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ich_häng_mal_rum

ich_häng_mal_rum

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ich_häng_mal_rum
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  • Sure there are a lot of maps in the game, but who needs five versions of badham for example?? They can do the reworks for midchapters or want with a new chapter to fix bugs.

    I prefer to play matches on different maps, not every trail on another autohaven, badham or macmillan... don’t get me wrong, I really like the classic maps, but I like more a nice mix of maps and to explore a new one (except midwich).

    In my opinion a chapter needs a killer, a survivor and a map.

  • Deathslinger is one of or the worst killer in dead by daylight. Don’t get me wrong, I like to go against good killer, and in general deathslinger is maybe a C- or D-tier, but the fact that you can’t dodge his shot (only he missed) is just frustrating. Every CS noob with 20hours dbd can down the best survivors in a few seconds with deathslinger and that shows something is going wrong. A 100%-down in 10 seconds can’t be the goal of a killer design/power! It’s totally fine that killers have different counterplays and survivors have to change their playstyle, but the important thing is: there must be a counterplay!

  • Perkname: NOT TODAY

    The perk has a timer of 15 seconds to activate. When you get hooked first time the perktimer starts and fills while the killer is within 24 meters to the hook. When the perk is complete activated during the first hookstage you can selfunhook and get the borrowed time-effect for 10 seconds.

    ——————————

    I think such a perk could be a very good counter against facecampers! And it helps too, if a teammate were chased near the hook. I know devs says: camping is a strategy, but we all know it’s just unfair and frustrating for the guy on the hook!

  • In my opinion a good survivor

    • has map knowledge and avoid 3 gens and deadzones
    • knows the killer tactic, perks and power and use this (e.g. spred out against Legion or infectious fright...)
    • doesn’t loops a killer near a hooked survivor
    • knows how to loop a pallet as long as possible and knows when to leave a loop and loops the killer without creating deadzones
    • doesn‘t drops pallets if get hit
    • knows when it makes sense to hide or go for the chase
    • prevents teammates for a early deathhook
    • doesn‘t farm teammates
    • lets other survivors unhook if they have we will make it or bt
    • takes hits for other survivors especially near the exit gates
    • knows when to heal or gens
    • pressures gens
    • doesn‘t falls for the 4k-slug
    • never dcs
    • not salty in the chat
  • I think to make piping harder for survivors is a nice solution. I wrote something in the forum a few days ago:

    88DE8840-44C9-4CE9-8D11-C9E3FDA76F9D.jpeg

    I hope the devs use this suggestion.

  • @Veen

    I can only talk about me, but I have 2,5k hours, all dlcs and I paid a lot for cosmetics and the riftpasses and I‘m pretty sure, there were a lot of player like me

  • I think they earn more money with veterans which spent money for cosmetics what new player don’t do the first time... and if new player make they first experience with these mmr they will not stay

  • @Onyx_Blue

    I don’t say the „new mmr“ works, I see the same problem to rating a player by his chases, safe unhooks and so on cause there were so many factors (perks, pallets, deadzones, killed by teammates...). But if you look only at playtime what is for example with a survivor main with 3k hours and he decides to play first time killer or just more killer than before??

    I prefer a matchmaking based on the ranking system with a few changes:

    • make piping for survivors harder, so all boosted player were on the rank they have to be, and we had more purple/green rank survivors for killers on this ranks
    • remove rankreset
    • you can only derank to the same „rank“ of the next lower rank color (for example rank 2 max -> rank 6)

    At least give us a trainingsmode where player can practice different things like blinking with nurse, using flashlights, discover new maps...

    That’s it!

  • Sorry, but I think a matchmaking based on playtime doesn’t work, because hours say nothing about skill. Sure you can expect some experience but that’s it. A player with 1k hours can often easy go against a 3+k hours player. I only agree to say newbies (-20 hours) have to be matched against the same.

  • @Psykoala

    I like the idea that her power don’t recover during a chase, but it would be a very big nerf! Alternatively I would give her a normal movementspeed, otherwise she would be to easy to loop.

  • @Zeus

    In details the other devs know more, I agree. But it seems they are not free to tell to us I think.

  • This challenge is another great example for bad design of some challenges.

