gamerscrybecauseofme
gamerscrybecauseofme
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/1077170#Comment_1077170
The game's current state is far worse than what I proposed.
The devs have said that they aim for 2 survivors escaping and two survivors being sacrificed. If the gens go too fast, all 4 escape. If the gens go too slow, no one escapes.
Their method is hit or miss instead of anti-snowball
The Devs idea of 2 die 2 escape is based as an average across all the games played. It's like their "fair" idea as they insist the game isn't competitive.....
Yes, the game IS on a knife edge, most games are literally down to a few mistakes either side being the difference between winning and losing. Be it a killer choosing the wrong gen to go check or survivor getting wrong footed in a loop, and all kinds of other factors, that the other side need to capitalise on.
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@Jasonisanicefella said:
This is from a killer main: the new doctor is a slap in the face to Clown, freddy, hag etc
He can spam shock therapy to block pallets with zero consequences, it isn't fair, he should have 5 shocks available and then the need to reload.
He is a better Clown with also tracking and plenty of slowdown.
He should have max 5 shocks and a three seconds reload to top them up.
Really? So the fact it needs charging, comes with a cooldown, he's slowed while charging and can't hit right after his shock isn't enough already? Honestly, if you're still near him after 2 shocks, then you seriously need to address how you play as survivor. You're not supposed to loop the Dr. You need to make distance. Drop the pallet early. Break line of site. Hide in a locker. What more do you need??
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1077158#Comment_1077158
Oh good, they already have sprint burst and tools so all that's left is giving killers 8 more perks :D
Sure, while we are at it, David king should be able stun killers with a death stare and knock out potato team mates, give him and Jane a synergy perk where she sits on the knocked out survivor until they die and nea flashes whatever it is that gives her those bumps under her T-shirt at the killer to instantly turn them back into the little children they were before life made them into killers while Feng and yui jump off the walls with wing chun attacks. Sounds perfectly balanced to me
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@Exerlin said:
I think so, yeah. There are so many more perks in the game than there were in the beginning, and it sucks that we can't play more with our loadouts. I doubt that balance would be thrown off either. Both sides getting an extra perk is a buff to both sides, and that power boost would about cancel them out. It would just be more fun for each side.
Yes, simply put it's not particularly favouring any side. Maybe it benefits more tactically minded players, but honestly what's the harm in that?
However, if the game design is loosely based around 4 perks each, then game design would need to be checked again. I would also imagine that 4 perks slots is something that is very embedded into the core game programming, or platform itself. So to do it right, would be a task in itself
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@Nos37 said:
If more perk slots are implemented they should only activate depending on the number of generators/Survivors remaining.
For example, you have your 4 standard perk slots on the loadout screen, but now there are now 5 Bonus Perk Slots for the Killer and 3 Bonus Perk Slots for the Survivors. Where you assign perks to these new slots is key because they will always activate in order.
The Killer will start the trial with all 4 perks activated, and 1 Bonus Perk Slot is activated with every generator completed (starting with the left-most / first Bonus Perk Slot).
The Survivors start the trial with only 4 perks activated, and 1 Bonus Perk Slot is activated with every Survivor sacrificed (starting with the left-most / first Bonus Perk Slot).
I am not sure how we jumped from one extra perk slot each to suddenly everyone getting even more perks, but I will entertain it.
As an idea, it's not too bad. If the game is sloping in favour of one side over the other, then having a "back up" perk kick in to help the losing side gain an advantage isn't too bad really. However, at what point does this kick in? Playing both sides, I have experienced lots of scenarios where it seems impossible to win (killer having 3 gens pop before a hook, and survivor when 2 ######### DC and there's still 4 gens to pop) but have still won the game (my idea of winning is purist, so I get my 4k as killer or I escape as survivor through the gate, hopefully others do too) Both ends look impossible, but are doable. It would have to be done right, as too soon really those off game balance and too late is useless. It might be something to really look into when bhvr get a better understanding of how the game goes and what the data can show them as genuine difficulty for the one side.
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@emptyCups said:
Will both team sides have the same number of perks finally ?
I'd like to have 12 perks as the killer like survivors do. People seem to be against that for some reason
Sure, the moment survivors move at the same speed and have an unlimited resource to use consistently to help them survive, then let's do it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1077000#Comment_1077000
Then all the killers will just play the OP killers? Yet they don't? Why is that? Because there is more to the game than that, and ideally they would be balanced-ish if BHVR did not mess it up.
https://forum.deadbydaylight.com/en/discussion/comment/1077012#Comment_1077012
I mean, they already do this with killers though, so any argument used on this really would apply to them too. So I don't see the harm in it. The only thing they have to watch for that is different is that there are 4 survivors so they would need to be careful their powers didn't combo TOO much ( a little is okay, if it is too strong they can buff killers globally), and that they don't have powers that stack or overwhelm if all people run it at once.
Yes, I responded to something similar with an idea of each perk having a "value" and the players could only use a certain total value of perks.
