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ermsy

ermsy

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ermsy
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  • Isn't the point of of an ultra rare add-on to be very strong?

    @Eightball_uwu said:

    Maybe a piercing shot would be cool? like going through multiple survivors at once or going through walls?

    This would be cool but...most of the time it's highly unlikely that you'd hit survivors that are layered.

    Through walls will probably be too strong especially coupled with certain perks like nurses or I'm all ears etc.

    Piercing through multiple survivors could be fine but I'd imagine killers would abuse this on hooks, camping the survivor and hitting both when they go for hooks.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1384045#Comment_1384045

    But it’s not “toxic” its just normal gameplay. They’re trying to win. It shouldn’t make you mad

    Spending 60 minutes on the ground because the Killer is slugging for DS isn’t particularly fun either, but it shouldn’t make someone mad

    It makes me mad because I'm going out of my way to go for the unhooker but the unhooked is doing everything in their power to get in my way.

    You are right, that behavior isn't toxic but I find it hypocritical when that survivor that did everything to get my attention complains when I do give them my attention.

  • @gatsby said:

    As someone who plays Killer and Survivor both at Rank 1, I think most of the “toxicity“ is just based on interpretation.

    Killers have to juggle four Survivors and manage seven generators. If they’re slugging or “tunneling”, most of the time it’s for map pressure or an early kill. They’re just trying to win it usually isn’t anything personal, even if you feel like it is. It’s sometimes just part of normal gameplay

    The only truly toxic stuff is outside of normal gameplay and doesn’t have any benefit to winning. Facecamping, T-Bagging, Flashlight Clicks for example.

    Looping god windows, blinding, taking BT hits, bodyblocking, sabo etc aren’t toxic they’re normal gameplay that happens to make Killers mad

    Forcing me to take bt hits does legit make me mad enough to tunnel lol

  • @Orion said:

    There isn't much point in discussing the origin of this toxic whirlpool as it'll just turn into the chicken or the egg scenario.

    @ermsy Not really, no. There is an objective answer to the origin of the issue, it's just that most people don't like to hear it.

    Is there an objective answer?

    I'd assume it would be the survivor that tbagged and pointed because the last killer tunnelled and camped but he only did that because the last group of survivors bullied him while t-bagging and pointing but they only did that because the last killer....etc etc etc

  • Whenever I come across a killer that runs Mori, noed and tunnels hard, I usually assume that the killer got bullied hard in their previous game. The same can be said for survivors with their perk choices.

    There isn't much point in discussing the origin of this toxic whirlpool as it'll just turn into the chicken or the egg scenario.

    But it is interesting that you bring up the psychological aspects of the game. Some survivors do the whole t-bagging and pointing to get a psychological edge over the killer making them mentally unbalanced and more likely to make mistakes, the intention isn't always to be purposefully toxic.

    I've facecamped the first survivor as wraith (only the one hook) to make the survivors think that I'm gonna facecamp everyone for the rest of the game and it makes them uneasy to go for the unhooks even though I don't continue that strategy.

  • Press options on the controller then go to match details. You can message ppl from there

  • @RockoRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363963#Comment_1363963

    It's MUCH more counterable than it was before is my point; It was only called fun bus because it had no counter and was frustrating.

    Survivors can still fast vault the window, you can go round a few rotations before you drop the pallet. Yes it used to be much worse with the points you made but that doesn't mean it isn't a huge pain now either.

  • @RockoRango said:

    The fun bus isn't a thing anymore because it was labled that way in the early days of the game.

    • The fun bus used to always have two open vaults and a pallet.
    • You could fast vault while standing still at the windows.
    • You could throw down the pallet at any time, and it took the killer so much time to break that you could just go to the other side of the bus.

    The new fun bus is just kinda... Meh

    It's still a thing, if the window in the middle is open it becomes a fun bus. The window at the end of the bus is fine.

  • Would be nice if they mad the walls aura a different colour.

  • "dance fever"

    Exhaustion perk, the action button allows the survivor to start a dance animation alerting the killer via aura.

    Dance animation will last indefinitely until the survivor moves and emits it's own "terror" radius... probably disco music.

    Will be used to bm but at least the survivor will waste a perk for it.

  • I have no idea how good or bad I am due to the amount of potato survivors. Sometimes I absolutely destroy them, other times I get annihilated.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325847#Comment_1325847

    No I did not..I placed them along the loop to create a nind game away from the pallet..no amount of experiance will prep you for having no power as a 110 vs a swf squad..so I'd suggest against making such grand assumptions..I've played hag for 2 years

    So what you are telling me is that you placed a trap along the long side of the loop where the survivor can't flash it from his current position. Chased the survivor around and he had enough time to spend a second to disarm the trap and make it to the pallet aswell?