    At first you could earn not much for finishing that quest. But you have to play a lot of games for it:

    • don’t die early
    • not all teammates die
    • all gens have to be done, so more than one/you can escape through the exitgates
    • don‘t be alone at one exitgate so the killer can force you to leave early
    • other survivors have to leave
    • hope they don’t have the same challenge
    • in case of just two survivors alive hope the other guy don’t camp the hatch

    So much stuff for a single challenge...

  • @Peanits

    I think moving objects to play around would be nice, for example barrels which can be dropped and roll through the area and block ways because survivor and killer have to go around them or something like that:

    A098F690-AFC2-4656-A3A5-266134A7BF53.jpeg

    The players need a good timing to cross it, so it can be a way to make distance or make the way shorter for killer...

    Or a hatch which open and close every 15 seconds...

  • Tunneling is a good way to get a early kill, but in my opinion it’s not the best tactic for a killer because you can only pressure 2 survivors, the one who get hooked and the one who goes for the unhooks... but the other two player can still rush gens so if you are successful with tunneling this one survivor (maybe he’s good in chase and gets bt or ds) you invest a lot of time and you lose 3-4 gens for this kill... I think it’s more effective to down the unhooked survivor, slug him and go for the rescuer, so one of the „genrusher“ have to go for the healing and you get more time to defend the gens in the mid-/endgame.

  • I really don’t like to locking the killer before you are in a lobby and the idea of a „rank“ for each killer is difficult too.

    Imagine you want play Trapper and in the lobby you see 2 survivor with a map, it will be absolutely hard for you, maybe you have no franklins on this killer. Same as wraith or hag against flashlights... I think we will see a lot of lobby dodging.

    The other thing is the different skill level on all killers. What does it mean? What happens if you are a rank 1 (high skill level) m1-killer, than the next chapter could be a m1 killer and you have rank 20 on him, cause there are no datas on this new killer??

  • @trevorj91

    That‘s true, killer on purple ranks play mostly better than survivors on the same rank cause the change for the emblem systems was harder for killer than for survivors and so we see a lot of boosted survivors... Same on red ranks.

    A balance of 2/2 is needed so every player have a chance, but it’s important to not punish killer for this results.

  • @DaFireSquirtle

    Sure, the title is kind of trigger killers attention^^

    But I think it’s worth to discuss the exception of the players, killer and survivor and it’s sure that we need some changes, nerfs and buffs or the emblem system to reward good games. Both sides have to understand and to accept that no side can escape or 4k every game, cause the game needs a balance which give both sides a fair chance.

    And I know what it means to go against a red rank swf although I‘m just a purple/green rank killer and I can say I have some matches where I get 3 or 4k and in some matches I get destroyed by them. But there are a lot of very good killer (not me!!) who still 4k this teams, so it’s possible and if you lost this game, the next one is better. That’s the 50/50

  • @Mister_xD

    Thats the point, the emblem system doesn’t reward killer for multiple hooks and 2k, although they play good. And that needs a change!

  • @MenacingStoner

    I play killer too, so I know both sides and the only issue in my eyes is the unfair matchmaking when a lower rank killer faces red rank survivors over and over again.

    And swfs often kills themself cause they play altruistic, tank hits a or try to trigger the killer what mostly results with easy snowballing. In my opinion there are only a few very good and coordinated swfs...

  • @MadLordJack

    The pick and kill rates in this stats include consoles too and there the nurse is very hard to play...

    I like to talk about „why killer think 4k are needed always“ and please don’t focus on the stats.

    A red rank survivor doesn’t pip for only doing gens and escape, you have to do a lot of more objects to earn emblems in all categories. Sure, pipping is harder for killer and I think that’s the unfair point.

  • @DaFireSquirtle

    When I write 50/50 balance it means 2k are fine and more are a win. But a lot of killer expect 4k every game and that’s the issue. They ask for survivor nerfs only they don’t get 4k in every single match!

    For sure, the game has a lot of balancing issues (e.g. matchmaking, bugs) but tell me how often you get destroyed by a 4 man swf where you don’t hook and kill survivors? And how often you have 3 or 4k? This result should be round about 50-60%...

    I‘m a rank 1 survivor and I have days where I don’t escape, but it’s fine. I have games where I can loop the killer very long or just a nice team where 3 or 4 survivor escape. I have games against very good killer which destroy the whole team in a few minutes... that’s fine too. Player just shouldn’t think they need to escape/4k always and that’s the point.