As an example, let's say DS, BT, Adrenaline, unbreakable, iron will, we'll make it, are given a max value of 3 points each, but a survivor could only use 13 value points of perks, that would stop them using 5 really strong perks. It would also make them choose to either run a low value perk or swap out a higher value perk for medium value perks, and so on and so forth.
For killers, give BBQ+C, NOED, PGTW, Sloppy butcher 3 points each and they have the same 13 points total perk value applied, they too then can decide if they want a low value perk or run 2 medium value perks jnstead, and so on and so forth.
No penalties for killer add ons, offerings and power aswell as survivors items, offerings and add ons. At least not now, as is really subjective how those things help/hinder the game, without data to back it at least.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/1076997#Comment_1076997
Everyone will just play the op character. we already see this with claudette.
I am not sure how Claudette is considered overpowered, but since the current forum meta is survivors are OP, I will let it slide, into some long grass, where no one worth mentioning will see it
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@Fibijean said:
The game wasn't designed with four perk slots just because there weren't a lot of perks. It was designed that way for balance reasons. Most things in the game, from the perks themselves to the killer powers, are balanced around the four-perk system. If a fifth perk slot were added, everything would have to be rebalanced to compensate. Not that it couldn't be done, but it's much more than just a quick change, and DBD would probably be quite a different game afterwards.
I am not saying it was implemented because that's what was available. I am suggesting that now there's much more available, the game should evolve to reflect that.
A survivor can't possibly have all the bases covered with 4 perk slots v 18 killers each with their own strengths/abilities/perks and add ons to bring into game. And to expect killers to carry only 4 perks against a group of survivors using upto 16 different perks, coupled with their differing playstyles is just as ridiculous.
Yes, further considerations on how to make other gameplay changes around it would need to looked into aswell, it's not as easy as just coding in and extra perk slot. But at this point, its just more about an idea to help shake the game up a bit and make it a little less predictable.
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@[Deleted User] said:
I thought of this myself awhile back! Great minds think alike eh!? ;)
Yes it could be game breaking and introduce balance issues, BUT..
What if we had skill or perk trees like other games?
What if there were new killer-specific perks that made the killers play just a little different. I know the addons do that, but still ...
Say killers had 5 or 6 perks available. Behavior could code something to only allow certain perks to be allowed at a time.
I don’t think having 4 perks like BBQ, Nurse’s calling, Distressing, and Ruin, plus Brutal Strength and Monstrous Shrine are going to make a killer OP.
Certain combos? Sure. But again the devs could code so that only a certain number and type of perks can be slotted.
I like the perk tree idea, but we are taking about BHVR, so let's not push too hard.
I get your point, I think BHVR should have enough data to know which perks are exceptionally strong and which aren't, so maybe have some kind of total perk points to use and each perk having a perk slot value to help mitigate any potential to run 5 exceptionally strong perks is something that could be added, but as a purist, I always like to have no limits to how creative someone wants to be help them win.
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@[Deleted User] said:
i love new doctor too much.
But his iri addons I never use. Maybe that’s just me and my play style, but I only ever use static blast, static shock and aura addons.
But yes OP I like what they did as I dislike old doctor.
+1 BHVR
I have loads of iri add ons from using him, especially the iri queen. Survivors love that 😍
I used to use iri king/order and electrodes for range, sometimes I use both iris, in celebration of "a pretty good job so far"
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@Techn0 said:
I think that if BHVR says "We will be working on _____" and the killer isn't Legion they generally do a decent job, specially with buffs like Doctor or Freddy. It's more so a matter of BHVR actually wanting to change a weak killer. We don't know what's next on the chopping block. They could be changing Bubba/Clown and really helping them out, or they could be changing Hillbilly's addons. I think it'll be good when they actually change the low tiers (Outside of Legion, they really can't get a handle on them) but who knows how long we'll have to wait for BHVR to actually want to touch them.
For real, they don't do well with legion. Hopefully, whoever was in charge of the Dr rework, can cast their eyes on legion 🤞
Whatever they do in the future, they need to look at what they did to Freddy and Dr and apply it to the others. Personally, I think old bubba needs a look, outside of basement bubba, he's not really too much of a worry.
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@[Deleted User] said:
I think survivors should have had a unique only to them perk or skill. They are all just skins right now, all the same.
Yes, I do kinda agree with this. What's the point of playing a survivor just for their skin, when each survivor can learn all the others perks. However, some survivors and killers have dogshit perks that rarely get used, so it would be unfair to force them to play a character they like the look/ability of, but then be limited because their perks suck.
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@HauntedMandalorian said:
I don't think that would be a bad idea. A lot of Perks do work against each other, while some compliment each other wonderfully. I don't think it'll be game breaking at all.
@HauntedMandalorian said:
I don't think that would be a bad idea. A lot of Perks do work against each other, while some compliment each other wonderfully. I don't think it'll be game breaking at all.
I don't think it would be game breaking, it's just a way to help both sides have more counterplay to a larger availability of perks from both sides.
Yes, some perks combos have great synergy while some are counter intuitive.
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@AvisDeene said:
We don't need any more perks. We need better balancing and bug fixes. We also need faster map reworks as well as an improved matchmaking(doubt it will get better).
