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gamerscrybecauseofme

gamerscrybecauseofme

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  • @LordCyphre said:

    Now we just need something that's going to do the samw with "trash" survivors.

    Yes! It's far easier for survivors to pip. Then again, because they're weaker, they're not expected to win trials, so piping would be easier for them.

  • @toxic_clown said:

    no its not. ranking is so easy its insane. its not a measure of skill.. its a measure of how much youve played that month. i vs rank 1's that play like rank 10's.

    i can tell you havent got a lot of time in dbd, huh

    If you don't pip, you don't rank up!

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1020239#Comment_1020239

    🤣 you dont understand why it is a wasted perkslot is ok. overcharge maybe works till rank 10 at best. Sorry but you are a joke. Nobody needs franklin's because the person one does chase ends up on the hook and can not use the item anyway, franklin's only helps with septic and nothing else. But yeah you just spill your knowledge, do us all a favor, make a twitch, make a VoD, 50 matches r1 with clown on red forest. Equip your franklins and overcharge. I really wanna see that 🤣

    Compared to ruin, it's definitely not a wasted perk slot 😂 yes, when they get unhooked, it's further time wasted as they go find their toolbox... but you know, that doesn't matter right? Time wasted against gen rushers! But hey, point to the forum posts where you see me crying about a scenario you guys seem to say happens all the time.. to you! Why would I make a twitch account? Do any of that? I play for fun, not to show off. Not my fault you suck as a killer and need to get help from content streamers 😂 Git Gud! Learn to apply pressure! Stop camping and tunnelling! Try other perks! Learn how ######### ruin was and adapt to become a better killer, learning what most great killers did when we stopped using ruin.

  • Does more than ruin! Plus the notification can be handy. I am sorry you tried Franklin's but weren't good enough to keep pressure on the wikkle survivors 😢 I hit a survivor, they're on hook 20 seconds later, I am not the one with trouble v survivor issues, like most killers in here

  • @shootaman777 said:

    Now that players can Alt+F4 during loading screens, and it does not screw anyone else over to do so (i.e. by starting the match with only 3/4 survivors), it is becoming normalised to dodge lobbies based on offerings (because it is seen as no harm, no foul). I haven't seen a mori match load in, in a while. Black or White Hand offerings fully loading in are also rarities, from what I've seen.

    So, why bother keeping powerful offerings in the game?

    I got a better idea, just don't show the offerings! Problem solved.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016619#Comment_1016619

    I love the part where you explain how survivors work through ruin, yet are unable to deal with overcharge. What ranks are you playing yellow?

    Well, this guy was obvious.

    Survivors working through ruin and survivors hitting ruin skill checks isn't the same thing. Have you even played a game before? How's the level 20 bubba's treating you?

  • @vampire_toothy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016094#Comment_1016094

    Well, I think we can both agree that the ranking system is in great need of improvements if it's to do its job properly however I do not believe we will ever get a perfect rank system for this game purely due to the fact that it's way too unique in comparison to other games to really get an idea of where to begin or how to even properly judge someones skill in the game.

    As I believe I've mentioned in my previous post, I've also agreed that the game shouldn't be balanced around the extremes however it's still very important to acknowledge the frustrations some of these groups can bring especially with some of the brutal perk and map setups that can occur.

    However beyond that I can see that our stances on killers & maps are vastly different and to that I'd like to say that neither one of us will manage to change the mind of the other. However I will say that I do not believe any killer is OP at the current state of the game, there are some annoying ones but the annoyance some of them cause should not be mixed up with their actual strength level. Some of my best matches are against the strongest killers like Hillbilly, Huntress & Oni because I believe that in the case of Hillbilly & Huntress at least, the best player wins the chase and they have fair counterplay that any player can learn.

    Maps on the other hand are in heavy need of altering, even if you cannot agree on the idea of shrinking the maps there are others that simply have setups that are way too strong. For instance Rotten Fields & Ormond have tiles that all chain into each other, Disturbed Ward features the strongest middle structure in the game (often referred to as an infinite or near infinite loop), etc. This is not to say that maps don't occasionally screw survivors either because I also understand that RNG can seriously ruin a match on gas heaven and the incredibly weak pallets on Hawkins can be annoying. Maps across the board can and should be improved in reasonable ways to ensure interactive gameplay for both sides.

    Lastly while you've provided a decent point on solution #2, I've still not heard what it is about a small map that you don't like nor have you explained why the killers you've listed are overpowered. I can at least understand people being annoyed about Freddy or Spirit, I can see the argument that could be made for Billy against a solo group but I fail to see how any reason can be made for Ghostface being too strong. I think lastly it's important to take a step back as you made a point that too many players are able to pip up to rank 1 too easily on both sides, don't you think that would have an influence on the strength of these killers and their killrates?

    With gf, it's more about solo queueing, as too often team mates are getting exposed and downed too soon.

    Small maps, i don't hate them, they're just too easy to win on. I sometimes even see if I can 5 gen on them (I don't) Once pallets are cleared, survivors are done for. Conversely, as survivor I do like small maps, as they're indoors and have great hiding and looping places, aswell as loop links.

    Talking of loop links, it's literally one of the roles of the killer to block off paths to loops. We know that's where the survivors want to go, so bait it and strike.

    The overpowered killers, now these bad boys, spirit and Freddy mainly, are a wet dream of killing. Spirit, once in her terror radius, you're #########. Especially if the killer is using a headset! Sure, someone will say "iron will" which is useful, but survivors don't have a whole tonne of choice when it comes to directions for safety. Freddy.....how many abilities do they want 1 killer to have? Then they give him a game slow down perk too! Foolish are the survivors that don't wake themselves up. But the ability to pop up on a gen then slow survivors in a chase is overpowered and completely unnecessary to catch someone that moves slower than you anyway. His stats will be interesting to see

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016619#Comment_1016619

    Ruin up for 60 seconds is still 60 seconds of at least one person not doing a gen, someone taking time to break a totem, people being somewhat less coordinated and is still a very strong perk- and if it isn't broken until a few minutes in you get back that investment two fold and so on.