  • @DrDeepwound

    That‘s how the game works.

    The 2/2 is not a win, a win depends on all categories (chase, hooks, defend gens). The point is 4k is not a save win, so you can fast kill 4 survivor and still blackpip, cause you do not enough for all categories. That’s what a lot of killer don’t understand: you can have multiple survivors, have chases and kills and one or two escapes and you would pip and it’s a „gg“ for all five player. And if you have games with a black pip or loosing a pip, it’s fine, next game will be better.

  • As survivor on red ranks you don’t pip only for gen rush and escape, often you loose a pip in such games.

    At the first change of the emblem-system it was harder for survivors to pip similar to the killers. But cause of all whining survivor the devs changed it for survivors again and now we have the result of a lot of potato red rank survivors, which were destroy by good killers and cause of these boosted survivors we have not enough purple or green survivors for the lower rank killers...

  • The fact is people expect to escape or get 4k always and that’s just impossible so there will be always discussions about nerfs, unbalance and „op“ powers, perks and situations.

    I think the important thing is that the players have to realize that they can’t always „win“ and find a way to accept it and they stop crying all the time. See it how it is: it’s a game and a game should be fair for both sides and you should have fun!

  • @Ramxenoc445

    And that should be the task for the devs to find a way to give killer not the feeling they need to get always 4k! It’s unrealistic for a killer to get always 4k cause this would mean that survivor have zero chance to escape and it would be frustrating for survivors. But as long killer thinking they need 4k it’s for them very frustrating and they asks for survivor nerfs, play in a tryhard way and they feels always as a looser... that’s not fair and makes the game unfun.

  • @Xzan

    The point is that I don’t understand those player who expect 4k every game and crys for survivor nerfs...

    Swfs are part of the game and the devs know that. But I think a killer on a same skill level will still gets in total of all the matches his 2k, sure there are matches without a kill but in others he will gets 4k, so it’s fine.

    A lot of killer are just frustrated cause they think they need always 4k and that’s the issue.

  • @PigMainBigBrain

    Sure, the actual matchmaking destroys the balance and it’s unfair for these players!! I wrote and think it too.

  • @Divine_Confetti

    Thanks for your comment.

    You know that 2/2 only means you can have „good“ and „bad“ games but it’s/should be the result of a lot of matches.

    For example 100 matches:

    20x 0k = 0k

    20x 1k = 20k

    20x 2k = 40k

    20x 3k = 60k

    20x 4k = 80k

    = 200k of max of 400k = 2/2

    Nobody have 100x 2k... and for sure there are single killer which has fewer than 50/50, but there are player with more than that too. And this on killer and survivor side.

    But you see a balancing goal of 4k wouldn’t make sense.

  • @NMCKE

    The stats were only a reminder and I told you it’s from nov... it should only show that the killrates were around 50/50. I want only show the player that expect to get always 4k, that that’s not the goal!

    There were a lot of changes in the game for both sides, so I wish to see any actual statistic, but the devs told us they don’t want show it to us.

    Newer player and „boosted“ red rank survivors make it a lot harder to escape.

  • @Nameless

    The point is not the stat, I just post it here as a reminder.

    You see the same problem like me that „2k don’t feel like a win“ and that’s what I like to talk about. A highrank killer don’t loose a pip for 2k, only if this two survivors die on the first hook. If a killer play well, have chases, defend gens, hook multiple survivor and kill 2 of them in the end (2k) he never loose a pip.

  • @Antares_2332

    A game will never be perfect. I said it’s a statistics which looks on solo and swfs...

    I think swfs have a better escape rate than soloqueues, but in total the killrates are around 70%. No killer plays always against a four man swf and if a killer goes against a full swf they often gets 2k or more while the match is harder. Surely the swf have advantages to solo player but nearly 0 swf team will have always 4 escapes.

  • @RaSavage42

    At the time of this stats the killrate was around 70% so the escape rate is around 30% for a survivor and that includes swf ;)

    A game needs always changes for the goal but the point is, that player can’t accept this goal.

  • @Antares_2332

    The matchmaking was broken still before the statistics. After the stats the infinit loops were removed and mapsizes reduced.