I will completely agree that bug fixes should always be the main priority and matchmaking is currently #########, so definitely needs fixing. I don't buy into the need for map reworks, but I do understand that some players struggle on certain maps.
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@[Deleted User] said:
There would be far too many 5 perk game breaking combinations. Not a great Idea sorry.
Elaborate that a bit. One can argue that there's plenty of 4 game perk combinations that break the game, at least in the teary eyes of the killer/survivors mains that like to voice their opinions here
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@deollie said:
I don't know my opinion on adding more perk slots.. Its just that you can use different perks on different characters, but then again some perks are "required," while others fit your strategy more..
"Required" is subjective to your playstyle and players play differently.
Personally, I like to change my survivor and killer loadouts, depending on how much of a ######### i want to be during that play session. If I am playing with friends, then my perk choices change depending on how many and who I am playing with.
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NOED doesn't need anything doing to it.
If you're the type of killer that can't handle gen speed, the bring NOED, bloodwarden and remember me. See how they like their gen rushing then.
I am wrong, the only thing NOED needs doing to it, is bones
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If you come to the forum to ask, you are definitely going feel the touch of the ban hammer.
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Yes, we know that some players suffer against great swf squads.
Yes, we know some killers really learn there's a massive difference between the survivors in purple and early red ranks and those that can stay at rank 1-2.
Yes, we know that crappy tradesmen always blame their tools.
We also know, that 2 gens popping quickly isn't really that devastating, not ideal, but not game over. Instead of crying about survivors doing their objective, cry about your complete lack of ability to play the role you play as, and complete your objective. It's not suppose to be easy at the highest ranks, in any game. Can you imagine modern warfare players complaining that they get brutally butt ######### by their opponents, so they must make the game easier for them??
If you start to adjust the game to make things easier at the higher level, it trickles down elsewhere. I never hear about gen rush at purple and lower ( which is where most of the player base is at), so maybe set your site's to where your skill level is really at, rather than sweating into a rank you actually can't play in.
Hard to swallow pills-
Killers aren't entitled to easy 4ks in every game.
Survivors aren't entitled to hatches, escapes, not being tunnelled.
You either win or you learn.
Stop crying about it
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Killer, trapper and Dr
Survivor, David king
Saying that, I am currently playing with all my survivors and killers just to get them all to P3. Then I will max them all out so each of them have all the perks I have available to me. Gotta do something to keep it interesting
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Since I am not responsible for anyone's actions, I don't care if a player feels the need to quit/DC or whatever. Be it a killer or survivor.
If I am a survivor and the killer goes afk, then I am taking the best the chests have to offer, clearing all totems and generally doing all I can to maximise points.
If I am a killer and someone DC's, then I kill 2 other survivors and let the best survivor player take a hatch.
If afterwards I see the contributing factor being the evil mistress matchmaker, then I will message them if they don't have ######### settings enabled, as that was unfair.
Otherwise, I take a slight pleasure from knowing I caused you to have some kind of irrational emotional response that most likely caused you some discomfort.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1071081#Comment_1071081
1.) 50%. Only generators. I am not balancing it for "4 brand new parts and prove Thyself" because that situation is ridiculous.
2.) Thats not a problem either. If survivors are spending all their time saboing hooks no one is doing generators which means you have an unlimited time to win.
3.) This part sort of implies Trapper doesn't need a buff which almost no one will agree with, no matter how good you are at him. It doesn't really make high mobility killers stronger at all because the effect will end with them immediately due to the fact they can actually get to survivors quickly. The solution of just "changing every non mobility killer" is completely unrealistic and will not happen.
4.) I didn't mention SWF anywhere in this and I'm not sure why you brought it. Even so, four people being in a group or being solo doesn't change the fact that it takes almost an entire generators worth of time to traverse some maps, which is what this is for.
5.) Yes, except Corrupt Intervention, which would start after the Warmup. I am also not sure how you see it solely as a buff for totems because nothing about the totem breaking speed is changed. Hell, it might actually be an nerf for totems since people wouldn't immediately go on generators and instead look for totems.
I'm not sure where the lack of 'creative problem solving skills' comes in. I assure you I have thought about almost every counterargument to this, and in doing so, learned some flaws that had to be addressed (like stalking with GF and Myers, for example)
You will have to forgive me, I am one if the killers that doesn't have problems with a couple gens popping early, so the whole need for this kind of thing isn't on my list of things bhvr need to address. I automatically assume it's to stop gen rushing, which is only really possible against 4 man co ordinated SWF groups, anything else is just sloppy killing. Anyhoo, that said.
1) 50% reduction still has a gen popping before some players can get to the other side of the map. Even if it's just 4 survivors with commodious and speed add ons and a price thyself.
2) It's not a problem that all hooks can now be virtually disabled before the killer has got into a chase? Lol ok
3) I won't argue an opinion about killers needing buffs, but giving me extra time to lay traps before 2 gens pop, is really making it too easy. Yes, of course it helps high mobility killers, they're the ones that benefit the most from an in game slow down at the start.