    That is why people run it, it's usually at least a little helpful.

    Problem with the new ruin is it's only useful when it lasts pasts 60 seconds.....but it never does so it genuinely IS not worth taking against higher ranks.

    The match lasts longer than 60seconds, even the all of a sudden massive armies of gen rushers can't finish the game that quickly. Although, I know killers can....

    Yeah, 60 secs isn't enough to warrant a perk slot for a mediocre game advantage. That's nit to say I am for the new ruin either, it's a blatant nerf, the idea that it will be great from mid game is an absolute denial of how hexes work, as in they get cleared. Players still gonna find it and clear it before it really takes hold

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016560#Comment_1016560

    Nah. You’re using the times you go ahead purples and low rank reds as evidence you’re good at killer without ruin. Unless you spam play the killers that can cover great distances, I don’t believe anyone who says they don’t need Ruin to always “stomp.”

    This is going to come down to “pics or it didn’t happen” situation. It’s easy to see what happens when high rank and skill killers go against high rank and skill survivors. The survivors always win. It’s just not possible for them to lose.

    Perhaps that’s what you’re saying. That there are too many potato’s. But I don’t believe for a second you win against the top % survivors without ruin. Not one second.

    I haven't used ruin since PGTW appeared in the shrine. Ruin is a lazy and mostly terrible perk/hex. At red ranks, survivors play through it, it gets found almost immediately or doesn't last longer than 60 secs before it does go in most games, so why would i run it? At least with pop, I get to control how the game goes, add overcharge and I am doing better than ruin ever could.

    I don't use spirit, nurse, Freddy, Billy etc, it's just too easy with them, there's little survivors can do against them to help them win, other than hope the killer is another rank 10 pip sweater.

    Yes, the idea that almost all your games end in gen rush, is too a pics or it didn't happen scenario....

    Without a doubt, there's too many potatos in red ranks, both killer and survivor. There's a rank ceiling, that everyone can hit over time, which is why ranking needs to be completely overhauled.

    I hate playing against potato swf squads, just because they're communicating, doesn't increase their ability to play. I absolutely love the strong SWF teams , that come in with a plan and strategy, unfortunately theyre few and far between, but these games I certainly feel pushed, which is great fun compared to the boring rank 10s that just sweat the game into red ranks.

    When i play survivor, it's reconfirmed, if I solo queue, the killer almost always wins, if I double team I have a better chance, 3 man we can annoy the killer, 4 man is about even, sometimes we make the killer look like a rank 10 pip sweater sometimes we get raped by the 3rd gen.

  • @Hunkulese said:

    I know you don't want to hear this, but if you can't win without ruin, you really don't deserve to be red rank.

    Take some time to get better at the game.

    This is quote of the forum!

    If you're complaining about how tough it is in high ranks, then you don't deserve to be in high ranks. I haven't used ruin since PGTW appeared in the shrine and I have absolutely no problem with gen rush, or whatever other misery the forum whinge bags complain about when it comes to survivors.

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008066#Comment_1008066

    I suspect you don’t play killer at high Ranks. Or Killer at all.

    I play both sides in red ranks. Killer when I want to play alone and feel like stomping, survivor when I have friends or a daily to do.

    For me, the issue is clearly that ranking up is too easy, giving players the idea they're good at the game, then they come across players that are actually good at the game and the gulf of difference is apparent. Behaviour can't do anything about that, without completely reworking the ranking system. That way, great survivors can play against great killers, while you pip jockey's and go play in your own little league.

  • @vampire_toothy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010412#Comment_1010412

    Thanks for the better response here.

    I won't really focus on the Clown part of this as that was to help Brendan get a better response however I will respond to the rest of the post.

    Let's start off with your first point ;

    I agree that gen times shouldn't be increased specifically due to the fact that it's the most boring part of the game anyways and because there are better solutions (such as re-balancing maps or bringing the weakest killers more on par with the better ones).

    You also bring up that the killrates are in favor of the killers, however I think it's very important to point out one change that was made around the time of these stats which I believe has caused some problems for both the matchmaking and the killrates. 3.2.1 introduced a change to the SWF matchmaking where it's based on the highest ranked player which means if you're rank 1 and have one, two or even three rank 17 friends then you're all considered red rank players and put into a red ranked match. I believe this has caused killrates to be higher than they should be while also causing the issue of high ranked survivors & low ranked killers being unable to have quick queue times. If you pair this with the rank reset change of 3.4.0, you're basically going to end up with a scenario where killers will have more kills (or more frustrating matches in the case of new killers) because everyone is getting pushed up into the ranks without any reasonable way to get out of those said ranks. The devs have also stated that their stats shouldn't be used to draw conclusions either, though they are at least interesting to see.

    Now with the whole "1.7% of players" part, I honestly don't think there's any reasonable way to actually track how many players play at the very best level because there are simply way too many factors in this game for both sides, whether it be luck (map, kobe's, window/pallet counts, perks, offerings). There's a lot of things that would skew the results which would make it an absolute nightmare to figure that all out.

    Now, should the game be balanced around the very best players in the game for however high or low of a percentage of people that is? No, infact I don't think that's exactly possible with the way this game is setup either, however I think it's still important to understand the frustrations people on both sides can have when they're in an unwinnable circumstance. This doesn't mean that improvements shouldn't be made however.

    Lastly, I don't see the issue being that multiple survivors are stacking onto the same generator, infact I believe providing incentive for survivors to group up is a great way to allow killers to put on more pressure in a trial. The issue that I see is that the optimal way to play (around generators anyways) is to have all 4 survivors split up, which is somewhat manageable on a small map like coal tower but impossible on massive maps (such as Mother's Dwelling, Rotten Fields, Disturbed Ward, etc...) or incredibly safe maps (such as Ormond, Cowshed, Rotten Fields x2, etc...), or maps that are both. While you might disagree with the idea, I think the best way to address a large majority of the frustrations on both sides would be the following three ;

    1 : Improve the maps. Doing so makes it more manageable for the weaker killers and if structures are properly addressed then bloodlust can be removed, making it better for both sides. Smaller maps additionally provide more interaction between both roles which I believe would make games more fun.

