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illusion

illusion

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illusion
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  • People are called toxic because they are toxic, not because they complain.

    Also, this is a very one sided question. Why is it that you don;t see survivor mains doing the exact same thing?

    Since the game has been made easier for survivors lately, it has definitely made killers a bit on edge. Killers have to play harder and more aggressively, and can still struggle to pip. Meanwhile, the game has become so easy for skilled survivors, especially swf groups, that they no longer just enjoy playing the game, so they get their enjoyment out of making the game as frustrating for the killer as possible, and then mock them in the post game chat.

    If we had fewer mains, and more people playing both sides, things would be better for the game, as a whole. As it is now, those of us that play both can't have an opinion without being labelled as a main for the other side. It's really sad.

  • @Inji said:

    People camp for various reasons. Some just like to punish people with a flashlight or some just like to camp in general or some feel it as a victory if they had one kill that got camped that match. Whatever the reason was that the killer had for doing this, its a strategy.

    Is it fair? No, not for the person that is being camped. Is it a good strategy? No, other survivors will be able to the rest of the gens without any pressure to the gens themselves and leave. Is it reportable? No, camping is not reportable.

    If they are doing this to you every single game, then maybe. Since it will fall under a different category: griefing. Context matters and evidence needs to be provided to proof it.

    You can find more info on the game rules here:

    https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system

    tl;dr: Camping is not something that you report for. Its a strategy.

    Did you watch the video. It wasn't any kind of strategy. He didn't even attempt to hit the other two survivors that were there. He didn't even move, or look around. I saw a Billy do this exact same thing today. You have to start considering that this could be a new way to derank without getting reported or penalized. It's unsportsmanlike like conduct just like DC'ing and AFKing.

  • Btw, I didn't answer the OP.

    You shouldn't. While he looks cool to play, I imagine that he will ultimately become a meme. Too much effort to try and down survivors, and against good survivors he will be harassed into oblivion.

    Everything about him is slow, not just his movement speed. Which, in a game where speed is already an issue, adding a killer that is even slower is ridiculous.

    Reload is slow. His reeling in ability is slow...and can be broken...which stuns him. SWF groups are going to have a field day with this guy. His m2 is a skillshot that doesn't even wound them. Going through all the work he has to go through to hit a survivor and reel them in, when he finally hits them it should be an insta-down.

    Frankly, I am not spending another cent on this game until they start making some meaningful changes to the major problems, rather than making things worse.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1121518#Comment_1121518

    There were no buffs to killers in the last 2 patches

    Doctor wasnt a buff?

    Doctor was a rework to a specific killer, not a buff to killers

  • There are no high rank anti-gen builds. Old ruin helped. New ruin is a joke, and prevents the use of any other type of gen reduction...and is a ######### Hex, on top of it.

    I agree that they are impossible to balance, but not because of the reasons that you mentioned. They are impossible to balance because the devs have ruled out all the possibilities that have been brought up. Can't increase gen times because holding m1 for long periods of time is boring. I get that, but so his spamming the spacebar while on the hook. They also don't want to add any other secondary mechanics to the game for the survivors, but instead of fixing god loops, they added a secondary mechanic for killers to break walls. Seriously. It had to take way more time to come up with the break walls mechanic than it would have taken to just fix the god loops.

    It can't be fixed, because they aren't trying to fix it.

  • You should report that.

    Yes, facecamping is a strategy, and can be countered by the other 3 players completing gens and escaping, so face-camping is on the list of non-reportable offenses....However, this assumes that the killer is trying to win. We all know that this game has players that intentionally try to derank to have easier matches, so they need to start taking a look at individual situations.

    This guy was not using face-camping as a strategy. He was not trying to win. If he had even turned around he could have downed another player. He was likely trying to derank without suffering a DC penalty or and afk report. Sadly, other players have to suffer for this type of behavior, and the devs need to start looking into some of these.

  • @SunderMun said:

    Ruin changes are good for the game, so whatever.

    Big buffs to killers last two patches while also nerfing coordinated swf sabo, big nerfs to toolboxes.

    Don't get me wrong, the game does feel horrific as killer right now...but it does for both roles. Fact is, there's a cycle of sweaty toxicity that has finally begun to reach boiling point, so it seems.

    The ruin changes were NOT good for the game. Changing ruin in a different way could have been good for the game, but the changes that were implemented were not.

    There were no big buffs to killers in the last 2 patches.

