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@Majin151 said:
Currently taking a reallybsmall break from dbd now that the event is over and I've completed the first set of tome challenges I will be back into it once the 2nd set opens up
So.. tomorrow? 😂
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@SomberNokk said:
I got death threats from alt accounts after someone decided to kill themselves on first hook and I decided to play the match normally.
That really sucks. I always play the match normally too, even though I kinda feel bad, and I've been insulted a couple of times for it too, but eh, whatever
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Watch "range addons" on Streamable.
Just a reminder of how broken range add-ons are
Clip starts at the moment I gained control of the killer
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Nurse: while in post blink animation, you see auras of survivors within 6meters. However, post blink lunge is decreased by half
Blight: rushing on a dropped pallet will break the pallet but won't stop the rush. The number of maximum rush tokens is decreased by 2
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@Zenologic said:
They should give Killers a fifth perk slot and let them use 3 add ons. That way they're stronger without being overpowered and it gets slightly balanced more since you're vs 16 perks, 4 items, 8 addons, and 4 offerings
Ok after reading this I understand it's just another case of skill issues and I prescribe you a dose of get good to take after meals
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Any means necessary
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Scourge hook PR, dead man's switch, corrupt, deadlock
Down someone and camp them while shooting birds at gens. Get the trade for the unhook, repeat
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2795263#Comment_2795263
Well, can't disagree tbh.
However, the map CAN be managable, except for the unexistent hooks. The only other map where you can get a down by the gate and have no hook near is The Game, which, unsurprisingly, also isn't that great of a map.
I question that both as survivor and as killer. It's just not a good map, that promotes unfun gameplay styles for both sides
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Windows of Opportunity
BBQ
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If we remove "hooks" from the title of this thread, you have more or less what i question myself every time I load up in that map
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This. This is why lightborn.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2793004#Comment_2793004
hmm.. a perk that basically broke the game vs Deathslinge isn't fun plz nerf 😡
Who even mentioned deathslinger?
You guys are going through all the stages of mental gymnastics from warm up to full workout to justify how pig afking in front of a box is 'intended' and 'ok' but also cried enough to get a buffed perk that could've shifted the meta (that hated meta that you all hate) nerfed again within 2 weeks because people 'abusing' it
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2792703#Comment_2792703
Pfft.. they nerf anything survivors cry about so why not have fun in the mean time?
Boil over is literally getting nerfed two weeks from its rework
Next
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@SweetTerror said:
I don't understand why they don't remove per tiers. Removing them will reduce the grind by 2/3, and the amount of new perks that would need to be implemented to match where the grind is now would take many, many years, and I don't see DBD being around that long.
Because from a technical point of view, as they explained (and it's true), it wouldn't be that easy. Combine it with the spaghetti code DBD is written in and it probably would take ages to find any possible bug
From a players point of view, perk tiers might look as useless to veteran/older players, but to new players it actually gives a feel of progression. Remember when you were new and would unlock a stronger tier, the excitement behind it? Honestly I wouldn't like to remove that from new players.
What they could do is gradually reduce the grind based in playtime, number of characters unlocked, prestige level. Or they could flat out do number changes in blood points.
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@Brokenbones said:
Bubba, Blight, Nurse (with a lot of practice), Pinhead, Wraith, Freddy (his addons all suck apart from 1) & Hag
I'd say these are the ones who don't really need addons to do well, they can still benefit from them though. This is based on my experience with these killers and I typically play addonless on all of them bar Nurse, who I don't really play at all.
Plague too is ok without add-ons I'd say
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Any killer perk that is clearly broken will be described in these forums as "strong but not op" because god forbid killer mains admitting something is clearly unbalanced on their side.
But then again, some of them think on release undying was "balanced" 🛌
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2790633#Comment_2790633
I will give him a like on your behalf.
Thanks 🙏🏻
@SomberNokk said:
https://forum.deadbydaylight.com/en/discussion/comment/2790633#Comment_2790633
You will give that person no likes >:(
Too late >:)
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@KolbyKolbyKolby said:
I mean he constantly throws a fit because he doesn't understand how the game works and rages because he loses due to his own mistakes, so it fits the bill of the killer mains here.
Nckdkgkslgkoejfnrkcfkzlf lmaoooo wish I could give you more than one like
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If i have no one to play with, i play killer. It's a lot less stressful than soloqueue, and much more enjoyable
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Finally.