    2 : More incentive should be given to let people group up. One idea I had at one point was to increase the time of doing a generator alone, but pairing up with another survivor would make gen times faster and the exact equivalent of the most efficient speed we have now (without toolboxes). Though, I haven't worked out the numbers on it. This solution would make games go at the same speed but gives more strength to perks like discordance & prove thyself, while also making Legion better for instance.

    3 : Improve the weakest killers (if you ask me, that'd be Clown, Leatherface, Legion, Trapper & Wraith). Bringing them more on par with the basekits of other killers brings more variety and more variety makes matches more enjoyable overall because it isn't the same few killers all the time. Though the improvements should be made in a way where they're enjoyable to go against like (in my opinion) a good Huntress or Hillbilly who for the most part are super fun to go against.

    I am not convinced in the slightest that maps need altering. The small maps are a joke, it's almost a guaranteed win when I load in. No real gamer wants guaranteed wins, they want challenge. Of course, they don't want to be walked over either, but I still hold the position that only bad killers get walked over. Just because we can pip into red ranks, doesn't make us any good at the game, which I know most of the community sees. For me, good at the game is the killers ability to end a chase with a hook v the survivors ability to keep the killer busy without going down/escaping. Make ranks based around that, we get a better reflection of who the top players are.

    As for the data, I can only go with the data presented. I wish we could see more and that maybe there was a forum page that listed all kinds of data on all kinds of things, at least it would debunk some of the myths about gameplay that are thrown around the forum (gen rush happening all the time, survivors all use DS, Head on, BT, Adrenaline bringing torches and toolboxes with every possible scenario planned and ready to be actioned) Because that's just not real.... Sure, stats aren't a great reflection of things, but they're better than the mind numbing complaining that happens about the slightest inconvenience. Great stats are about quality of data, if DbD wants to continue improving, it needs to collect more data so it can accurately make changes and adjustments for the betterment of the game.

    The game can NOT be balanced around the extremes. It needs to be low key at the start, then get progressively challenging based around your actual skill level, not your ability to do what your meant to. The game needs to be balanced around player skill, there is nothing in game that reflects that, so no reliable data can be used to improve the game, which is why we get ######### adjustments. The only balancing act I agree with, is BHVR wanting the balance play around 2 kills, 2 escapes. It just doesn't know how, because it doesn't collect the right data.

    I honestly don't think the game should be wanting multiple survivors on a gen, especially at the start. Yes, I am fully aware that each survivor working a separate gen is the most efficient, before perks and toolboxes anyway, but gens falling early can negatively affect some killers, no matter how trash I think they are, but as gen rush is as undesirable as camping or tunnelling (less frequent too), they should address it, just not with base gen speed.

    I am going to disagree with the whole weaker killers thing. The problem is, there's too many overpowered killers that completely rebalancing. When solo queueing, I already know it's game over when Freddy, spirit, Billy and gf are in the trial. Yes, matchmaking and rank system play it's part (the amount of red rank survivors that get exposed by gf because they don't look behind them is quite alarming) but these killers need serious reworks to bring them in line with 2k kill/escape average per game. Then we can look at "Weaker Killers" to improve them. Making such killers as strong as Freddy and spirit, isn't going to help the community, it's going to drive survivors away.

  • @SedMonster said:

    I’m a Myers main Killer and I just had a match of swf with 2 purple flashlights 1 purple toolboxe with brand new parts, and 1 pink key. As soon as I saw the 2 flashlights I decided to bring in Franklin’s and switch my add ons to unlimited T3 Myers with a Ebony Mori just in case I got gen rushed, I’m a green rank killer and most of my matches have been against red rank survivors with flashlights and keys. Let’s just say I decided to even the odds in my favor and the survivors were not too happy about unlimited T3 Myers. I only mori’d one person and the other 3 died on hook but they gave me so much salt Mail about T3 Myers saying that was the only way I could win because I wouldn’t let them go down on two hits or heal up fully, Lol you survivor mains are funny and feel soooooo entitled and I don’t get it.

    Lol one toolbox = gen rush?? Now that's funny! I think you went a bit OTT in your setup, but GG either way

  • @Toastyy said:

    Decisive strikes idea of being a anti tunnel perk is great I don’t mind that, it’s the fact that if a survivor gets unhooked then you down the unhooker the person who was hooked has invulnerability and there is nothing you can do about it besides leave them on the floor and hover over them like a vulture wasting time or leave and let the person get back up.

    I think it should be once you hook another survivor the perk becomes deactivated until you are hooked again.

    Thankfully it's not an anti tunnel perk. It has a useful feature that mitigates the effects of tunneling, but it's not anti tunneling. Survivors are free to use their perks however they want. Be it aggressively early game or as a last chance towards end of game. Killer are NOT the dictators of how and when it's to be used, for the convenience of the killer.

  • @vampire_toothy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008457#Comment_1008457

    I mean, they never brought anything up regarding SWF, nor did they ever complain about the game. Brendan brought up a basic point which is the fact that the majority of killers cannot be in multiple places at once. Not only this but you also accuse them of playing in a specific way when you do not even know how they play in the first place.

    To me this doesn't really seem like a great way to have a discussion of the game nor do you even mention how a killer such as Clown can keep 4 survivors in check.

    Sure, optimal survivors aren't the most incredibly common thing to see but I can't really imagine anybody feeling good about a scenario you can do literally nothing about no matter how rare that is which is where I believe their concern comes from considering the example they gave.

    @BrendanLeeT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008457#Comment_1008457

    1.7% of players play optimally and gen rush? I'd like to see this data because you can watch streamers on Twitch get hammered by SWFs and people watch their highlights and say they stomp people but if you actually watch them live you see sometimes the steamer getting stomped.

