illusion
illusion
About
- Username
- illusion
- Joined
- Visits
- 577
- Last Active
Comments
-
Funny. I have had the opposite experience. Since I hit rank 18 as killer I have had mostly groups with red and purple players, sometimes all of them. Wanna trade your survivors for mine? :) This seems like far more than a rank calculation issue, as I had first heard. It sounds like they are just throwing groups together regardless of rank.
-
I'm confused. Is there something in the rift that rewards killers from hiding for an entire match? if so, that's pretty stupid.
-
I don't get it. You just need to play differently. If you are used to playing stealth mind games with the killer, you need to adapt to his playstyle. No waiting next to pallets to get a stun on the killer. He will make you pay. Too many survivors have lost their fear of killers, because some tactics work on most killers. It's good to have that fear, and it is good to have some variety in the game. I think they need more of that kind of thing.
I tried Doc today for the first time. I didn't do very well, but I don't have many perks for him yet, and he takes some getting used to. He's not great at killing, but I can certainly see the potential for anti-mindgame play. Played against him many time. Not any worse than other killers, just different. I just try to stay out of his way.
-
@Aura_babyy said:
This will mostly be directed to the Killer mains who have preven to be the most upset, as the outcry has snowballed from actual feedback to just plain nonsensical insulting.
*Survivors whined about Spirit and Nurse and they were gutted!
- Yes, they were. Nurse and Spirit had the highest Kill ratio in the game, coincidentally, it was mostly because of ridiculously powerful addon combinations that just pretty much guaranteed you a win even if you were a potato.
*Survivors cried about Ruin constantly and that is why it was nerfed to the ground. You can hardly have a good match as a killer now because of gens going too quick. And some Killers needed Ruin in order to have a slight chance at the game ie. Clown!
- Actually, Ruin was mostly complained about by both sides in amounts that are almost parallel to one another. Killers would complain that, A) Ruin was gone so early in the game. Or B) Good Survivors would just power through it, making it an useless perk against them. Survivors on the other hand complained about it's use in almost all of the games they played, and was a heavy punishment perk for mid to higher ranks ( most notably Console). As for Killers that "need" Ruin to get something out of a match, These are just Killers that should be the next target for reworks. I do not count Trapper and Hag as a Killer that needs Ruin though. They have extremely powerful late game potential and should make the most of it.
*Killers are the only ones to get nerfed, Ruin gets gutted and Survivors still have DS, BT, Adrenaline, and Keys!.
- This is such an ignorant thing to say and you should never look at things for events that happen within a month - 3 month span. When Ruin was nerfed, hysterical killer mains fail to see what the future may hold and completely dismissed logical thought that changes to GENS or MAPS or how survivors INTERACT with gens would be introduced in due time. BHVR had made it known that with the changes to Ruin, they would be able to collect proper data and see where their focus should be at seeing as the players all have different opinions on it. By the by, if you take DS statistics and times it by X4, there is absolutely no way it should reach a margin of 45% use in ALL GAMES, Which was Ruin's percentage. Don't ignore what the devs could possibly be trying to achieve here.
*Devs are Survivor biased. No doubt about it.
- Okay. This is a bit of an oddball one. This seems to change whenever each side is nerfed and the claims start to shift depending on what gets nerfed. In recent posts, a lot of people and some notable streamers have said that devs are really survivor biased. Now, the most common people you see from the BHVR team on the forums is @Peanits and @Almo . Whatever they post or respond to almost always seemed to be flagged as survivor biased or incompetency (being rude to someone who hasn't with you is what this was). I can assure anyone who bothered reading this that it is most likely not the Intention of these 2 lovely people to convey themselves as favoring one side. Could they change up their posts a bit so it is more polished and maybe cue in the playerbase as to more in the why and what the future plan is with an update is? Of course they can. But these are people, like us, that make mistakes and are not perfect or omniscient. We should also take note and remember that whatever Almo and Peanits say does not reflect the views of all of the development team. This is far too common of a bad habit, and we should look at past history as to why it's bad. Racial Stereotypes that were frowned upon and we managed to move past as a society is a good example as to why it's bad to place labels like we are doing now.
Anyway, Casing point... Can we PLEASE stop going at each other's throats, witch hunting the devs, and cursing those that wanna improve the game by just playing it and making constructive feedback?
I know it's too much to ask for people to leave behind the sarcasm and insults. This is not a thread meant to be provocative.
And for a different topic to think about while you are here. What's your favorite cookie? Mine are Oreos, they're devilishly tempting and I absolutely love them, goes great with any kind of milk.