4) 4 man SWF is when the whole gen popping quickly happens the most. Penalising randoms because 4 man SWF is too strong for some players, is a bad idea and bhvr have consistently stood firm on on this. This mechanic, punishes random survivors.
5) How does the game decide which gens to block off? Would it be the 3 that aren't touched yet? Furthest from the killer, at start, at that point? Be interesting.
Yes, there are other considerations, such as stalk killers.
Also, why does a chase need to be initiated, it could be argued that seeing a survivor/killer is the true start of a chase, as now it's planning your move. Seems a bit strange to give stalking killers a disadvantage of being able to stalk while the other killers can get up close and personal. What about killers that have terror radius debuffs?
Like I said, it's a nice idea. But simply fixing low mobility killers is the better way to go (like they did with DR, not that he really needed changing in my hands), rather than over react to the gen rush koolade and make large in game changes to fix extremely rare scenarios. I think, waiting for how matchmaking changes and bhvr seeing how long games last (if they don't already) would be a better way to decide what needs to be fixed and how
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@GHOSTfaceP3 said:
I agree with this 100% this would help killers out so much it would also let devs continue making bigger maps I see no downsides to this -also to make it to where it can’t be cheesed by wraith- just put a 120 timer on it thus giving the killer time to find someone without being gen rushed right off the bat
It's not a bad idea, certainly better than the "slow gen times" crap that gets thrown around. A few things bother me.
1) How much are gens slowed down by? Is it just gens or all survivor interactions? If 4 survivors with toolboxes, BNP and prove thyself can crack a gen in less than 30 seconds, then we must be looking at a 75-100% gen debuff before "contact" But how killer sided that? Does the killer receive any penalty? Can't debuff one side and not the other then call it fair.
2) New meta, instead of finding gens, go straight to sabotaging/99% hooks instead. Prepare for when the game starts. We are talking about helping the kind of killers that struggle finding Survivors and getting hooks quickly when they do, see how happy they are when there's no hooks to put survivors on.
3) As much as this idea is supposed to help the "low mobility" killers, it swings them a little over the mark. To the great trapper and hag mains, that like to setup before hunting, we already 4k even after 2-3 gens pop quickly, now you've just given us more time to setup. It also makes the high mobility killers, even stronger than they were, so in all, this would just further encourage more spirits, nurses, billy, oni and Freddies. If the problem is "low mobility killers" then change them instead.
4) This idea assumes 4 man SWF is in play. Is it only for that scenario? I can tell you now, this isn't needed, at all, against 4 randoms. I will also say, that some 2 and 3 man squads can be difficult to manage too, while most are just #########. How does it balance around this?
5) Do killer hexes and perks still apply during the slowdown period? Corrupt intervention and haunted ground are buffed with this.
There's just 5 of the top of my head. The trouble with content streamers, they're too closed minded and lack creative problem solving skills. Most the things they suggest, are just whimsical and emotional, with little to no real thought, it's why this dude couldn't really come up with any negatives to his idea.
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It's not fun at all playing against a bad killer. Nothing worse than getting in a game and not seeing the killer at all because he sucked. Happens too much nowadays. Hopefully they get matchmaking right and great players can play against great players.
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@Blinking_Bat said:
Yep potential toolbox rework is coming in the future. Thankfully i've only ran into a coordinated SWF with 4 toolboxes a handful of times over the 1k hours i've put into killer over the last few years. It's always been a very rare occurrence for me, even at red ranks.
It's a rare occurrence for everybody, except the really bad players of course.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1066590#Comment_1066590
I never claimed to be a killer but hey, maybe go back, start reading do not stop there and also try comprehending.
You claimed that killers have it hard. They don't.
You claimed ruin was needed. It wasn't.
You claimed gen rush is a frequent event. It isn't.
Can't wait to see the outcome of your great survivor claim.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1059736#Comment_1059736
Do you want me to summarize you assumptions about me again? Maybe you can do it again, I spare you the embaressment.
Can't wait to see you with crossplay, big mouth, nothing to back it up with. Gonna be fun to bully you.
Lol try looping me when there's a trap in your way or you can't vault due to shock therapy.
At least the important thing in my assumptions about you was right, you're definitely not a killer worth listening to.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1058621#Comment_1058621
The irony is you complaining about me offering nothing, when you are unable to even acknowledge the problem's existance.
No idea why you bring up streamers and act as if this problem was created by streamers when complaints about map size have been made by several people. But keep talking about fanboys and so on when I do not even have streamers that I do watch on a regular basis.
Is it all that you bring to the table? Dumb insults? You do not answer questions, where did I mention adrenaline,bt and ds and where did i cry about it?
Last time I asked you to back up anything of the things you say, you did bring up bs excuses, along the lines of you don't record as you do not need to show off, yes it is not to show off but to provide proof to anything you say which you are unable to give again if I ask for it, so I am not even gonna bother with it.
A killer that does not even understand such simple things as like why DS is not an anti-tunneling perk and can be used for various diffrent things but we all do believe the story of the godly killer, who runs franklins and overcharge, might I suggest unnerving presence, this makes also for very difficult skillchecks. I heard the newbie survivors in yellow ranks struggle against it.