Now what about dead man's switch?
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@Tr1nity said:
They should be able to be rekindled an infinite amount of times.
I agree. Rekindling also should take 24 seconds each time
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Since no one apparently has time to explain what's going on, what they mean with "grade reflects the amount of time played" is that matchmaking supposedly works with a hidden skill value that players cannot see, that changes based on your performance while playing (kills/escapes as far as we know).
The ranking system you see was used in the old matchmaking. Now it is only used for season rewards, which are blood points. The higher your grade on the 13th of every month, the higher your reward. Then it resets back to ash 4, so it does in a certain way show your skill (the faster you get to rank 1) but it is so easy to pip up while playing certain killers or with a certain survivor gameplay that it does also reflect simply how much you played the game.
Also, your hidden value for the matchmaking is supposedly unique for each killer (the more you play a killer and the better you perform with them, the better survivors you will find), while the rank is shared
HOWEVER the matchmaking extremely sucks and if one of the two parties has been in queue for enough time it will just place them against any opponent available regardless of skill (hey, you're getting stomped or you're against babies, but you're playing right? 🙂)
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@GaslightGabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2783199#Comment_2783199
She's still the hardest killer in the game. And the only killer that takes >1000 hours to completely master.
One day people will finally realize nurse isn't as hard as they think she is
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@GaslightGabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2783063#Comment_2783063
Trapper is easy. A better example would be Billy, who is arguably the second hardest killer after Nurse.
One day people will finally realize nurse isn't as hard as they think she is
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Didn't play her much since the changes, but the only thing I noticed as of now is an exponential increase of the M1 bug.
I did though test in customs with a friend the second blink range, and it doesn't seem shorter at all. But that was while blinking in a straight line on the street of Preschool maps
Oh, and when you fail a grab after blinking you don't go into fatigue (after the m1), which still guarantees the down basically xd
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Coulrophobia: effect lingers for x seconds after leaving the TR
No one left behind: activates upon completion of last gen
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So you took a strong build, got a 2k and a fairly good amount of blood points and you're complaining because of what the survivors brought?
Like others said, you're not entitled to a 4k. If they hadn't brought those perks it would have probably been a 4k too. Like this it looks like it was quite balanced on both sides, considering the overall amount of bps too.
So yeah if you want to cry, bring good examples next time
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@OneGoodBoyDemo said:
Feels bad man, of all the indoor maps, they had to get rid of the best one
Hard disagree on that one, it was a good riddance
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I hope for two things: please not another anti loop hold w killer, and please no new map. My experience with licenced maps tells me I don't want another licenced map
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@GoodBoyKaru said:
Strong but boring. Leave a loop, get hit. Stay at a loop, get hit. Everyone says she's a better Pyramid Head but imho she's very similar in power level, but so much more boring to play as and against. She's just dull and yet another anti loop no mobility killer- the first few were okay but they keep adding more and more iterations of the same type of interaction and it's just... Yikes.
Reason why I feel like she's a more boring PH is because PH can hit through walls. In one shot. It makes it a lot more tense and just feels more rewarding to hit. But also, you only have to be watching him and what he's doing, instead of keeping your eyes on 3 crows and the killer, who then has to hit 2 shots that really don't feel rewarding and as survivor it feels like there's nothing you can do.
Also DMS Artist makes me genuinely sad.
Overall balanced doesn't equal healthy fun gameplay and imho Artist provides nothing new or original to the game.
(and her sound design is ######### annoying).
Agree with almost everything, it's just another killer with the same reskinned power iteration. The only thing I disagree with is the sound design, I really like it
If there's a killer whose sounds alone stop me entirely from playing him entirely, sadly, it's demo. They're just so jgkrkgkdkckk I can't take them
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Honestly when reading the title I would've expected seeing killers like Nemesis, PH, Artist and Trickster in your list
Bubba and wraith though..?
I strongly agree with the twins though
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2778598#Comment_2778598
agree that should be changed, also I wish there would be more oblivious or undetactable perks for Killers, they are not that good sure but its really fun playing with them around, for example I really love dark devotion, the idea of this perk is really fun but its just like dead mans switch very inconsistent, they either have to remove the obsession condition or increase the duration to 60 sec.
Same with pyramid head perks, I like the ideas but the conditions of the perks are all abit weird, not trail of torment though, that perk is actually pretty good and insanely underrated.
Forced penance is really strong too and a stable entry in twins meta
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2777279#Comment_2777279
1.) Yes.