    If you have a good enough PC I'd like to see some footage of you playing in multiple games at rank 1 because it's easy to escape in 90% of survivors games but to 4k in 90% of your matches? Yeah probably against people with under 100 hours but nowhere near people with 500+ unless you pull out a bunch of stupid addons.

    Again tell me how you pressure 4 survivors as the Clown on Wretched Shop when they all run to the structure. You getting a 4k in 90% of your games is not telling me how to do it and from experience most people who claim to 4k easily at rank 1 with no issues never post any evidence.

    Oh and there is no need to call me a cry baby when I've put effort in my post and not did a one liner "Git gud". If you're going to call everyone who disagrees that killer is too easy a cry baby then leave this forum because I want civil discussions with people, I don't want to reply to people who will throw a tantrum like a toddler if someone doesn't agree with their post.

    Ok, forgive the harshness of responses. It's because you're literally complaining about things that are few and fair between.

    Changing things to suit the minority, affects the majority too. Making maps smaller because some gamers struggle in larger maps, means that you make it even easier for everyone else or even harder for survivors to escape. It's not about making massive changes because some things happen that you don't like. You know, take the loss and learn.

    Your specific question about clown, I have no idea how you play. I find the clown useful at mid range. I know when a survivor sees me, they have 3 options...

    1) Head for wall/pallet loop

    2) straight line and 360/juke

    3) do something else that gets them hit

    At higher gameplay, it's go for loop. I know the loops, I know their entries and exits. I get 4 bottles to chuck so I can already cover most exits, then it's just mind gaming the survivor into a hit, recharge my bottles as they run away, towards another loop, repeat, same result. What's difficult about any of that??

    If the survivor straight lines me and goes for jukes/360s, cool I don't lunge anyway! I hit them they run away, I fire bottles at the path I don't want them to take and hit them with one, easy 2nd hit. What's difficult about that??

    The 3rd needs no explanation...

    Increasing base gen speed to counter a rare scenario isn't healthy. There are too many games where survivors get trounced, the data even indicates that trials favour killers more as it is! Seriously, no base gen speed changes.

    Just because someone is a twitcher, YouTubers or other content streamer, isn't a great reflection either. Most are rubbish gamers, I have played against them as killer or survivor and with them as survivor, the ttv means nothing, beyond a show of their self confidence.

    1.7% of gamers....I want to see the data on all of that. The numbers produced there are me applying simple division and personal experience. I would MUCH prefer to see the actual data on all I said there, as that will be interesting and enlightening.

    You ask for me to post video of gameplay, conversely I could ask you to do the same. As much as you claim streamers get stomped, they also do lots of stomping too! Survivor and killers.

    When I play survivor, solo I am kinda #########. If I double team, I know I will be saved and there's some tactics, triple team we can be annoying, 4 man squad is always the best advantage, but that depends on the killer too. When run the meta, we squash them. When they run a more tailored to their playstyle/killer perks, it's tougher for us, sometimes we get ass raped and only do 3 gens, other times we leave GG ez, friend request to the killer.

    As a killer, I will admit that it's far too easy playing against solos, no matter the rank, made even easier now the deranking system is appalling, when really ranking itself needs a complete overhaul. Conversely, I will admit that my toughest games come from 4 man squads, yes I still win most of them, but I have to non stop pressure and it's less "fun" more precise and tasking. I have to run perks/add ons that allow me to keep pressure. I don't have a "main" but I do well with any killer, including your clown and the ever changing legion. I refuse to play with spirit/Billy/ghost face/Myers/nurse (but after what they did to her, no shock) because it's no fun, it's ridiculously easy with those killers, easy isn't fun.

    As for throwing a tantrum. All of these posts about gen rush or other survivor strategies, are exactly that. You're all throwing a tantrum because you played less than optimally against optimal players. I have NEVER been gen rushed, ever. It's certainly been on, 2 gens pop fast..., 3rd not long after, while I have only seen one survivor. But it didn't end in a ######### walkover. I see 4 toolboxes, I am bringing Franklin's, overwhelming, a gen watch and a gen damage perk. When i see secret offerings from survivors, I know what they're trying to do and adjust accordingly. As gen rush relies on survivors being as far from killer as possible, they do outside gens. It means they leave themselves open to 3 or 4 gen patrol strat, Which is then fun, because one tries to be a distractor, but only serves as a pallet waster. While my perks allow me to track what gens are being worked on. Granted,there's no 4k for me this game. But I ain't black pipping, I am leaving with 25k plus, everyone had a tough game, GG, nice attempted gen rush, friend requests sent.

    I hope any of that helps. It's not my intention to cause arguments. It's because I strongly disagree (as ibdobwithbmost killer gripes) with the idea that gen rush is happening so often, it needs a game wide rebalance to fix. It's why I like the suggestion that survivors suffer a harsher penalty for working on gens together, the more gens there are. If they don't want to make it part of the game, make it a perk instead. It loses power as the game progresses, do isn't OP and it doesn't really affect the majority of normal gameplay.

  • @BrendanLeeT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008060#Comment_1008060

    https://forum.deadbydaylight.com/en/discussion/comment/1006596#Comment_1006596

    Ah yes apply pressure to 4 people as Clown, care to share your secret? You can only chase 1 survivor at a time, 4 survivors separated on generators, how do you pressure it?

    "Just drop the chase" doesn't work because you still spend time chasing, which means others survivors working on gens, then you need to find a new victim, which means others are still working on gens meanwhile the survivor you dropped chase on is now on a gen, and then you need to chase the new victim.

    Why do you think it's common for 3 gens to pop in a single chase against optimal survivors? It's simple, too many killers cannot apply pressure. Arguably Hag is the only killer who can be in multiple places at once, if they have the correct trap placement, and pressure all survivors.