You still haven't understood my biggest complaint, the game bores me, I am a survivor main who says the game is too easy as survivor. You have trouble grasping that is amazing, the simple fact that handholding to newbie survivors gives significant advantages to experienced survivors. Something that is not really hard to understand.
Make a few more emojis kiddo for your inability to express yourself with words.
Maybe you need to get out the yellow ranks you like to talk about so much.
Look forward to watching you squirm on my hook when we get cross play. That way, you can experience my wholesome killer goodness for yourself.
In all honesty, I really don't care if the game bores you. I am not responsible for your feelings.
We played the show proof game before, you're just as unwilling to show evidence about the every game gen rush mantra you like to stick to.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1058545#Comment_1058545
There is no patent solution for each situation, no matter what killer you play, no matter how good you are. When you play against good survivors who just push out gens, you will struggle.
The fact that you do not even recognize big maps as a problem for killers who do not have any mobility is baffling. Since every killer knows about these issues on maps like ormond, temple and so on.
Now where did I cry about adrenaline, ds and bt? Is it already so hard for you to make a response that you have imagine things i said?
You are a fake and nothing else who offers stories on the level of apply pressure or break the pallet. Just put in a few more emojis, i am sure people will believe you afterwards.
So, nothing. Absolutely nothing. Just like to complain and moan about things content streamers tell you to moan and complain about.
You offer nothing, yet have the audacity to attempt to belittle someone that is offering a solution to a problem, based on how their game experience is and what has worked. As opposed to your .... nothing.
I highly suspect you a sweaty red rank player, that doesn't just get into red ranks, but has to try hard to stay there, which is why losing is such a big thing for you.
You probably run 4 of the 5 popular killer perks and have no idea why you lose because of it. Yes, it's agreeable that there is no one size fits all, as gamer smarts count more than any perk, map, add on or toolbox brought into the game.
For me, the game isn't this super hard, killer gets bullied, gen rushed and blinded all game, begging for a totem to keep them viable.
Be thankful that if the matchmaking system works, you can play the average players that suit your average play style and your none existent advice.
👍😂😍🙄
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1058425#Comment_1058425
Tell your stories how you defeat 4 toolboxes with just franklin's demise, which is a trash perk, how you defeat r1 swfs with overcharge oh spread your knowledge once again. As if you ever made it to red ranks. xD
Overcharge i think did stop working around rank 10.
Lol it's the guy with selective reading. That can't even handle a couple gens popping off in 60 seconds 😂
You're literally the type of player that has no independent thought of his own. Because you're perks and playstyle are obviously working great for you, with all the gen rushing you get, adrenaline, DS and BT you cry about.
Still yet to read anything from you that even attempts to solve the problems you face in game 😜
Go on, give us your wisdom 😂😂😂
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@Whiskers93 said:
https://forum.deadbydaylight.com/en/discussion/comment/1057787#Comment_1057787
Trolling or just stupid?
With the size of the maps coupled with gen speed, unless you're playing a killer that has high map pressure such as billy then you're completely ######### vs swf. Yeah, the game might be better than it was, but it's taken a few steps back recently. They have basically admitted to having a bias towards survivors. DS's nerf was more of a hidden buff. The thing is, survivors are allowed to have crutch second chance perks such as DS, BT, adrenilin yet survivor mains cry enough that killer perks get nerfed more.
The discussion always goes the same way. They jump in with map size, like it really matters, anyway. I don't even know what that means. The bigger the maps, the more spread out the gens tend to be. Last I checked, all survivors move slower than the killer anyway. Map size is just another content streamer point of no value, as they don't struggle in most games they play, no matter the map size.
The infamous gen rush that seems to happen every game according to this forum, it literally doesn't shout more about how bad that killer really is. If/when 2 gens go quickly, they're outside gens, meaning the 3-4 gen patrol strat is on. You have to be a complete tool to be losing those games.
Survivor perks, BT, DS, Adrenaline complaints are literally bad players whining about things that shouldn't even affect them anyway. You get hit with a DS, what you doing tunnelling and picking up a survivor? Why you hanging around the hook for BT? Last I checked, hitting a BT survivor means they need to mend then heal, taking them out the game for around 30 seconds or dragging another survivor away from gens, while you chase down the unhooker. Adrenaline is a joke perk, it's only useful against killers that can't stop gens, I haven't really seen it since green/purples.
Points on SWF being a strong tool are fair, but I love those games the most, they're the ones that make me a more effective killer and the games where everything is hectic and busy, how it should be. It's literally my role as killer to keep an adrenaline fuelled, awkward to deal with game going until I get all the survivors. When 4 players are communicating and planning, it makes my win all the more sweeter. Even when i lose these games, it's still good points and great fun. I wish I faced more 4 man squad, as most games end up being complete walkovers against randoms or small swf squads.
The sooner matchmaking works properly, the better. Hopefully, I can get the great survivors i want to play against and you guys can have the potato survivors you obviously need.
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I don't recognize any of the gripes certain players come here to cry about.