  • How would you stop ghostfaces stalk?

    Edit: never mind, I thought you meant permanently rather than just on a gen.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325761#Comment_1325761

    You really didnt think I tried that..? That was the entire point of this post

    @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325797#Comment_1325797

    im sorry dude but if you allow a survivor to destroy your traps mid chase that sounds like a you-issue to me.

    there is no way you should ever allow someone to lightburn your traps while you are chasing them - that takes several seconds of them having to walk and look at the trap, shining their flashlight at it - you should have PLENTY of time to smack em during that.

    It seems the op probably placed his traps in the wrong places such as besides the pallet where it's more open and easier for the survivor to quickly disable them. If he placed them along the long side of the wall or around corners of tiles, the survivor probably wouldn't have the time to disable them.

    This is probably a case of a lack of experience in how to deal with this situation.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325482#Comment_1325482

    Tell me..how do you propose I catch survivors on AUTOHAVEN..without my power ..? These survivors weren't exactly green rankers nor were they simple solos..so your solution is I just accept that this terrible design is somehow ok?

    You'd have to chase the Dwight, place traps as your chasing him around loops in areas that's hard to flashlight immediately.

  • I don't think Freddy is as bad as people make him out to be. The only change i would want is his slow down add-ons purely because it's a lazy design and doesn't change the way he plays.

    Dream snare Freddy is countered the same way as doc, just drop the pallet early.

    Pallet Freddy is countered by paying attention to what pallets are around when you are awake. Also pallets around tiles like jungle gyms and shack etc are always real until used so early game you'll have a good idea what pallets are available.

    Most Freddy's use bbq or thrilling tremors to get an idea on where to teleport after a hook. Easily countered by letting go of the gen and going into a locker for 5 seconds.

  • I find the map very strong for survivors but then again I like to use windows of opportunity.

  • Could we maybe get the crapper?

  • I'd like a legendary skin for Freddy....Robert englund.

  • Tombstone myers is the best way. Equip both iridescent add-ons and tier up. Survivors will run in lockers to avoid dying.

    I did the challenge in one go because of it.

  • What's the counter to bitching on the forums? Is it to whine about it?

  • @ItzPixelYT said:

    This game is far from Balanced. It's a lot harder to play Survivor now. Majority of Killers run Nurses, Sloppy Butcher, Thanataphobia & BBQ & Chilli. Problem is they shrunk the maps, made gens slower, removed a lot of pallets & took away safer Windows. So with killers running these perks it takes forever to heal up and even do gens. I feel like the game is catered to the high end PC players that go against SWF every game. They only look at stats, they aren't bothered by what's actually happening in games majority of the time. I'm lucky to get 1 escape in an hour lately since the recent map changes and i'm Rank 1 survivor...not that i'm bothered for pips etc..but it's crazy how they made so many changes to the maps to support the killer and i'm happy with the smaller maps, but removing pallets and windows before they even fix being hit through pallets etc..is crazy. So now if we're even lucky to find pallets because they're harder to find now, even if we drop it in time we're still getting smacked through them. Not to mention the buggy window vault hits that are broken.

    Even if camping is a tactic and people say "JUST DO GENS" it's not that simple...most of the time if you don't know the person they're gonna get mad you aint coming to save them so they throw on hook, but if you play with someone you know then you're going to try and save them because you also don't want them to die and get mad you didn't save them. Then Killer complain about SWF's? Then after all the camping and gens are done, here's NOED...but wait, just do bones? Sure so the time is takes for someone to be camped on a hook we're supposed to get 5 gens done on much smaller maps and cleanse 6 totems so NOED doesn't spawn...

    Don't even get me started on 1 shot mechanics with the way the maps are right now it is a total joke. Dead zones everywhere.Broken Pallets & Windows. I think a Distressing Doc can cover a whole map with his static blast, FREE BBQ & CHILLI!!!

    I'm all for Killers having the power role in this game it's the way it should be. But I really can't see any of your logic behind wanting to Nerf Survivors even more...

    I think if all survivors and the killer were on the same level of skill, the match would be skewed towards the survivors favour.

    But in the majority of games this is not the case. Nearly every group of survivors has one or two "potatoes". This is what skews the match in the killers favour and why they would get the win.