    Lol talking like you get optimal survivors in every game. Half of games are swf, so that's blown your crybaby nonesense out the water. So, with the remaining 50% who are swf, we will split into 3 groups, 2man, 3man and 4man. We will give them equal share (unless someone has data) 17% (rounded) of the 17% of 4man swf, you seriously trying to say that they're all survivor fiends that play to gen rush only? Because that's a fat no! It's my experience that even 4man swf are 🥔 too, I would easily say that 90% of my games end in an easy 4k, leaving 1.7% of players that fit anywhere between 3k and 4 man escape, or attempted gen rush. That's a tiny amount of games.

    So yeah Git Gud. Stop tunnelling and camping. Anticipate their move. Mind game. Run non meta perks. Or, you know, play survivor, see how easy it is 😂

  • @underlord99 said:

    Being sent to rotten fields by a team with three commodious toolboxes . that's not fun

    Imagine how much fun it wouldn't have been for them if you used Franklin's, overwhelming presence, a gen watching perk and a gen destroying perk. Not the games fault you can't handle a few toolboxes and want to run your standard loadout.

  • @SquidFacedMan said:

    Solo gen time shouldn't increase, multiple survivors on a gen needs an increase.

    Now this is something I can agree with, as I have suggested before. I think it's better to have the debuff applied the ore gens there are active.

    Eg

    8 gens on map = 8% extra debuff per survivor on gen

    7 gens on map = 7% extra debuff per survivor on gen...

    This way, the game isn't massively swung in the killers favour, just reduces the need for speed as a point of the game where speed of gens pop is less important. The debuff reduces as gens fall, because survivors are lore likely to do gens together/need to do them together, killer perks (Thana, dying light, new ruin etc) are at a stronger point, aswell as killers having less map to worry about.

    Can't really see how survivors would cry about this tbh, most survivors aren't trying to smash all gens in under 5mins

  • @Jonathanskilz said:

    Back in 2016 when the game was very mutch unbalanced towards the surviver side they actuelly decided to increase the generator time. Thats why i think there is other solutions to the problem some people are having. Today the game is so mutch more balanced compared to 2016 and with means that they should not change the generator time again.

    It's because trash killers want it easy. They don't want to pressure. They want their bad decisions in chases to be unpunished. Their camping to be more viable. It's all understandable, but not necessary. Games last 10-12 mins on average. Plenty of time to get 4kills. They just need to try better strategies and move away from the popular meta perks

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/121044/i-dont-understand-why-some-people-say-they-need-to-increase-gen-times-like-why

    Well lets go over it shall we

    1. Just because it was at one point worse for killers doesn't mean its okay it just means its improved
    2. Increasing Gen time to 100 seconds would make a lot of perks come to play more and make them more efficient overall. I know I say it a lot but Thana (its my favorite perk okay) is honestly GARBAGE right now. 8% (Averagely 2 people are injured at one time) is just 6.4 seconds which obviously is minuscule and basically nothing but with increased timers it would be a flat 8 seconds additional which is a bit game changing. Perks like Pop would make it so it would go from it regressing the gen by 20 seconds (as it is now) to a flat 25 seconds.

    Overall it would be easier to balance around

    Buff Thana sounds better. Gens are fine.

    I agree that the debuff Thana gives is trash and doesn't stop survivors chugging through gens

  • And another player drinking the "it's not my fault" koolade.

    It's the player,every time. All the time. Not maps, loops, perks, survivors, gens, dedicated servers, pip or anything else. It's your gaming abilities.

    Big maps? Killers move faster and start sooner than survivors, they see all the generators. They have all kinds of perks to slow the game down and track survivors. Try using them. If I ran around using the 5 meta perks, I too would struggle to "win" games. Adapt your strategy, instead of following the meta it the builds of your YouTube/twitch shepherd.

    Personally, I choose gen pressure perks until I see SWF with 4 toolboxes/full loadouts then I go into poss off survivor perks.

    Stop crying about things that don't need looking at. Learn to play better. Instead of repeating the same old ######### over and over.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004405#Comment_1004405

    https://forum.deadbydaylight.com/en/discussion/comment/1004376#Comment_1004376

    @BenZ0 go into a match vs red rank survivor's with no ruin using a killer that isn't Nurse. Billy, Spirit, or Oni. After you do that comeback and tell us what it was like trying to apply pressure with a non agile killer

    It's easy, every single time

  • Gen rushing doesn't happen anywhere near as often as content creators or forum whiners say. It needs extremely competent 4 man SWF with specific loadouts for it to work. It's then helped when the killer sees 4 toolboxes and suspects 4 man SWF, but only runs his "main" killer and standard 4 perks. Thus, it's always the killers fault in a gen rush situation. Nothing to do with maps size, loops or whatever some content creators say, to cover their incompetence.

    Tunnelling is a tactical choice made by the killer to win the game. It won't win against competent 4 man SWF team, but it will win against randoms and play for fun SWF.

    Most the people talking about gen rush, have never even had it happen to them, they're just sheep, repeating something they've been told to repeat. Just one video, of this happening to you, it's all that's needed. So this proves how rare the actual gen rush is. Tunnelling, happens considerably more often, it's potential is in EVERY game. As an average, I would say I get tunnelled in 1/4 games, but I don't get tunnelled enough to consider using DS. As a killer, I have never been gen rushed, not once. I have certainly had games where 2 gens went very quickly, but that didn't mean the other 3 did. Thanks to my perks selection for that match. I don't use Billy, spirit, nurse, demo, Freddy or other such killers, I am happy with trapper or Dr, but can use any killer really, depends how I feel/what my daily is.

    Anyhoo, tunneling v gen rush. Tunnelling happens far more often than gen rush. That's the fact! It has nothing to do with anything the contennt creators and their sheep repeatedly say, it has all to do with sloppy gaming, fact.

  • @newavitar said:

    Early game is often defined as (before ruin nerf) 0-2 gens done. Mid game was defined as 2-3 and late game was defined as 3-5. End game was then when all gens were done.