When Ruin was nerfed, hysterical killer mains fail to see what the future may hold and completely dismissed logical thought that changes to GENS or MAPS or how survivors INTERACT with gens would be introduced in due time.You don't nerf something and THEN look into why it was being used so often. You look at the underlying condition and fix the root cause, and then buff/nerf as needed. They made the decision and didn't listen to any feedback on it, even from the test server. They didn't even include the Ruin change in the survey from the test server.
Also, they have had amble time to come out and say that they were looking at the underlying problem. They haven't even acknowledged it's existence. What I saw in their responses to negative feedback was just telling killers they need to play better. A pretty one sided view from the people that are supposed to be providing balance.
You seem to think that the devs are infallible, and do everything with a big picture plan. You seem to think that there is something deeper lying behind this poorly thought out band-aid fix. Frankly, i would like to think that too, but their lack of a proper response to the situation, to alleviate the ongoing toxicity, gives me little faith that that will be the case. If they even acknowledged the issue, that would be a step in the right direction, but instead they have only made things worse with their one-sided responses. They should have been mediating this back and forth toxicity, but instead they chose a side.
I have seen too many games fail because of this lack of understanding and proper communication. I no longer have that kind of blind faith in developers that you have.
-
I was initially going to say yes, but maybe removing all of the things that buff repair speed, smaller map sizes (with no god loops), and/or secondary objectives would be good. People are right. Sitting there holding m1 for long periods of time is not fun.
-
@Inokara said:
Alright so I'm a survivor main, I have played Nea for as long as I can remember (as I joined the people of the fog post nea release). I have Butt Danced my heart out and flashlight saved till I ran out of flash lights then went and bought more to rinse and repeat. So I am not Bias towards the killer side, so when I say this please dont jump to the conclusion that I'm some entitled killer main.
But why do people complain about getting tunneled? Like...its a very good strategy from the killer POV. It makes the game less fun for survivors yes but. That's not the killers problem, he is trying to kill us or sacrifice us. In o scinerio is it the ideal choice to go after the full health scinerio when you could hunt down the freshly unhooked survivor that just needs one hit. I would say that if they are just sitting next to the hook and farming you the instant your off then its BS. But when it comes to tunneling and chasing the survivor that was just unhooked it falls on the survivor to outsmart and get away from the killer. It's not the killers fault you cant seem to get away, of course he is going to go after easy prey. He is the killer...that's his job. I'm not saying if you get tunnled your bad. But cussing out a killer for tunneling you is the equivalent of the killer cussing you out for flashlight saving. He is gonna go for the easy kill just like you are going to save your teammates every chance you get. We are better then this, this community is so riddled with toxicity. Everything is something to complain about. I love this game, I love butt dancing at the door. Even I'm toxic as heck. But when it comes to the basic concept of the game. Complaining about infinite looping and tunneling are essentially just complaining about surviving and killing.
Let's all be better.
I would like to add as a final note that I am not trying to attack any individual and this isnt ment as an attack at all. I just want to continue enjoying the game. I've been on the opposite end of tunneling so many times. I've escaped tunnelers and I've fell victim to them. But I understand it. This Toxic Nea that butt dances not nessicarly to be mean but for fun that just needs one more hit to go back on the hook is gonna be the obvious choice versus the laurie that has DS. I just hope people understand
Anyway I hope your having a great day everyone :)
I think that a lot of the complaining being done is by people that don't understand what tunneling is.
I had a game today where I was accused of tunneling because I downed them right after they were unhooked. I wasn't tunneling them, I was chasing one of their teammates that led me to the hook. They did the hook tech, while I was wiping my blade they did an unsafe hook. I was able to hit both of them. The one that unhooked was full health so only ran away wounded, while the other went down and I rehooked them. Normally I go for the hook trade, rather than go after the same person, but because she used the hook exploit I couldn't wound her on the first hit, so the other survivor got the hit that would have otherwise gone to the other one.
It's not tunneling or camping when other survivors keep the killer looping around the hook, or they lead them back to the hook. I guess they expect killers to give them a free pass because they were already hooked. I think i play a little more survivor friendly than most, and never intentionally tunnel or camp, but survivors need to play a little smarter around the hook.
As a survivor, I have had teammates do this to me too. It's annoying and extremely frustrating, but I don't blame the killer for it.
-
@kinderjazen said:
Killer kinda stressful rn I’ll come back later when it feels more fair
Dude. Don't main anybody. Play both. i don't know why so many people "main" in this game. By all means, play survivor for a while, it is definitely a lot less stressful, or take time off from the game. Play whatever role you are in the mood for. Despite the trend here, you don't have to be a main on either side.