    The most effective killer in the game are bad survivors and the red ranks are filled with them. But the rare case you do play against a group of survivors where not one is weak...you get destroyed.

    So I kinda agree with you that maybe enough is enough with the survivor nerfs but only because of how many bad survivors there are in the game.

  • @Dzeikor said:

    maybe because that kinda seems unfair?tell me how do you win againts someone that is undetectable and knows where you are at all times,lets see just on indoors maps?

    As mentioned above....use spinechill.

  • Spinechill completely counters this build and makes it borderline useless.

    But I think it's a fun and intense game as a survivor if I don't run spinechill. Repairing a gen is all the more tense not knowing if you are save or not.

  • The point of a VPN is to mask the users ip address. I'm sure the developers are powerless in dealing with this.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260884#Comment_1260884

    The fact of the matter is the player count isn't increasing really at all, it's slowly dropping as some people don't come back at all.

    What?...I literally showed you unbiased data that the playerbase is increasing...and you conclude that it is decreasing?

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260869#Comment_1260869

    Sure, but most of the players aren't new. Rather, they are people who originally dropped the game and decided to give it another chance (excluding all of 2016, 2018 and early 2019).

    You don't know that and even if that is true it is irrelevant to the point which is DC penalties have not decreased the playerbase at all and you could argue it might have played a part in increasing it instead.

  • True and it shows that the player count is increasing rather than decreasing.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260843#Comment_1260843

    I personally don't have internet problems, but the amount of daily players is constantly decreasing because of this system. The game is enjoyable, but it seems with every new update or implemented feature, a problem arises.

    Screenshot_20200507-045211.png

    Word?

  • @DetailedDetriment said:

    The DC penalty, most people have experienced whether it be from exiting a match, losing connection, or the game crashing, but that's just it. The penalty doesn't affect dcing as much as it affects poor connection or the game dying, meaning innocent players will receive bans for unfair reasons. Not just that, but the game is in such a 50/50 state that it could almost be considered early access by some. A game that has been out for 4 years, has over two thousand dollars worth of dlc, and is riddled with glitches is...not good?

    I mean, the game is stable, but it's foundation is weak, and the path it is taking can closely resemble the path of DayZ, a game that has been in early access for years upon years. The only difference between the two is one isn't glitch infested and doesn't have a month's pay worth of dlc.

    With all that being said, this game does need a dc penalty, but the state the game is in, and how the penalty was implemented is bad. The penalty should at the very least reset over a period of a week. Or even just go back by one penalty period.

    These posts are repetitive, but they pinpoint a huge issue that is plaguing the game, and if it doesn't get fixed, then much of the playerbase (that's even left) will always be left with a "sour taste" in their mouths.

    Please be civil in the comments. Danke.

    You may see it as it's unfair to punish someone that has poor internet connection but it's also unfair that your dc ruins the experience of all the other players in that game.

    It isn't their responsibility for you to have a good connection, it is yours and if it has come to a point that it's really hindering you from playing the game then you really need to consider fixing your connection before you continue to play.

    @Mtom912 said:

    If they added a rejoin feature, so even if a net cut out or whatever causes you to lose the entire game, at least it can give you time to rejoin the game to avoid the dc penalty, also will slightly extend the dc penalty to actual dcs if it doesn’t start straight away

    This would probably solve alot of issues.

  • My friends suck at this game. I genuinely have a higher survival rate solo compared to when I'm in swf.

    But saying that, if there isn't a weak player on the group, killers will have a very bad time. I tend to do well as killer but only because there is on average two potatoes on a group of survivors.

    I have been bullied by swf head on crews though aswell but that is rare.

  • I would be happy if the killer was able to just drop the survivor if pulled out from a locker.

  • One more gen and you would have popped.

  • How bout iri heads only works when the hatchet is fully charged. Would that make a difference?

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1257671#Comment_1257671

    Bitter Murmur you can avoid by being out of range or in a locker. Rancor is unavoidable but you can plan ahead because it has a tell. You can get yourself far away from the killer and hide until the coast is clear. Hex: Haunted Ground has a tell and it lasts 60 seconds once. NOED can be completely countered. Pig traps are easy to get off unless you're being tunneled, in which case the timer doesn't go down and if they are following you crouched you are screwed either way.

    Regardless, the fact that a "mechanic" exists does not mean we should add more to it or that every implementation of that mechanic is good. In fact, I don't think Rancor or NOED are good for the game at all as designed.

    https://forum.deadbydaylight.com/en/discussion/comment/1257673#Comment_1257673

    In what way am I wrecked? The argument went as follows:

    "I think [perk change] is a good idea."