    After ruin nerf, it will probably be early game as the 60 or so seconds before 3 gens pop, then mid game is 3-5, and end game being after the gens pop. There really isn't a late game post ruin nerf because the gens just go way too quickly.

    This is the funniest comment I have read. Were you actually crying as you typed it? 3 gens pop in 60 seconds 😂😂😂 Get out of here!! I am telling you right now, that has NEVER happened to you, EVER. You know something else, you can't even prove it has either!

  • I do like this video, crying killers like to come here and talk about gen rush yet NEVER want to talk about how quickly a killer can end a game. At best, such killers will blame bad survivors for those games ending quickly, but then without a hint of irony, blame game mechanics for them being done over by survivors in a few minutes lol.

    Granted, the video on display was against some ######### survivors, without a doubt, too many mistakes and this game is about capitalising on the others mistakes.

    I am not quiet sure how this is relevant to ruin. Although I haven't used ruin since I got PGTW out the shrine, I am not convinced the change actually makes it better. It's based on the massive assumption that survivors won't clear it early on, which I know I will do as a survivor. But as a killer, I won't run hex perks, unless I have just prestiged a killer and I don't have many perks to use. Sometimes I will use NOED, for the ######### fun of it so I can just chill all game, but I rarely see 5 gens pop.

    I completely agree that killer is overpowered, as it should be. In fact, my ranking system of difficulty goes

    Easy 4 randoms/casual SWF

    Mediocre 4 seasoned randoms/communicating SWF

    Hardcore 4 man SWF with a plan and fully compotent players

    However, the last one is so ######### rare, it's not even a factor. I do enjoy those games best, lots of quick decisions to make and you don't get to chill at all. It usually ends it good amounts of points all round and a whole host of post game GG and some friend requests, which is kinda the point. Of course rarely, I get completely ######### over by hardcore 4 man SWF, maybe a few hooks, hut they win, but it's fine, because the majority if games for killer is too easy, so I will take the "loss"

    I agree with the point you're making, I think. The game is easy for killer, most of the time, even the stats prove it! End of story.

  • Don't worry, only a few really bad players complain about these two perks.

    Because they're really bad players, their solutions are often terrible or some other persons (usually one of the streamers) ideas that they just repeat to sound like they have some solution.

    It's kind of easy really, do whatever you have to do to not be affected by 2 extremely situational perks. It's that easy

  • I would rather killers got better at playing.

    I wish I hadn't cleared my PS4 storage, because it's filled with 4 man SWF teams, bringing the "gen rush" kit, BNP, prove thyself, streetwise, commodious, swivels, efficiency and sometimes a looper for distraction. It just means I change tactics in my load out, bring Franklin's and overwhelming presence, no problem! Go do what you're supposed to do as killer, patrol gens and kill the gen jockey's, it's really that simple.

    This is the issue with the survivors and killers crying out for changes to this and that, you only want to run your 4 meta perks, which are easily counterable, then cry when it's unsuccessful. Games broke! Survivor OP! Killer OP! No, you're just a bad gamer, you're not adjusting your strategy to suit the trial you're entering. If I see 4 toolboxes, I change my perks. If I see 4 med kits, I change my perks, caulrophibia, sloppy, thana. If I see 4 flashlights (well, lore than 2 it's common) then it's lightborn. I do t come here crying because the ######### ruin, BBQC, nurses and whatever standard ######### you use isn't useful for that game.

    Nothing is OP, everything has counter play, bit it requires using your brain

  • Gen rushing isn't really a thing. Sure, it can happen if organised survivors play against a terrible killer running the meta perks, but it's not the issue trash killers make it out to be. I don't have the stats, but I would say most games last around 12minutes. 4x longer than the gen rush. If a bunch of randoms get into a game and crack out the gens before the killer builds momentum, then it's clearly the killer players fault, entirely. Not map size, killer choice, perk selection, just a complete lack of gameplay smarts on the killer behalf. Don't even worry about it, let them cry!!

  • @ggezbaby said:

    Coming from a killer main, maybe try not slugging the whole team in the first minute. I don’t blame them for disconnecting.

    What slugging? There's a survivor in a pallet with other survivors nearby, only a foolish killer is going for the pick up. There was no slugging here. Just spoilt SWF players bring extremely selfish.

    If you're a killer main, then you're obviously not a very good killer then. If you don't know the difference between slugging and and not picking up a survivor under a pallet lol

  • You could have asked us what we actually thought about the time/rift challenges.

    I liked it for the most part, other than some of the challenges relied on factors outside of a players control (end game rescues etc)

    I think it was a good first time event. I think in future, it would be better if there was more perk challenges and definitely less challenges that are decided by the opposite team.

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    You do realise that late game is actually longer than the 2-3 minutes it takes to clear all the totems right?

    I don't know which of you thought up this idea, but they need to kept somewhere far away from any creative problem solving discussion.

    The only thing I like about the change, is it makes lazy killers work for their hex, but there are just better perks to use anyway.

    You've just made yet another change that benefits my survivor game a whole lot more, so thanks for that.

  • @BrendanLeeT said:

    https://forum.deadbydaylight.com/en/discussion/comment/967522#Comment_967522

    If a survivor works on their objective and is found by the killer then that is their fault for making themselves a high priority target. If a survivor chooses to work on a gen in front of the killer then they cannot complain about being tunneled.

    What? Survivors aren't supposed to do objectives now? Do you know what context is?

  • Tl Dr

    OP sucks with ONI, wants easy mode back

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/967498#Comment_967498

    I was making a joke. Calm down, fam. I haven't even played the game this year yet.

    For the record, I haven't had to go up against insta down hatchets in over 6 months. Doesn't mean they're balanced.

    Insta down hatchets are fine, it's hatchet hit boxes that are the real issue! But that's another thread

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/967496#Comment_967496

    I did, actually, I considered responding but @Sairek said pretty much everything I wanted to.