  • @burt0r

    Sure some survivors find and use counter against counter but than they have to use two perks (DS & unbreakable) only for this situation. And if a survivor farm the hooked survivor you have to be smart and see him near the hook, so you can grab or hit him and that’s a free hit.

    And you said: „3k don’t feel like a win“... Why not? You only have to accept the balance around 2k. You never lost a other game in your life?? Nobody wins always, that’s part of a game! And look at the other side: if every killer get always 4k there are four other player (survivor) who can’t „win“.

    I have days when I escape maybe 2 of 10 matches and I‘m a rank 1 survivor. On these days I’m far far away from the 50/50 balance, but I can still enjoy a lot of this games cause I earn bloodpoints and emblems and have fun.

  • @Demonl3y

    But then it’s on you, cause maybe you have your reasons to not accept that the game is balanced around 2k.

  • @NoShinyPony

    Would the killer earn more bloodpoints for the last kill we would see slugging for the 4k much more often.

    I think a survivor should get only 2 or 3k bloodpoints for escaping through the hatch, but he get still his emblem.

  • At first it’s not smart to hook a survivor near the exit gate.

    Killer complain about second chance perks but killers have a lot of counter against them: bt: leave hook, go for the unhooker, use insidious or a stealthkiller; ds: slugging, eat it in the early game; unbreakable: pick up earlier or camp the slug, adrenalin: defend the gens... and killer have 2nd Chance perks to like bloodwarden or noed and they can slug for the 4k.

    Why killer don’t understand that the game wants a balance around 2k? So sometimes you get 0k, sometimes 2k and sometimes 3 or 4k...

  • Slugging for the 4k is just a waste of time for both sides, for killer and survivors. I prefer to hook the third survivor and then try to close the hatch and find the last survivor. If the last survivor find the hatch first, fine. Killer don’t need the last hook to pip and earn only a few bloodpoints while the survivor earn 7k bloodpoints and has a chance to pip in a game, where the team loose against the killer. For both side it make more sense not to slug for the 4k, because in this time you could play the next match and earn bloodpoints and pips again...

    And btw, I will never understand why some killer think they need 4k, if one survivor escapes it‘s still a 3k and you can count it as a „win“, because the game is balanced around 2k so you had a good game.

  • I think PH is broken too.

    On every loop his knife is in the ground so the survivor can’t do a lot: drop the pallet he uses his range attack, you don’t drop he will m1 you, same on windows... and so his trail is everywhere on this loop you can only avoid it by leaving but if he don’t used his range attack you can’t make distance.

    The overkill is a strategically use of his cages: first hook a tornamented survivor or hook him and make sure the survivor can’t avoid trail (e.g. trails upstairs of the basement), proxycamp, down the survivor again and send him to a cage. Go again for the survivor and mini-mori him... this killer forces tunneling in a horrible way.

    And on top he can choose to make a lot of survivor perks useless and please don’t tell me killerperks too, because he can choose when he want use cages so he still can run bbq, pop, myc... The killer know about his abilities and select the perks for his playstyle, while survivors select their perksettings and don’t know which killer they will face.

    Pyramidhead is just broken and his mechanics are unhealthy for the game!

  • I really like the design of the new map but I hate to play there...

    As survivor you don’t find gens, a survivor is hooked near you but you have to run cross the whole map, there are so many dead ends and you have always terrorradius.

    As killer you hear a gen but you have to go miles to reach it, to many breakable walls, to many sounds on this map.

    Gameplay on Midwich is just horrible.

  • @immortalls96

    So, please tell me the secret? I play most of the time survivor and have 2,5k hours... I find no way to counter a good spirit at red ranks with stridor.

    After the first hit you can’t make enough distance before she can phase again and so you have to decide try to hide (but she hears you) or to run (she see your stretchmarks)... you can’t wait at a pallet cause she’s to fast, she comes from the other side and that’s it...

  • @Primalux135

    Every other killerpower has a counter, and I‘m not talking about „don’t get hit“ or something like that...