2.) My entire internet shut down.
3.) It is very difficult to VPN on Console. You'd really need to hook it up to your router which is a hassle and really only deters people from doing it. If they're motivated, they can still hit you.
So, I know I have kind of unstable internet sometimes, but by reading this I now wonder how many times my internet just crashed mid game and how many times I actually got DDOsed without knowing
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1.15% is too much for that poor excuse of a dlc
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@Devil_hit11 said:
buff distressing to be 100% terror radius increase instead of 33%.
I’m sure a map wide infectious fright won’t be a problem at all on mobile and slugging killers /s
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2767803#Comment_2767803
Pretty much everyone is high MMR now, I think.
MMR never resets, so much like how the old Rank system functioned, there are a lot of people at the soft-cap. This can be shown through past experiences as well. We saw that for around the first month after SBMM was implemented, my games were noticeably harder. It took forever to find lobbies and the matches were extremely unfun, but the actual skill level of who I was playing matched up with my own fairly well.
Now? It's worse than old Red Ranks.
I was obviously being sarcastic. Saying you're high MMR is basically like the new "I'm red ranks". It means nothing other than boost ones ego, but it really doesn't prove any point
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"high MMR"
Can you please share with us how to see our personal MMR? Thanks
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The thing that baffles me is that it takes them months to fix vulnerabilities enabling hacks even after they get reported.
Imagine any other popular game (league, valorant, apex?) taking this much to fix something after it's been reported. I doubt it'd take them more than two days. I mean, journalists would utterly destroy them. And somehow DBD goes under the radar
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Well most comp killers use ruin undying corrupt noed so...
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Tbh Chris could use my face as a chair
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@MrDardon said:
The only nerf they need are Add-on nerfs.
Spirit's Mother Daughter Ring and Dried Cherry Blossom need changes/nerfs.
Blight's Alchemist Ring, Blighted Crow/Rat and Compound 33 need a nerf.
Nurse's recharge and range Add-ons need changes.
This, nothing to debate even
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2765589#Comment_2765589
Not even meta. bbq, infectious,lethal, pop. With crow and compound 21
Don't know if your build helped, but most likely already because blight
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Their kill rates are high also because many players, to avoid the possibility of getting slugged for the next 4 minutes, take their chance and yeet themselves to the next game as soon as they're hooked
Me top of the list
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2765055#Comment_2765055
I got sluzzy before. They gave up on first hook for no reason lol. Other then they maybe didn't want to face blight. Idk
What build were you running?
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Idc but if they're live i actually hope they stay alive longer (without going out of my way for that) so i can rewatch the vod of the game from their pov
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2764418#Comment_2764418
You typed
"Killer players are justifying NOED with "When all Gens are done the game is not over"do you really think they want to let the game end with all Gens done?"
Other than being nonsense us vs them rhetoric, it's clear you are trying to claim that killer mains just want the game to run longer so they can get more kills.
So I asked if you were really interested in making the game shorter, because either you are actually for the game ending at 5 gens, or you were just looking for some way to turn another conversation about game mechanics into an "us vs them" thing, as seems to be your standard.
Now I have my answer, thank you and have a good weekend.
Well, for example I do. I don't mind noed and wouldn't care if it was left the way it is. I wish they would nerf the stack up slowdown meta, talking about killer-side nerfs. Longer games are ok if it's because of interaction, not because the killer just regresses a gen 5 times
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First game i played against ghosts, the most boring game of the evening.
Other games were normal, except one where i went against insanely good survivors. Fun match. Got destroyed, but it was fun overall
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2763487#Comment_2763487
Will you guys at least reexamine perks like No One Left Behind whose conditions hinge on the gates being open to fit the new idea that the endgame begins when the gens are done, not the gates? Because currently it's unusable and does not fit the model of how games are played out.
https://forum.deadbydaylight.com/en/discussion/comment/2763384#Comment_2763384
Agree about allowing killers to open the door after a set amount of time. It's a little riskier, but there's nothing stopping survivors from still doing this, and I've encountered it a few times both as survivor and as killer; they just 99 the last gens as their cutoff point and then bully until they're out of resources. It'd also help in situations where there's two survivors left and they're hardcore hiding.
I really wish no one left behind was changed to all 5 gens getting completed. It would become really useful
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I would rather not see it, at all.
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It's already hell for solos, don't make it worse, thanks