    I am allowed to comment wherever I chose, just as you are allowed to think you are the greatest of all time :)

    Oh, you and him are the posting drivel duo. Got it 👍

    I don't think I am great, it's something I know 🥇

  • This idea isn't happening, because thisbis what killers will do.

    They will camp, down the rescuer, which can happen at the hook. Hook them then go find the survivor that's been unhooked and completely vulnerable.

    Or, some other camping kills tactic not far removed from the above scenario. In all, rewarding camping AND tunnelling.

    It's not happening. If you're such a great killer, you can chase and down another survivor, then find the other one, chase and down them all in under 60seconds, then being hot with DS means nothing

  • Yes, if the killer is coming back to the hook anyway.

    Use the brain before commenting

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/967461#Comment_967461

    Doesn't solve the problem of being immune for 60 seconds no matter what.

    Doesn't stop it being used against the killer to prevent downs or getting easy hook saves with ds/bt combo.

    It needs to be turned off if you are saved from a hook and someone else is put on a hook, simple.

    So what if a survivor uses his DS aggressively? He is running the perk, he can use it how he wants.

  • The drivel is unbelievable.

    Ok, reasonable scenario. You get unhooked, killer starts to make their way back. You pop onto a gen because you have injury perks on. You lose DS, but the killer comes round the corner and re downs you in 30 seconds? Yeah, no. Try again

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/967379#Comment_967379

    I haven't been hit by DS this year either. Does that make me good?

    *Checks the date*

    Oh,

    Oh no.

    So you're saying, that in 6 days, it would be completely reasonable to not be hit with DS? Kinda kills some of the idea of it's detriment to main game play....

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/967345#Comment_967345

    Yes, only trash killers complain about it.

    Marth, Tru3, Otz, Zubat, Ardetha...all of them. Yep, they are all trash. /s

    That's a survivor bias, for ya.

    I play both sides, rank 1....anyhoo

    Yes, just because they're popular content creators, doesn't mean they're god's gift to DBD. I have seen them all camp, tunnel and play like trash to win.

    I am willing to bet, I take less DS hits than any killer in the game. The most times it happens, is the rare times I get to end game collapse or if a survivor manages to unhook themselves when they're the last survivor to be hooked, while other survivors are on hook. Sometimes I will be hit with it because players wear similar outfits and I get confused. But I don't get hit with it anywhere near as much as I did before they changed it.

    Just to add, DS is NOT just an anti tunnel perk, it's a perk to be used however the user wishes to, be it aggressively or defensively. Honestly, if you're getting hit with DS in lots of matches, then check your gameplay, I am not even sure i have been hit with DS so far this year, but players have definitely been running it.

  • @Levitika said:

    I'm relatively new to this game, but more and more frequently I'm becoming the target of Survive With Friends groups of players who make it their goal in life to make mine as miserable as possible for the crime of playing the Killer. Why are there no preventative measures to stop flashlight spam, generator rushing, teabagging, hookbombing, and bodyblocking? Why are players allowed to queue up with their friends for unfair communication advantages over the Killer, with absolutely no incentive to play alternatively? When are developers going to try and make the game actually enjoyable for Killers at all levels of play, instead of making it feel more like an uphill struggle the longer you stay?

    Reporting has done nothing. I run into the same toxic people, sometimes even multiple times in the same day. It's genuinely discouraging, and making me regret playing the game.

    None of what you said there is toxic, it's called teamwork and having a plan to escape. Are you one of those killers that thinks survivors are supposed to swoon when they see you and make it easy, then all go hook rushing to save their pal?

    Seriously, grow up! Life is filled with other people doing things that benefits them over us, we are not supposed to like it. We are just supposed to deal with it and adapt.

  • I love the DS threads ♥️

    DS is absolutely fine as it is. There is not a single issue with it, in any form at all. The ONLY people complaining, are the trash killers. Have you guys read some of the scenarios they come up with to prove they didn't tunnel? It's completely laughable.

    DS adds an extra 15 seconds to a chase against a good killer that gets hit with it, but good killers rarely get hit with DS anyway, because they're already chasing down another survivor or applying map pressure elsewhere to keep more survivors off gens (that's right trash campers and tunnellers, the unhooked, the unhooker and your new target leaves one person on a gen as opposed to the upto 3 people on gens that your baby play style gives survivors, then you cry about gen rush, which only happens to same trash killers anyway)

    This current form of DS is significantly better than the old one, maybe you guys would like a week of old style DS, just so you can see the difference and how much is was nurfed (and it needed it)

    Personally, I think DS should only work on your last hook anyway, it should be your last chance to escape the killer before your death. No cooldowns or timers, just activates once you're picked up for your last hook.

  • SWF is tougher, no doubt. But random matches are so easy by comparison. The only thing that can be done is for killers to get better at killing.

    Bhvr want to buff solos to the level of swf (which shows there thinking on how unbalanced it is for solo) but so far, are against lots of ideas that would help that (in game chat, base info perks for solo, h.u.d information....)

    For now, just get better

  • @TheLegendDyl4n1 said:

    Now while i can say both Survivors and Killers have OP Perks and Add-ons, Ruin is one of the most OP killer perks in the game, DS was OP and was nerfed to be an Anti-Tunnel Perk, Brand-New Part was OP and was nerfed multiple times before it is where it is now and is still useful but not as much, and Insta-Heals were OP and they were "reworked" to be different add-ons which are still strong but not as much as instantly gaining a health level or two.

    As a survivor who is rank 7 i can do ruin, but when i get matched with a rank 15 killer, and rank 13-20 survivors almost every game while i am not in a SWF, it gets annoying when i have teammates who run around looking for ruin instead of pushing through, now while i dont want a nerf to the perk, i want a nerf to the amount of time it takes to start progressing on the Generator again. Right now if you miss the great skill check and hit the good skill check on ruin it takes 3 seconds to start progressing again, IMO this should only happen when you miss a skill check and for ruin's case it should not stop the progress if you hit a good skill check.