    The change to sabo was not a nerf, it was a buff. Now you don't have to try to guess where the killer is going to hook, you just run slightly ahead of him and down the hook. With swf teams, it will be even easier as someone will body block or try to blind the killer on the way to the hook.

    Toolboxes was not a big nerf. Fewer charges, but they work faster. Considering that toolboxes could have nearly 100 charges, reducing charges is not a significant loss, especially since they can now keep the toolboxes even when they run out of charges.

  • I had someone in the game yesterday that hid in the basement the entire time. To give them some credit, they came out to rescue someone from a hook, if they knew the killer was on the other side of the map, but then they went back into the basement to hide. It didn't do them any good, in the end. I was the only other survivor left, and when I got hooked the killer went right to the basement and got him.

  • @DragonOfPain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1121398#Comment_1121398

    Then such implementation is BS.. I mean why would I play more than 2 hours as a Killer when everyone knows Killers gets bully on this game. Seriously these devs doesn't know how to implement their matchmaking lock properly.. Why not just put 5 minutes in all Quits.. At least everyone can wait 5 minutes and not the whole 15 minutes..

    LOL Seriously? It's people like you that made this mechanic necessary. I'm glad to see them enforcing it. If you can't play for 2 hours without intentionally DC'ing, then you shouldn't be playing. If you can't deal with the challenges of this game, then it probably isn't for you. Time to move on to something more your speed. Regardless of how bad of a game I am having, as killer or survivor, I have never DC'd from a match. I get people occasionally DC'ng out of frustration, but you do it on a regular basis as part of your normal gameplay strategy. You deserve to be locked out. It is working as intended.

  • No, it's not pay to win. Even if we ignore the shrine of secrets, the perks and killers that are paywalled are not necessary to win. Even DS is not needed to win. It's nice to have, but you can easily get by without it.

  • There is a problem with gen speeds, and not running BBQ does not solve that, so don't tell people they can't complain about a very real problem. None of what you mentioned makes a significant change to gen speeds. It's not like players running with BBQ are not using other gen regressions perks.

    Perks are meant to add flavor to the game, that's why there are dozens of them in the game. You should not have to focus every perk slot to try and combat a problem with bad game mechanics. People need to keep complaining until the devs start dealing with the underlying issues.

  • That's why there are so many toxic swf groups. The game has become too easy for them, so they entertain themselves by harassing the killer as much as possible.

  • @Gmoose17 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115381#Comment_1115381

    Yeah ok... you must not play on PS4. It happened more often than not. I’m always in red ranks and get matched up with rank 10 killers facecamping with Noed.

    Correct, I do not play on PS4, but that doesn't change the rest of what I said. If you are getting grabbed off of the unhook, you were making a bad unhook in the first place. That is on you, not the killer. If the killer is facecamping, then the other 3 survivors are free to do gens, unhindered. It would be a very short game, and the killer will not pip or get much in the way of BP. It is survivors feeding the facecamper that encourages that kind of poor gameplay. It is a bad strategy against good survivors.

    I ALWAYS run kindred, so the entire team knows he/she is facecamping. If I am the one on the hook being face camped, and I see my teammates working on gens, I am happy. I will hang on for the duration watching the gens pop one by one while the killer sits there. If, on the other hand. I see my teammates running around aimlessly, getting nothing accomplished or, worse, feeding the camper, it annoys me. If they make a bad save and get us both downed, it is extremely irritating.

  • Sad to say, but that isn't the biggest discrepancy in ranks that I have seen. You can have mid to high teens going against red and purple ranks. It's, unfortunately, far too common. Hopefully the MM update will be an improvement. But with them hiding the ranks, we will never know.

  • @Elk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118989#Comment_1118989

    Do you mean this?

    This update will also see a change to the bloodweb which significantly cuts down the amount of time taken to unlock perks. 

    From level 40 and beyond, more perks will appear in each bloodweb, giving you more choice between which perks you take, increasing the odds of finding the perk you want, and potentially allowing you to take two perks per level. The exact details are as follows: 

    • Levels 1-39: Unchanged 
    • Levels 40-49: Three perks appear, up to two can be purchased. 
    • Level 50: Four perks appear, up to two can be purchased. 

    If so, it has happened but if is something else then who knows if an official person has said anything about that.

    Dunno where his/her information came from. It was about a month or so ago that they mentioned it. Maybe that's what they were referring to.

  • The better question is why do you? I have never hung around the forums of a game that I no longer wanted to play.

    For me, I like the concept of the game, and it can be fun. However, i have moved away from my 50/50 play time, and have been playing more survivor lately. It is far less stressful, and i really don't want to get into the slugging, tunneling, camping, and mori'ing playstyle that killers have had to adopt. I do hope the devs get it together, but these new updates are not filling me with a lot of hope.