    Nurse and huntress: break line of sight and make distance

    Billy and Bubba: be near windows/pallets and not in a deadzone

    Wraith: same like before + flashlights

    Hag: crouch, trigger traps if she carry a surv, use flashlight

    Myers: break line of sight, be near windows and pallets

    Only against a spirit with stridor you have NO counter only if she’s a real potato

  • The point is if the spirit is phasing after the first hit a survivor have nearly no chance to not get down. Maybe with iron will but a lot of spirits run stridor, so there is no counter!

    While phasing she is very fast and hear a injured survivor when he is closed, but a survivor can’t make distance cause of stretchmarks, so survivor have no counter.

    Only if a survivor runs a whole perksetting for the case to go against a spirit:

    a) iron will + no mither + spine chill + fixated

    b) iron will + quick and quite + dance with me + lithe

    Nobody runs these settings cause there are 19 more killers, which you can go against.

    But to remove sounds for spirit would be a huge nerf and to much! But to give survivors a thing to know where she is doesn’t solve the problem too.

    I think to increase the cooldown of phasing could be a solution, so she can’t phase every 15 seconds.

  • @Sairek

    Spirit fury alone makes a lot: of you loop a killer at a jingle gym with a pallet there’s the point the survivor drop/stun the killer and then wait for what the killer will do, and in this moment spirit fury works. To say drop pallet earlier assumes that the surv know that the killer run it, so it’s the same to say to a killer „just wait a moment for deadhard“.

    And bamboozle works very good at lt-walls to get there the second hit, if the survivor doesn’t know the killer runs this perk.

  • @Sairek

    You said „surv only have to press a button to outplay the killer and the chase goes on...“

    On killerside there are similar perks to end a chase faster while the survivor think he is in a good position, like spirit fury or bamboozle: the surv runs to a „safe“ position and drops a pallet and the killer doesn’t get much stunned or he blocks the window and the „safe“ position/ window is closed...

  • @Splinterverse

    That‘s the point: if a spirit runs stridor there is no counter... you can’t run and leave stretchmarks and you can’t crouch or walk while injured because you are so loud...

  • It’s so funny that player complain so often: drop pallets early against spirit, doctor, deathslinger and clown... maps got reworked so they are smaller, more deadzones, loops shorter and pallets more unsafe... so it’s a fantastic solution to „waste“ pallets and transform every map to a big deadzone during the first two minutes of a match...

  • And btw if we talk about counter:

    All killer counter survivor perks and mechanics with their power (e.g. plague counter all healing perks and iron will, Myers t3, billy, gf, bubba ignore full healed, stealthkiller have no tr/sound and counter bt, ...)

    And now you see with Pyramidhead and his mechanics which counters so many perks the balancing discussions started again!!!

  • @Tefatika

    I‘m not cherry-picking, I‘m totally fine with the most addons, I just told you the hardest ones. I don’t start with a perma t3 Myers, mirror-Myers on lerrys or wallhack-wraith... all of this are very hard to counter if the killer are not a potatoe.

    And you talk about counter of perks, that I like, cause in my opinion every perk/strategy/addon needs a counter for a balanced game!! Exhausting perks a killer can bait out or use addons (huntress, clown), ds you can slug or not tunnel, noed surv have to cleanse totems, bbq hide in locker, injured should heal or use iron will, slugging use unbreakable, renspeed use pop or ruin, camping use bt... The most discussions start if there is no counter for example facecamping bubba, insta hatchets (never get hit is no counter!), spirit with stridor, hardcore tunneling (ds give you just 5 sec, so surv often down 10 sec later)...

    Iron will remove injured sounds, but the survivor leave still blood and scratchmarks in the chase or if he stay injured he is a onehit. Than you have stridor as a counter. I only think that spirit is so strong (so she doesn’t see survivors while she use her power) but with stridor there is no counter against her: see scratchmarks when the survivor runs, if survivor walk or crouch see blood, hear footsteps and injured noises and this survivor can’t make distance...

  • @coppersly

    A lot of survivor play more stealthy if the killer offer a mori, but if he need to hook first all survivor before he can mori is not a free win like now, just by tunnel and insta mori survivor after survivor...

    Every player with more than a few hour has so many moris. I‘m a survivor main with 2,5k hours and I level and play killer only time to time and I have in total more than 100 moris, cause it’s so easy to get them in the bloodwebs.

    I really don’t like the mechanic of quick tunnel moris, it’s just unbalanced, unhealthy for the game, unfun, op...

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