... and so on. It's a chicken and egg thing; impossible to tell where it started, will continue on forever.

    Best you can do is recognize that players aren't a hivemind and try to keep a level head instead of throwing in the towel and going "screw it, all survivors get facecamped" or "screw killers, all killers get BM." Use whatever builds you want to and handle the players you meet on a case by case basis. Personally I just save my bitchiness for survivors that act provocative and play how I'd like to play against everyone else. There's always bad apples, and unfortunately there's a lot of them here, but I've had plenty of good games with survivors that were chill or friendly in postgame chat, and a lot of players thanked me for spreading hooks, giving hatch, allowing glyphs, etc. You lose out on those kinds of interactions if you meet toxicity with toxicity and assume your opponents deserve to have a bad time before they do anything to earn it.

    This is the best mindset to have when playing dbd. I love playing fair when I can, i.e, never tunneling or face camping and always switching survivors when chasing.

    Unfortunately fair doesn't get you very far when against toxic survivors or elite death squads. You have to tunnel, you have to camp and you have to be toxic yourself to match theirs.

    Being unable to play how you want on both sides is another cornerstone that's killing the game.

  • The perk should keep the idea of dodging a killers attack, which creates a skill curve. You're rewarded for predicting the killers attack but are punished for incorrect timing. It's a mind game.

    Current dead hard is not a mind game, at least most of the time. It's a crutch get out free perk if you know how to use it. It saves a survivor from their own mistake and nullifies a good play by the killer. All because it gives free distance

    There are times when a killer is finally able to hit a survivor but all they have to do is dead hard towards a pallet or window and they get out free.

    Still, this is only worst case and this doesn't happen ALL the time just to clarify

  • Legions power is just not suited for dbd and its current groundwork. That's the reality. It's not because it's op or take weak, it's because it's unfun and impossible to balance properly.

    If they nerf Legion, the killer side suffers from having to use a now almost useless killer. If he's buffed, the survivors suffer from an unfun killer that the chase and game unbearable.

    I think the devs should work to make Legion as he was previously advertised. Whether it be mimicking survivors or having 4 different power states or whatever. Running around and stabbing people is a far cry from what we were HEAVILY expecting

  • People just like to complain. That's no secret. Legion hasn't changed, he's just able to actually do what his core mechanic in game demanded.

    Slow the game and cripple the survivors. His green button add-on especially helps as it makes people broken when they mend by themselves. He did a poor job of this before and now he can actually succeed in doing it.

    But everything mentioned before by OP still applies.

    People in solo q probably have a tougher time but swf just have to adjust themselves to separate.

  • He definitely sounded really good on paper before the ptb and update. He doesn't feel the same in actual practice. He feels the same and the add-ons are a mixed bag that don't contribute. Legion got a whole slew of good add-ons but Ghostface got some weird one's.

    The reveal mechanism needs another look at. It feels consistent but still too punishing on ghostface. His aesthetic with the tatters doesn't help either.

  • @IWantCandys said:

    Nah, if you don´t focus on getting 4K every match.

    Solo survivor is much worse, I usually switch to my killers to relax from solo survvior queue where I feel way more stressed and frustrated.

    And yes, of course there are survivor teams that will break you, that will bully you, but whenever that happens I'm like, "Well... if I were playing (solo) survivor instead, I'd probably be tunneled out of the game early with 2 or 3K BP max.

    Whereas as a killer, i stay in the game until the end even against bully squads and get significantly more BP even without kills instead of as a solo survivor. That mindset makes me more chill as a killer. I get angry much more slowly as a killer but as I said, my focus is BP and not 4K.

    To be honest I'm actually quite happy if I don't get 3 or 4K all the time because I don't want to get into high mmr at all. It seems absolutely uncomfortable for killers to be there and I can't understand why so many killers sweat so hard and stress themselves out to get 4K whenever possible because that means the more 4K you do the quicker you get into high mmr and the more often you see pro-swf teams.

    That's the big issue ain't it? People should enjoy and play the game how they want, and winning is fun for a lot of people. They just don't have the same mindset unfortunately.

    The thing is, we as players shouldn't have to be worried about winning and facing swf death squads as a result. We shouldn't have to derank ourselves and be stressed playing a game

  • I don't understand the ruin and dead hard comparison because it's a perk by perk bases and neither perk are remotely the same.

    Aside from that dead hard needs to go. Yes, a good killer can bait it for a hit and sometimes it gets the survivor killed. Every other time though? It gives free distance which quite a few people seem to forget how valuable that is.

    It openly mocks the substance of being chased when every decision counts, but when you actually mess up, you have a free get out of jail card.

  • I'm still trying to figure out what add-ons are worth using and which are not for ghosty.

    Then again he only got an add-on pass and QL buffs so he shouldn't feel massively different. I just hope they continue to buff him and Legion after this so that they can feel more viable

  • It's a win lose, lose win situation. Regardless of how Behavior went about it, someone was going to be unhappy about it because it didn't fall into their specifications. That or they weren't happy with how it was handled.

    I personally think it could've been handled better to make it more meaningful while also not shoving it everyone's face. Reveal it gradually through well thought out lore so people can connect more.

    Then again the "Oh and he's gay" approach is technically realistic. A character should never be defined by their sexuality, but it shouldn't be completely absent either

  • @ThatOneDemoPlayer said:

    If we continue to get Legion/Ghostface style buffs in the future, I'd leave the game. I don't like getting 1-2 QOL buffs and then Add-on buffs that turn the Killer even more Add-on dependant, and even then remaining a weak Killer

    If it was expanded into perk changes and more killer changes then I wouldn't mind but sometimes the community crucifies the devs for even touching the meta perks

  • @dugman said:

    I really like Sadako, she's a ton of fun. 🙂 She even has a couple of decent perks to boot!

    Still, her release was underwhelming as she was announced almost 3 months in advance with zero real build up. I'm not saying she's a bad killer or anything, I think her aesthetics are some of the best in the game but I hardly felt excited for her release.

  • The buffs were in the right direction but the killers core designs are keeping them from being good. The add ons though are what gets me because a lot of them are now good but quite a few are really bad, some if them even crashing with each other.

  • Toxicity is a very general term and what is considered toxic varies from person to person and how things go. If we punished people for being toxic, everyone would be banned.

    Some people think that running certain builds is toxic or playing a certain way that isn't prohibited in game is toxic. There's so many ways to be toxic and so many things that is toxic to one person but not the other person.

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