  • @ModernFable said:

    Where did you hear that?

    It was from another player. I assumed that they got it from an official source.

    @Elk said:

    I don't know about that. Do you have any information on that? Last thing done to the bloodweb was making it earn perks/level up faster.

    I have no personal information, other than what another player claimed. I believe that it had something to do with adding more perks per level (the entity still taking its share), or more variety in the perks available each level.

    Sounds like it may not actually be happening. That's too bead. 😒

  • Yeah, I have had that happen. I had another survivor body block me in the doorway (intentionally), while the killer came up behind me. When I went to another door, they move to block that one too. Had a few other incedents, as well, but it doesn't happen often.

  • Killers need to be buffed and survivors need to have their ranking slowed down to be more inline, skill-wise, to killers. Survivors get to lower tier levels faster and easier than killers, so when going up against killers of the same rank, they are actually going up against higher skilled players. This gives the impression that killers are stronger than they actually are.

  • @BenZ0 said:

    @illusion

    You mean same as "You could have hooked them?". I mentioned that in my post and you still used this example even though I gave a counterpoint to that. That means to me you didnt read my post properly so I answer like that.

    No, not the same. What you gave was not a counterpoint. You could hook, but choose not to in order to get more done. That isn't a counterpoint, it is a risk vs reward decision. Hooking is a counter to slugging. If you don't slug, they can't use it. It's not OP in any way.

    Current game length is a different topic, and the real problem. Too much favors the survivors and screws over the killers, most recently the ruin nerf. Slugging is a tactic being used to help add some extra time for the killer to work with. It is getting used so much, though, that now survivors are taking perks to counter it. If they never get slugged it's a wasted slot.

    Nerfing unbreakable would be just as reckless as the nerf to ruin. It's would be a workaround that doesn't address the actual issue and screws over the players that use it.

  • They are supposedly collecting data now to use when they implement an upcoming mm change. Hopefully, that will make things better.

  • Make something to eat, get a drink, do some chores, etc. Recently, I moved my treadmill near the computer so that i can use that and still see when I get a match. :)

  • @BenZ0 said:

    @illusion

    Probably you dont play Killer enough to see it coming in action.

    Dude, if you want to debate the point, stick to the point. Don't use that lame tactic of trying to dismiss my opinion by acting as if I "just don't play enough". Maybe it's you that hasn't played enough. See how stupid that is to assume?

  • We have already seen a huge change in killer gameplay, after the ruin nerf. Far more slugging and mori's. So, yeah, I can see it having an impact. Not really sure what the devs were thinking with this one.

  • Slugging is a strategy, and unbreakable helps to counter it. It doesn't change the entire game. You could have hooked them making it useless. I see it having less of an impact on the game than DS.

  • @ViciouscirceBU said:

    https://forum.deadbydaylight.com/en/discussion/comment/1117114#Comment_1117114

    Well that's just an example. Another example would be king Arthur or like Shiva granted Shiva is a deity but you get the gist

    Well, my problem wasn't with Perseus, per se, but the game is set in modern times. It would just seem silly to have mythological heroes in modern times, doing mundane stuff like repairing gens. They would be out trying to kill the killers. Current survivors are essentially nobodies who were in the wrong place at the wrong time, so they fit. I have no problem with mythological monsters being added though.

  • Perseus repairing gens? That just wouldn't fit, imo.

  • People can be toxic, perks can't. Using a perk is not toxic. That said, your question answers itself. They would have died on the hook anyway. Better to mori them and let them see the cool animations. :)

  • If you need his teachable perks, you definitely should. I played him to unlock his teachables, but couldn't get used to the chainsaw, and the slow down drove me crazy, so I mostly used him as an m1 killer. And, if you are going to just do that, there are better m1 killers, so I have not played him since. I'm sure lot of people do well with him, he's just not for me.

  • Doubtful, unless things change dramatically. As it is now, I can only take it in short bursts. It's a great concept, but if they can't figure out a way to balance it better, I will have long forgotten about it in 9 years.

  • Survivor ranking needs to be nerfed.

    Survivors rank up to quickly. It is almost impossible to derank. I can have the worst game imaginable and still, at least, black pip. Killers, on the other hand, derank all of the time and struggle to pip even when they have good games. This leads to survivors not being as good as killers of the same rank. This then leads to survivors feeling that killers are too strong. Since most players seem to main one side or the other, they simply can't understand the problems the other side faces.