    "I think it's a bad idea because..."

    "Yeah but that kind of stuff is already in the game."

    So if they added another kind of DS perk it's okay because there's already one in the game?

    Sure wrecked me.

    Naming counters to the perks are completely irrelevant. It's to simply point out that there are perks/mechanics that will affect survivors due to actions of other survivors that are potentially across the map.

    This also goes for survivor perks like adrenaline, detectives hunch etc

    And besides cruel limit would have a tell. There is a clear audible sound when a window is block and if every window got blocked, you'd surely hear it.

  • Imo the best use for it is seeing if pallet resources are available. If your team mates have used up alot of pallets woO will let you know. It'll save you going to a tile midchase and realising that the pallet is already gone.

  • Bitter murmur, rancor, hex:haunted ground, noed, pigs traps

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1257343#Comment_1257343

    So if I'm running the killer around on the other side of the map I should get ######### over because my teammates are doing the objective? Huh?

    Guess I'll have to go run into the new deadzones instead. Great balance.

    You make it sound like this kind of mechanic is not already in the game.

  • Or it should block all windows

  • @MadArtillery said:

    Interesting choice in build, I suppose you found the use for WoO as yes, running into a broken pallet sucks. Out of curiosity does it highlight fake pallets?

    Usually I like Stakeout and Tenacity for my solo play. Just to shorten the match for stakeout and to make sure if I get slugged I can drag myself to someone to pick me up because in solo que people don't want to take the risk to pick up a slugged person. I've seen people bleed half way out without being picked up as killer and that's something I've never had to experience. Avoids a hook state too. Usually solo que teams big problem is too slow gens for the speed of hook states. I do my best to reduce both issues.

    Maps are actually super good in solo que too as you can place markers for other players to come get heals from and reveal totems, chests, gens to everyone and share information in ways that usually require coms. Actually makes things like prove thy self useful in solo que.

    WoO does highlight fake at least from Freddy. I'm not sure if it highlights the doctors fake pallets but I'm assuming it does. It also highlights breakable doors...I'm not sure why.

    Stakeout is nice that it gives you warning when the killer is close and if you are good with skillchecks it rewards you with that extra 1%. Don't really run tenacity but sometimes I find myself losing a survivor after I've downed them and thinking how? Tenacity is probably the answer.

    Maps with detectives hunch is very strong but maps are rare so it's not something I use often.

  • Maybe it's a PC thing but on ps4 I don't get many tunneling and camping killers. But I do run kindred just in case, it just counters camping.

  • Best to start as a survivor especially with friends so they can teach you the ins and outs. Once you get the hang of the survivor, you'll have more fun as a killer as you'll have an idea of survivor behavior.

    @Axx said:

    Every person I have tried to get to play the game has said no, or has quit due to fixable reasons. When they say no to joining me the main reasons why are the balance and grind. They ask me about the balance and I tell them the truth. The game is not balanced well. The new killer experience is awful. You face red rank survivors a lot. I tell them that even good killers can struggle due to the maps, and gen repair speeds. I talk about the meta, and how stale it is. I get into the topic of meta killers, and how most of the killers are weak when facing decent survivors. Then I move on to what SWF is, and how it can cause a lot of balance issues. After that I talk about the solo survivor experience. I tell them that solo survivor can be really fun, but dealing with the skill level of random teammates can get frustrating. Especially once you get decent at survivor. I inform them about face camping, and mori etc.

    I talk them about the toxic nature of the community as well. Then the grind talk comes. This is by far the most off putting thing. Even with being able to get 2 perks per web at level 50, the grind is still huge. Currently I think DBD needs a lot of things done to make it more new player friendly. I have almost 900 hours and I don't even have all perks unlocked on one survivor or killer yet. I also never prestige. 900 hours is a lot of time to invest in a game. Most games you play by 900 hours you can have everything unlocked. No one wants to be at a disadvantage, especially for too long, and that is what the grind is like for new players. It is a huge disadvantage because you will be paired against people with perks. It makes people feel like they are being cheated.

    Now, we have the matchmaking. The matchmaking is very bad for new players. On the steam forums we have multiple posts almost daily about new players, specifically killers, going against red rank survivors while being rank 10+. This is another thing that makes people feel like they are being cheated, and are at a disadvantage. No new fresh killer player wants to face experienced survivors with a full kit of meta perks. Players want a fair experience. Overall, if person asks me if they should get into DBD, I tell them no and tell them why.