I completely understand that most people are sheep and need to be told what to think by other people, so it's no surprise when content streamers constantly ######### about one side of the game, their followers then do too. These same content streamers, then play both sides, showing how most of the games, end in their favour, no matter which side they play. Be it a player looping some dumb ass killer for a few gens or getting 4k with any killer running what seems like almost any 4 sets of perks.
The killers that complain about the smallest inconvenience, have you ever adept your killers? Where you need to use only that killers 3 perks and get yourself a brutal killer rating, because it seems from your constant crying, that this would be impossible.
The survivors that complain about killers, have you adept your survivors? Ok, it's definitely easier to adept as survivor since you don't need to escape to double pip, but you still need to play with only 3 perks. And if you adept David King, you gotta do it broken too.
It comes down to this really, the players coming here complaining are just bad players. Maybe you guys are just sheep bleating that same entitled nonesense your favourite streamer constantly spouts (while they then get 4ks using no perks or loop a killer for days)
You're not supposed to win every game.
You being unhooked doesn't grant you a fairness token where the killer can't down you.
You watching 2 gens pop quickly, doesn't mean it's game over. Imagine all the competent trappers/hags that lay all their traps before hunting, we are used to seeing 2-3 gens go before we start chasing, it's no problem.
The only positive here, is that killer mains are taking a break to have their ego smashed as survivors, when they actually experience how most games go. It's why players that play both sides at a decent level, don't come here crying, every day.
The state of the game is better than it was. Infinites, insta heals, DS, BT, BL all nurfed, exhaustion effects not rebuilding while running, were all things that needed to be fixed, plus a whole bunch of other survivor nurfs.
Killing is so easy now, I don't even know what nerfs have been made to killers (I don't mean individual tweaks, I mean as whole), as it's not changed my ability to slaughter survivors.
Hopefully, when the matchmaking system is up and running, and we start playing with/against players of our skill level, the game will become more "fun" for you. Because it's pointless putting some half baked killer against strong 4 man SWF and putting the world worst survivor against sweaty mckilly killuall.
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@ZoneDymo said:
I know, who cares about points? but honestly I feel a killer should not get rewarded for tunneling, if you hook the same survivor 3 times in a row, that should heavily cost you bp and your emblem for that category imo
@GHOSTfaceP3 said:
Then survivors should be punished for gen rushing or hook rushing lol
Both of these are already punished in game. If a killer tunnels, he opens himself to being gen rushed. At higher ranks they don't pip and get less points. If survivors gen rush and do nothing else, they're open to NOED and at higher ranks don't pip and get far fewer points.
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Dr has always been one of my favourite killers. When they mentioned rework, I immediately assumed he would get nurfed, as he was already a very strong killer. Now, he is phenomenal. Even when I play KYF with my mates, they hate playing against me with him.
He was always great as anti loop and tracking, now he is definitely stronger in both aspects. I think the extra buff was unnecessary, but i also understand that most killers here are quite bad at killing, so will be happy where he's at now.
If BHVR can do something similar with all the "mid and low tier" killers then the game will be in a much better state, for most killer players.
Against the Dr, there's options like lockers and dropping pallets a little earlier. Run away from his blast and dodge his shock. Don't be greedy on vaults and loops, you will do fine.
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@homagegray said:
Of all the things I have found wrong with DBD, the biggest issue I have had for way too long is No One Escapes Death. I refuse to see why this perk has went so long without a nerf. I'm not going to say to remove it, but something needs to change, because I'm tired of playing a game great only to die immediately to NOED. And it's hard to find the will to stay on the hook, since then all you do is risk killing anybody else. I'm not saying ditch this perk, because I understand that the best use of this perk comes from matches that went poorly for the killer. However, this inspires toxic gameplay. I absolutely despise the fact that you can do awful the entire game, yet still possibly net a 4K due to this single perk. Ruin was changed because people hated how annoying it was, but Ruin didn't need a change anywhere near as bad as this perk. Here are just a few ideas on how to nerf this perk: 1. When the killer runs this perk, change the design/color of the totems, that way it is worth it to cleanse dull totems, but doesn't totally eliminate the possibility of NOED actually triggering. 2. Have a requirement for the exposed effect, like only have the exposed effect if 4 or 3 of the survivors are still within the trial. This will still help Killers who've had a bad game, without entirely removing the ability for the survivors who've played well to escape. 3. Buff the survivors in some way. This doesn't have to be a big buff at all, but anything that makes it slightly easier to not die immediately is worth it. Like, how about removing all the survivors' exhaustion or make vaulting pallets and windows a bit faster. Just one of these tweaks would make playing against a killer with this perk infinitely more enjoyable, without making this perk worthless to run. Please, anybody consider this and spread it. Out of all the current balance issues, this one seems the most obvious.
You didn't play great if you didn't clear all the totems. You played ok.
No, absolutely no changes are needed at all whatsoever for NOED. If it bothers you so much, run small game, detectives hunch, bring a map, totem spawn locations.
Your ideas for NOED, just nurf it. There's plenty of counterplay already for this hex. Learn to use them
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@Bunnie said:
I think slugging should be a perk. I think that would help with the toxicity of some killers.