    I don't think increasing the ranking ability of killers would be a good solution. That devs said that the new changes should drop the killers back into a rank that they should be in. I think the same needs to be done with the survivors. The devs need to adjust survivor ranking to be more inline with killer ranking, and hopefully make for better matchmaking, while keeping less skilled players out of the lower ranks. Hopefully, that would make the matchmaking even more accurate, and players won't feel overwhelmed. Then, maybe, we won't see as many calls for unneeded nerfs.

    Sure, there will always be smurfs and player that intentionally derank to have easier games, but there's not much that can be done about that....other than maybe restricting how far anyone can derank within a certain period of time.

  • Yeah. And please stop looping the killer around the hook. If you can't make a safe rescue, lure the killer away so someone else can. Stop worrying about getting altruism points. Frankly, they should give negative points to survivors who unhook you where the killer can instantly down you again.

  • @Mistikus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114891#Comment_1114891

    i forget that snyping your frieds in solo would be match better for mm and we all would get faster a match just becouse some people can't sand that someone likes to play with frieds and want punish them for nothing. side note not all swf are bully teams peope make bigerr isse of it then it actually is

    It's not nothing. It give an unfair advantage to the group. Since they can coordinate, the killer is at a disadvantage. Since they can communicate, they don't need perks to provide information and can use all meta perks.

    Nobody hates you playing with friends, but the game was not balanced for it, and swf groups break that balance. Something needs to be done to bring balance back into the game....and quickly.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115409#Comment_1115409

    No, the fact that they are balancing around SWFs proves that people are coming to play this game with other people. And most of them will be on comms. That is something the devs can't change and probably won't ever change. SWF is not a problem, but it does change the original intended design of the game.

    That does that mean SWF is a problem, it simply means the design of the game is evolving. Going from a more hide and seek approach to a more chase heavy approach.

    And yet you didn't answer my question about what balance is actually being done. You claim that it is being done, but I see no signs of it. How is the design evolving? Have killers received buffs to deal with this extra level of communication? Has swf groups been nerfed in some way? What has been done to rebalance the game around swf groups? The only change I have seen is making it even easier for coordinated swf groups to sabotage hooks and mess with the killers even more.

  • L2P

    Just kidding....sort of. Blatant face-camping is a bad strategy for a killer, and it is the survivors fault if it works. If survivors are going to keep throwing themselves at the hook, certain killers will take advantage of that. You want to stop that type of facecamping, finish the gens and escape with the killer only getting 1 kill. That will teach them a valuable lesson...but far too few survivors do that.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115376#Comment_1115376

    That is why, the game is now being designed to be balanced around SWF.

    What the game originally designed was is a hide and seek where you can't communicate with the other survivors. Now it's more about the chase and it's being balanced around that with the assumption that survivors also get information from others.

    How so? What balance has been, or is being put into place to balance it around swf's? Until we start seeing something concrete, it is meaningless. Besides, if they are now balancing the game around swf's, then swf's ARE a problem, which goes against the whole point of this thread.

  • And look at all of the killers that aren't good. You can't just cherry pick. Besides, the time to provide feedback is before it goes live. Why has it become ok to people for developers to release things broken and then MAYBE fix them several months down the road. The characters should be released in a ready-to-go condition. This is exactly the right time to provide feedback. That is what PTB is for. Telling people to stop commenting on the problems they see only hurts the game.

  • @NullEXE said:

    Clown, because I am not worrying about doing well. I know i'm playing the weakest killer, so I just have fun with with.

    I like that. Been wanting to try Clown, but was not interested in buying the worst killer in the game. Way to make the lemonade. I like it. 😎

  • Face camping does not happen anywhere near that often, and it can be a beneficial tactic, at times. Most of the time, however, it is a piss poor strategy by the killer. If they are face camping, for no reason, then the other survivors could, and should be doing gens. Eventually the killer will learn that it is a bad strategy, but only if the survivors learn that it is a bad strategy to try to unsafely unhook another survivor. If you are getting grabbed off of the hook, you should not have been going for the unhook in the first place.

  • That is a lot of text to not say anything new, or valid. The game was designed around survivors not being able to communicate. That is why there is no in-game communication. It was there so that they couldn't coordinate. SWF bypasses the games design and unbalances it. Even if people don't play optimally, you get information that you wouldn't otherwise have. It also means that you don't need the perks that provide that information, so you essentially get to play with extra perks. The killers are at a disadvantage even against less optimized groups.