    I'm not surprised your friends have said no after your description. I'm quite well versed in the game and I don't want to play after reading your description. Probably would have been better to at least throw in some positives in there as well.

  • @Cheers said:

    Have P3'd all killers you main?

    I p3 Myers just to see if it made a difference in terms of quality of items but I didn't see a difference. Don't really see a point in p3ing unless there was a bigger incentive.

  • Just out of interest What would you do to Nerf killers?

  • @zkelvln said:

    What sensitivity do you play her on

    At the moment I've dropped to 75%. 100% seemed too much after the update.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1231560#Comment_1231560

    I regularly escape because me and my friends take turns in sacrificing ourselves for the escape of others. I mentioned it, usually my two other friends are chasers as they enjoy chasing killers and I’m usually the rescuer.

    the reason that I think it’s unbalanced is because it’s very easy to spot a build which is painful and unplayable against. It’s not because it’s a good player, they just have a build that exaggerates their skill.

    I play on PS4, survivor is a bit harder on console because we dont have the same control capacities as PC, eg. Our sensitivities aren’t as good so 360-ing is generally harder.

    i actually haven’t played DBD a lot, if I could show my hours I would but I roughly started playing around a month ago. Pipping imo gets harder because you have to hit the requirements to pip, which requires more to do in a match, and consistency to complete tasks results in quick pipping.

    I think I managed to pip into red ranks in the first week or two of playing. But despite what I’ve seen and how people like to talk down on the ranking system, it doesn’t seem as half bad as some that I ran into as this game actually requires you to participate in the match, as you can still pip if you die or you can just safety pip even if you escape, eg.

    So you escape regularly because someone sacrifices themselves...so you'd prefer to balance the game so that your whole team will have an easier time to escape?

    Both killer and survivor have the potential to be op, killer using iri head and Mori is an example of this. So I agree that killers have the potential to be unfair but on average survivors have the advantage and killers are playing catch up for the majority of games.

    Single pipping remains easy, double pipping gets harder but depipping is very difficult so you'll generally increase your rank.

    I play on ps4 and I disagree, survivor is easier on ps4 compared to PC due to killers having a harder time to track survivors on ps4 because of the lack of sensitivity.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1231421#Comment_1231421

    I don't think there's much of a balance.

    I'm a red rank survivor, and whilst people love to rip to pieces the ranking system, i'd like to take some merit to my survivor playstyle/skill for reaching red ranks. I run to killers from all over the ranks, sometimes i get put up against a level 20, and sometimes a rank 1. I see the significant differences in knowledge and playstyle, but it all starts to blend into one when I see killers at rank 12 and so on, where the grind becomes real.

    Personally, I tend to go for the most confident survivors first, and yeah, sometimes i see a survivor doing absurd things and i sit there and ask why? but this is also a byproduct of the lack of communication that the game offers in a team based game.. oh the irony.

    So not much balance...as in killers are overpowered?

    Even though you escape quite regularly?

    I think it's difficult to take merit for reaching red ranks. All it shows is how much time you put it into that role. If you play long enough, you'll hit red ranks regardless of how good you are.

    What platform do you play on? It would be interesting to see you play a kyf game against a dedicated team of survivors.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1231396#Comment_1231396

    As survivor? varies on the day in all honesty.

    But the only games that feel like breezes as survivor are when we're clearly playing against a new killer player. Other games are mostly in some forms a grind - whether it's to get gens done or to keep the killer busy. Usually I can escape if one person on the survivor team is sacrificed in favour of others escaping - but that's not ideal as that person runs the risk of de-pipping or whatever

    So you survive quite often? And get 4ks often?

    That suggests that there is some balance than.

    I generally survive quite often as a solo survivor, I've made a previous post showing my last ten games. https://forum.deadbydaylight.com/en/discussion/126150/solo-q-survivor-experience-on-ps4#latest

    This is more of an issue with matchmaking rather then my skill vs killer. But the same can be said when playing killer, it literally takes one bad survivor for the killer to win the game and there are alot of boosted survivors.

    I get 3ks/4ks often but I acknowledge that it's because x survivors were really bad in that game etc then there are games where there isn't a weak survivor and it's those games that you realise that you are powerless.

    Granted it doesn't happen often thanks to the sheer amount of potato survivors.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1231387#Comment_1231387

    I politely disagree with your opinion, I've gone up against tough survivors or survivors that think they're cute when they try to flashlight save their friend and I still manage 4ks frequently. If a survivor team manages to outplay me and escape, then good on them - killers have several advantages over survivors and it's very obvious.

    How often do you survive?

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