Just to understand what you're thinking. How do you propose this perk would work?
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@KrazyAce13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026880#Comment_1026880
thanks for showing what's wrong with this game when devs give this sense of entitlement to immature survivor mains it causes toxicity, you can't even have a grown up conversation with others that have a difference of opinion without turning in to a 10 year old and slinging insults.
I am not sure you posted the right comment link. This one took me to another forum user rather badly misunderstanding how I play killer.
Unless, you actually meant to tag that person in your response
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@KrazyAce13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026544#Comment_1026544
have you proved it otherwise? the statement you left is subjective to the low ranks that complain about the killers being op.
Proved what and how?
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Breakdown of survivor perks that literally help survivors, survive and what the killer can do about it.
BT. Borrowed Time. Don't ######### camp, it only works when you're close to the hook. If someone has immediately unhooked someone right after you hooked them, then hit the unhooker first, hit the unhooked as it's strategically sound, either he gets downed or will now have to mend before healing. Wasting more time. Then go after the unhooker.
DS. Decisive strike. Don't ######### tunnel. Don't take the bait either. Don't pick up a recently downed survivor, don't grab them out of lockers, don't grab them at all. If as killers like to claim, every survivor in every match is ######### using it, then slug the bitches. Or, just eat it and be thankful it won't be used later.
DH. Dead hard. Like all exhaustion perks, force the usage, as long as they're running they can't recover, their demise is soon coming.
Adrenawin. Adrenaline. Why are your games lasting this long? How are survivors doing all 5 gens? Seriously, have you been camping, tunneling and being looped all game? Stop! Pressure gens, down quickly, injure survivors, play efficiently. If getting to end game happens often for you, run NOED. If your totems are being cleared and players are still getting to end game, you need to de-rank, you've pip'd yourself somewhere you're not ready for.
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@Unicorn said:
I play DBD on Playstation. Today I had the challenge "Kill 10 Survivors by any means necessary" and I've been working on it for about 20 minutes using Bubba. Anyway, my last match I had to secure 2 kills so I camped a David and then Mori'd a Nea I hooked earlier. The David felt a way and decided to send me messages clearly upset that I camped. It was all fair until he told me to [CENSORED] myself. I have censored screenshots here:
https://us.v-cdn.net/6030815/uploads/683/IIOB1BP7T9HL.jpeg
I know there are people that take this game seriously and others like me who play just to play and have fun but telling someone to [CENSORED] themselves is over the top. Now after this big dissertation, I'd like to know if this is able to be reported someway somehow to BHVR? I already reported this to PSN and got word that its been dealt with already but will that effect his access to DBD?
Thanks in advance.
If you use the PS report feature, they will warn him. I believe it's 3 strikes and you're temp banned. If a player doesn't change after temp ban, they get perma ban
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@Black_Fence said:
https://forum.deadbydaylight.com/en/discussion/comment/1035741#Comment_1035741
Why though, it ruins the game for people. Why should we not be allowed to do something because someone is an arsehole? That is like saying "If you didn't want to get hit by a car you shouldn't have crossed the road"
That analogy is wrong. Playing the game is crossing the busy road, therefore comes with the risk of being run over.
Playing in the busy street, then getting run over is a more accurate analogy for what you're doing
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@Wesker said:
I had multiple trials where my opponents did 4 gen in 3 minutes (they had toolboxes and I was the Wraith in Rotten Fields)
They left the last gen at 99% and then started messing around, so I get a 4k; they had pretty decent looping skills also, didn't fall for mindgames before the 4th gen popped. What the hell guys, are you really trying to tell them the game is in good conditions after the ruin rework?
You need to sell what you been taking
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What's wrong with our weaker opponents having perks to help them survive? We have perks and add-ons that help us kill faster.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1041075#Comment_1041075
I wouldn't say chasing is the only skill you need in DBD. But it probably is the most important one. Stealth for example can also take some skill. And there does seem to be quite a difference at how optimal gens can be done. Not saying that repairing gens takes skill, but time management of survivors would probably need to be considered. Even when going for unhooks survivors can screw up, like making unsafe unhooks or getting seen by killers when attempting to go for the unhook.
For killers, map pressure can arguably be almost as important as chases.
I only see it as a skill that's measurable. Time, areas of map taken to, pallets used, windows/vaults blocked, killer proximity, hit or not hit, line of sight blockers are all measurable information that either exists in game or can be easily added (yes, I know it's bhvr and they don't have the best record of adding new stuff easily)
I also think it's a great starting point for the main aspect of the game, killer v survivors.
Sure, stealthy play is a skill in its own right, being bale to move around undetected is just as valuable as being able to keep the killer busy. I always think that's how the game should have evolved, rather than into the aggressive direction it took instead. But I get that stealth isn't for everyone.
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@ScottJund said:
I'll start by saying I don't necessarily think this will improve or impair the actual quality of matches, so its not a change I'm particularly worried about unless it kills queue times.
That being said, its extremely easy to see why an MMR system cannot ever work for this game: There are too many variables. It is impossible to design a system that accounts for all of the variables that go into the outcome of a match. People have thought of solutions for years and there still are none. You just simply cannot do it.