@leyzyman said:
https://forum.deadbydaylight.com/en/discussion/comment/1022884#Comment_1022884
Ok, I would like to rebuttle.
I cant find the video, but there was a twitch clip that Space Coconut (small DBD youtuber) showed on his channel. It was a huntress player who, at the start of the game, decides she was gonna patrol the gens. She started walking from where she spawned to the other side of the map. By the time she was close (25 seconds or so into the game), the generator was done.
She ran strait there too. She only looked to her sides when passing the other gens.
She probably had another 5 or so seconds to go before a survivor was close enough to be in melee, so most killers wouldn't have been able to do anything too. Really, only billy would have been able to get there fast enough.
I'll keep looking for the video, but what do you do in that situation?
Yeah. i don't get how people don't see that. That's what happens when you only see things from one side. I have had that same thing happen to me. Running straight for the other side and a gen pops before you even get to that side, let alone the specific gen.
-
Rarely.
I get outplayed often, but it's usually because I am going up against someone that is more skilled than me.
This is more the case on the killer side. With matchmaking being so poor, I am often going against much lower rank survivors that I shouldn't be up against. During the few times that I am matched with players closer to my own rank, generally do much better, but that is rare.
As a survivor, I am usually matched with players, especially the killer, that are close to my rank. This can go either way. Often they can be more skilled than I am due to it being easier for survivors to rank up (ie. me being lower tier than I deserve), but other times it feels about equal in skill level. I like those latter games. I don't care if I don't survive. They earned the kill. I don't mind being outplayed by someone of similar skill level. On the other hand, I hate being bullied by those that have been playing much longer than I have.
I hope matchmaking gets fixed some day soon.
-
@Siren said:
https://forum.deadbydaylight.com/en/discussion/comment/1022634#Comment_1022634
I've asked other killers who run both perks when I come up against them how it's working, and they have always said it works well. I take info from discussion threads in here from regular players, dev posts, survivor main streamers, killer main streamers, and info I gather with questions I ask in the end game chat. I generally take the info outside the forums more to heart, cause the forums are generally the people who only have negative things to say and are blind to any positives.
Also, if you know how a game works in DbD, you'll know that survivors generally spawn together and generally do gens together. It is very rare that you would find each survivor individually on a gen.
I was not insulting how you play the game, I was assuming you'd had no experience with the new ruin. But that's fine, make it personal.
I'm not sure when I claimed to have skills that I don't have...? I have said, I am a purple rank killer who doesn't use ruin. Not red rank, not rank 1. I don't really care to sweat my way into red ranks, they're irrelevant really. I have plenty of games where I fail miserably and all four survivors escape, but it doesn't bother me, cause it's just a game. I rather just have a fun time and try to make the game fun for the survivors as well, a concept that some people seem to have lost sight of, but you're right, insulting someones game play is a sign of a weak argument, so kudos there.
Yes, you have to use your brain to play killer and make smart decisions. Sorry.That sounds like an insult, otherwise why would you apologize to me?
Now, i know that most popular streamers, that play killer, have not claimed that the new Ruin is very powerful, in fact it is just the opposite. They generally feel that it is weak and should not be a hex perk. Of course the survivor main streamers are in favor of it, but those with any amount of objectivity can see that it is a poorly implemented change. And of course the devs are going to defend it, so their comments are not worth much. It was clear that was what you were going by when making your comments. You were just restating what they said, as if it was a valid point. It wasn't when they said it, and it isn't when you repeat it. The devs don't understand the problem, so neither do you.
You can claim to have talked to anyone you want, it doesn't mean anything. The fact that you claim that they all think it works well, just makes your claims even that much harder to believe.
Also, if you know how a game works in DbD, you'll know that survivors generally spawn together and generally do gens together. It is very rare that you would find each survivor individually on a gen.They spawn together with offerings. They might do the first gen together, which will often get the gen completed before the killer even gets to that side of the map, which is certainly not a good thing for justifying the new Ruin. Even then they get scattered pretty quickly once the killer finds them. Besides, with out the old ruin slowing things down, and map pressure being a bigger issue, it makes more sense for survivors to be on different gens on opposite sides of the map. If you actually played killer, you would have noticed that. A single survivor can finish a gen on their own in a little over a minute. Even with the travel time between gens, they can be done very quickly by decent solo survivors. With coordinated swf groups it goes ridiculously fast.