    The reason why people hate it is because when the progress is stopped you feel annoyed because you dont see progress being made. Maybe they should change it to where when you hit a good skill check on ruin it doesn't stop the progress, and then increase the amount of regression on the Generator from 3/4/5% to maybe 5/6/7 or 6/7/8, and for each person working on a gen it adds and extra 1/2/3 percent to the regression of hitting good skill checks, while it could be considered a "buff" this would help gens from being rushed by teaming up on gens, and this would help people to still "feel" like they are making progress.

    i myself get annoyed when i see that progress bar not moving at all, but maybe with this change and a little tweaking, it could still be strong and less annoying to go against.

    Thoughts?

    Tl Dr. Op doesn't know what they're talking about

  • @Micheal_Myers said:

    -Myers

    -Pig

    -Hag

    -Plague

    -Legion

    -Demogorgon

    -Wraith

    -Huntress

    [Not counting doctor since hes kinda getting a buff]

    All fairly weak.

    Especially on every map. (Cause bad Map design =/)

    But these characters litterally can get looped for 5 gens because of Gen Speed.

    Myers is slow as a sloth and guess what helps to keep him away? Spine Chill. If you know hes coming you got time to hide. Which is kinda B.S. Ghostface can move close to normal speed while stalking. So why would ANY ONE play Myers if theres now a better version of him?

    Pig used to be able to stall a game using her RBT's because they were a requirement to get off to leave the match or you will die. Now it's like sitting in a ferris wheel knowing that after the game got stopped you dont have to worry because in 30 seconds it will begin AGAIN. (Aka doesn't stall for heck anymore)

    Hag she can be powerful with some builds but her base kit is weak to all hell. And confusing to new players. I barely see hag and when I do they are camping and tunneling to all hell because shes weak. (Just like Leatherface but I dont own him because just no).

    Plague what do I have to say for this one? Vomit is useless until it is corrupted. My first time playing plague I got pissed off because she was freaking terrible. Her power is litterally useless. Heck even now that i played 5 to 10 matches as her she still sucks. Theres not even an indicator that tells you how much sickness a survivor has. Like come on. At least TELL ME SOMETHING WITH THIS TERRIBLE POWER.

    Legion... everyone's been complaining Legion is weak to BHVR and instead of buffs has seen more nerfs than any other killer or survivor perk on the META roster or the roster in general. I litterally dont need to explain this.

    Demogorgon, he in general is weak. His lunge is unpredictable. Yes he can break pallets but he should be able to hurt a close by survivor who slammed the pallet down. His tunneling power needs a TR buff. When he gets out of the tunnel/upside down his terror radius SHOULD be hidden at least for 3 to 2.5 seconds. To catch his prey off guard.

    Wraith, is a tiny bit more viable. But needs his cloak movement speed to be adjusted to make him a tiny bit faster to be able to close loops quicker.

    Huntress, she seriously needs a crosshair or something it is nearly impossible in stressful situations to tell where the heck the center is when 5 gens are being popped after you throw one hatchet.

    These characters (maybe not as much of Huntress) needs BUFFS not nerfs.

    Also devs. If you are gunna nerf Killers. Nerf the survivor perks that will become a META perk after that killer's nerf.

    And that is all I have to say. About feedback.

    Tldr. Op can't use these killers so they need buffs or something else needs nerds.

  • Bad Killers. Survivors should only be able to run in a straight line

    Good Survivors and Killers. Stop chasing our scratch marks and use LOS to mind game

    Bad Killers. Wahhhh

    That somes up this thread

  • I have had that happen to me, annoying.

    It's cool, because we get cosmetics and mostly pointless nurfs, instead of fixing broken #########

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/925592#Comment_925592

    If you can't go five posts without insulting someone's skill constantly just because they have a different opinion of something than you, then you really need to stop talking on this forum.

    Nowhere did I ever say that gens should take longer to repair, by the way. I just said that the time to complete the objective is very small, explained the factual math behind it and said that's why I don't believe killers are not the power role.

    You can say you're a killer main all you want. What someone mains doesn't make their opinion any more or any less valid or invalid. Facts are facts, however. Generators are very fast to complete when survivors work on them efficiently and good survivors will complete them before the killer can apply enough pressure. The depip squad already proved that this can be repeated on a consistent basis again and again, against some of the game's best killers, even without comms.

    When we talk whether the game is survivor sided or killer sided, I don't define this as your "average game" -- your average game is a bunch of yellow/beige rank survivors and killers, as that's the large majority of the game's population. I define it as the highest play. The best survivors versus the best killers.

    And when great survivors go against great killers, the great survivors will more than often win over the killer, because of the aforementioned problem that killers do not have enough time to apply pressure and snowball before survivors are already out the door. Great survivors will not all go down against even a great killer in two minutes because they know how to play safe and not play greedy and how to extend a chase.

    Will you see such games often? No, of course not, because that's not how the majority of survivors play. But we're not talking about "probability". We're talking about the current balance, and when you do get a game like that as killer, which I've certainly have had and more than once at that, you're pretty much SOL.

    I do not believe you have the skill to defeat a "depip squad", no matter how good you may think you are. I would be happy to be proven wrong.

    I would love to play against this "depip squad" I love challenge. I Have played a few games where tactical squads have popped 2 gens in around 60 seconds, but as they were edge of map gens, I don't care. I don't "win" those matches but I sure as ######### stinks, don't continue to be gen rushed from that point.

    I end chases quickly, either by downing or not continuing. My killer build is based on gen patrolling, so there's no way players are banging out gens like that against me.

    I accept I will "lose" those games. I accept it because 4 experienced players with a plan, tools, useful perks coming into a match should always result in a victory for them. I accept it because these games are RARE, most games end in "wins" and 4k, even against strong SWF teams.

    I am kit sure what you're asking to be done. The original question was, is the game biased towards survivors. The answer is no, survivors lose more games than they win, teams of survivors lose more games than they win, red rank survivors lose more games than they win. That's the vast majority of survivors, losing! How is that survivor biased?

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