Here's what I mean, with a line from the update:
"Going forward, we will use a hidden skill rating for matchmaking purposes. Your skill rating will increase when you do well and decrease when you do poorly."
Already this is now flawed. You cannot determine what "doing well" and "doing poorly" in this game is, so the system is based on a premise that is impossible to define to begin with. What killer are you? What addons did you bring? What map did you get? What perks do you have? What perks do the survivors have? Is this map bad for this killer? Did someone kobe? Did you get bad map RNG?
There are an infinite number of variables that result in the outcome of each match, and you cannot account for all of them, or even most of them. You're not a bad player because you got Blood Lodge with Wraith and everyone can see you at all times. You're not a bad survivor if you spawn in a deadzone with a Billy that comes right at you. With an automated MMR system like this, the game will simply draw the conclusion though, without taking anything into account. How do you even determine who is good at survivor? Is an escape good? If so, hide all game, get the hatch. You're now a God. Is altruism good? What if the killer is facecamping and you literally cannot save in any way. Are you now bad at survivor? What if its tied to how long the match goes? Billy slugs for the 4k in 2 minutes and is now a bad player.
What if I run Iridescent Heads 200 games in a row? Am I now a godly Huntress? Is this Huntress being compared to an addonless Clown with the same system?
The thing is, you CAN tell when a player is good. A person can spectate and KNOW "this killer is good, this survivor is good." A SYSTEM cannot ever do that because its impossible to code for every variable that happens. A good survivor might perfectly know the distance of a lunge and run through a pallet, baiting a swing, saving the pallet and wasting the killers time. A system is not going to be reliably able to record situations like that and assign a skill rating to a play.
You can't even determine how good a survivor is based on how long they last in chases. What if someone uses every single pallet on the map. Just straight up camps them. He makes the killer chase him for 3 full minutes. Now no one else has anything, they all go down instantly. Are those other survivors now worse?
Yeah. Its impossible. It cannot ever be done, and its not because the developers are bad or anything. No one can do it.
There is only one factor in this game that separates the great players from everyone else. What happens in a chase! For killers, it's their ability to get you into dying state. For Survivors, it's how quickly they can either escape the killer or how long they can waste his time. Not a single part of this game requires any other measurable skill.
If they base skill measurements around the chase element of the game, then we will begin to see better matchmaking along the lines of, the killers that end chases quickly v the survivors that escape fast/waste killers time.
Much better. I hate playing against and with potatos that get downed in 20 seconds and I get bored when I can loop a killer around the shack or other good loop for a few gens. I want to play against killers that are great in chase and against survivors that are more adept than 2 runs around the shack.
Fundamentally, it's bulletproof. Killers, for the most part, aren't going to lengthen chase unnecessarily (outside a few perks which will need mitigating for) and survivors aren't going to fail chases purposely, so it's largely bulletproof as a way of measuring skill.
What's worrying me, is how are they're going to decide what survivors get matched together, as the OP suggested, there's too many factors, I can see it leading to more bad matchups initially. Depending on what in game data they use, this could really make or break the game. As an example, will they be looking for players that rescue or safely rescue? There's a massive difference. What about players that run out the gate at the earliest opportunity, rather than helping a team mate on his first hook, but were really good at hitting great skill checks? There's just so much! I am not sure keeping how it works as a secret, but hopefully that's just a temporary thing until they've tested what works best.
If there's anyway for players to add input to what constitutes skill at playing, I would like to know how @Peanits
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1036657#Comment_1036657
Multiple times, yep
Interesting. As you have been arguing how the game is survivor sided, but can knock down 2 of them in 45 secs 😂
Pick a side
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@[Deleted User] said:
Playing survivor is STRESS FREE.
There is no hurry to get anything done. All the pressure is on the killer to kill before gens are done and that’s not fair.
Survivors need more pressure somehow. Feel more stressed.
Here are the things survivors can do:
- hide and do nothing
- search chests
- sabotage hooks
- take time moving around the map
Killer can’t take their time. Killer barely has time to set up traps (depending on the map).
Killer can’t go around doing these other things like survivors can.
That's what killers are supposed to do, stop the survivors from doing gens. By chasing them, hitting them and hooking them.
What survivors are supposed to do, is gens, waste killers time, rescue and heal others.
There's plenty for survivors to do, when the killer is doing what they're supposed to do
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@Rivyn said:
Or is this another one of those Soon™ bits.
So what if they do?
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@Bigbootiejudy666 said:
You really think that the trash killers are in the rank they "belong" Rank has nothing to do with skill? It doesn't, I'm a crappy killer main and I'm always in purple and red ranks lol. Come back when you played the game for six months or so and tell me that Rank is the amount of skill lol😂😂😂😂😂
I don't see anyone saying they get gen rushed down in the greens.
Sure, people can sweat into red, both killers and survivors. The point is, the great players just get there anyway, and great players need to play against each other, not with people that sweated the crappy rank system to get there, only to be shown there's actually a massive difference between getting into red ranks and being a red rank player.