    The idea that swf brings more people into the game so there will be lower wait times, is flawed logic. There are already far too few killers. Adding more swf players will increase queue times. Even if the bring a friend who wants to play killer, he will play with his survivor friends and not do anything to increase wait times.

  • If killers could break through instantly and catch a survivor off guard, that would be useful. Otherwise, why not just modify the maps so there are no god loops. It probably would have taken a lot less development time. This seems like a silly work around. More work for the killer to do, when they are already rushed for time. They don't want to add secondary objectives for survivors, but add them for killers? How does this make the game more fun?

  • Oh, the irony. 🙄 Maybe you should ask yourself why you posted a complaint about people complaining.

    And, maybe try posting in the appropriate section of the forums. This one is for polls, not random questions.

  • The only way to make it scary again is to give the survivors a reason to fear the killers. New players have that fear, but low rank survivors lost that fear long ago. You can't have a scary game when the survivors feel comfortable enough to mock the killers.

  • One time I was in a game and there were three of us left. I got hooked (my first) and could see both of my teammates. One was moving sort of in my direction, but taking the long way around, trying to be safe. The other was crouching on the other side of the map. The survivor that was moving my way got downed and hooked too. We were quite far apart, so the other player could have easily rescued one of us from the hook, but made no attempt. They stayed crouched in the same place the whole time. I can only imagine that they found the hatch and was waiting for us to die. I didn't stick around after to find out why.

    I get that people don't want to risk getting killed trying to make a bad save, but they could have easily saved one or both of us. We weren't being camped and the killer could not be in two places at once. They weren't even working on gens, just hiding and waiting for us to die on the hook. I hung on the entire time, hoping the killer would find them. :) There is more to the game than just escaping. Thankfully, that was the exception, not the norm.

  • Nah. The game needs better balance. Punishing players for playing well (on either side), is not balance.

  • @Harrygan said:

    Seriously what is wrong with you devs and killers? Dont you understand that facecamping is NOT fun?

    Not only it ruins the game for 1 or more survivors, but it also awards the killer with a pretty decent amount of bloodpoints which is even more frustrating for the survivors. Killers should be punished for this braindead game play because they literally make the game toxic.

    No, they don't get a lot of BP for it. They get more for hooking you more times, and stopping gens. It is not a great default tactic, since face-camping one player leaves the other 3 free to complete gens without any hassle.

    It appears that you are a newer player, which likely means that your team is spending time trying to rescue you from the facecamp rather than completing objectives. What incentive is there for the killer to go out to find survivors when they are coming to him/her? Also, a lot of what people perceive as face camping is due to other survivors being in the area near the hook.

    Some face-camping is tactical, some is just lazy. You can punish the lazy ones by not falling for it. Your team should punish them by completing gens, while you hold out on the hook for the entire duration. The killer will soon realize that a single kill, on a single hook, while 3 other survivors escape, is not the best of strategies.

  • I have zero problem playing against him. Not saying I always out play him, just that I don't dislike playing against him more than any other killer.

    It seems like a lot of people have got used to playing only a certain way and the Doctor counters that and they don't know how to adapt. I imagine that it counters a lot of swf nonsense and that doesn't sit so well with them. I only play solo queue, so I don't have any problems with him.

  • Spirit. She still creeps me out. :)

  • Stop jumping on the youtubers that are discussing the problems. It's not speculation. They are going to be hiding the MMR system from the players. That is never a good thing. If they were confident in their MMR system, they wouldn't hide it.

    Right now we can see when the MM is broken, that will not be so once this gets implemented. If MM remains broken, there will be no way to show or even know when you are matched against higher skilled players that you shouldn't be. We already have yellow killers going against purple and red survivors (not even sure how that was allowed to happen). Those killers have a very bad experience, but at least there is some comfort in knowing that you are going up against much higher ranked players. It's still not fun, but it stings less. Now, imagine having that same bad experience and not knowing that you were going against much more skilled players.

    Also, if the new MMR system is broken, and we can't see it, there will likely been even more talk of nerfs to one side or the other because the other side seems overpowered, when it is just the fact that you were going against better players.

    Hiding this stuff is a bad idea.

  • @Smeagol said:

    https://forum.deadbydaylight.com/en/discussion/comment/1044483#Comment_1044483

    QUESTION: is this MMR system already in place for testing as we speak?

    No, it will first be introduced to collect player data, but will not affect matchmaking. Once they are comfortable that it is working as intended, it will replace the current MM system. Could take weeks, or months, depending on how well the new system works and how much tweaking they will have to do.

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