You claim it is very powerful now. Prove it. You claim to have experienced it first hand, and that you know how to control the map to be in the right place. Show us how powerful it is, rather than constantly using survivor main talking points and making baseless claims. I'm not a killer main. I was a survivor main, now i play both. I'm open minded. Show me how powerful it it is against good survivors.
-
What do you base this on? The devs have never said that they were working on the underlying problem that made Ruin so popular to begin with. If they were working on it, they would have said it rather than letting this toxicity go on.
I think most killers would have been OK with a change to Ruin, but this change is just bad.
-
@Siren said:
https://forum.deadbydaylight.com/en/discussion/comment/1022303#Comment_1022303
Trust me, I've paid too much attention. I've read everything. I've listened to the streamers talk about it. With all the info I've gathered, I agree with the side of the coin that it's just average players needing the crutch perk, who now can't stand on their own two feet cause they've either never learned or forgotten how to properly play without it.
Yes, maps are an issue. This has come up time and time again. We all know. There are ways to get around the map issue though, especially with the Gatekeeper emblem change, if you're worried about your emblems and points.
No, you can't apply pressure everywhere, it's about applying pressure at the right spots. Using things such as Surveillance (couples nice with the new Ruin), Discordance, etc. It's called map presence and monitoring. Yes, you have to use your brain to play killer and make smart decisions. Sorry.
Yes, the new Ruin is very strong, I have first hand experience, others have confirmed. Would assume you haven't used it properly yet or are among the masses who aren't even giving it a chance.
Did you miss my whole first half of my original post about how survivors also need to stop bitching and learn how to play well as well? Both sides need to learn how to actually play the game. I won't go over it all again, you can go back and look.
Min maxing perks is how we've arrived at this whole big debacle anyway. Survivors rush through gens, so killers play scummy to win. Killers play scummy, survivors rush gens or DC. Killers complain about survivor perks. Survivors complain about killer perks. It's literally the same old story, every single time.
Yeah, I'm glad you read about it and listened to streamers, though that is irrelevant. I love how survivors keep referring to it working well with surveillance (I guess I know what you've been reading), while ignoring the fact that Ruin is a hex that can be removed very early, and surveillance on it's own is not that great.
There are 4 survivors who can all do gens separately very quickly, especially with toolboxes. There is no way to be in the right spots for 4 different people.
I love the gatekeeper reference. More talking points from the devs. Clearly you do more reading of the one side of the coin. That is not what concerned people, and it certainly doesn't "fix the map issues".
I know my limitations as survivor, and as killer, very well. My ego is not tied up in the game. Insulting how I play the game without having any idea how I actually play, is the sign of a weak argument.
Also, based on your previous posts you are claiming to have skills that you don't actually have, so quit acting like you are an expert, and somehow better than the rest of us. If you want to claim that the new Ruin is powerful, make a video of you playing killer going up against top rank survivors. Show us how you are always in the right place. Until then, it's just talk.
-
I can't really say, since i haven't been around the forums that long (and I started the game as a survivor main), but i have to say that recent events seem to indicate that they ARE survivor biased. Their responses to killers complaints have been pretty one sided. The idea that killers need to "learn to play better" while simultaneously making the game easier for survivors clearly shows that bias. Not sure why they chose to alienate a large part of their player base like that doesn't make any sense to me. I can't help but wonder why survivors aren't expected to "play better". While i was not a fan of the previous Ruin, as a survivor, I could still complete gens with ruin on them despite not being able to hit great skill checks.
Keep in mind, most killers would not have minded a change to Ruin, it is this particular change that is bad. It does nothing to fix the underlying issues, and makes the perk nearly useless. For whatever reason, they were not open to even listening to suggestions that would have made it useful without the frustration to survivors. They could have gone for a win-win situation here, but they didn't. They took an already toxic situation and made it worse by taking sides.
People keep referring to survivor perk changes like DS and Balanced landing, but even after those changes, those are still some of the best and most used survivor perks in the game, so it is hardly the same. It's fine to modify perks while still maintaining their usefulness. The new Ruin just does not do enough, and keeping it hex based just kills any usefulness it might otherwise have. Plus, it prevents you from using any other regression perk. It was a poorly implemented change. That's why people are annoyed.
-
Calm down and learn how to apply gen pressure properly (yes I know, some maps are huge, but that's a map problem, not a perk problem.) Survivors have always brought tool boxes, you're just noticing it more now.Everyone knows that it isn't a perk problem. Clearly you don't pay attention to the actual discussions surrounding the Ruin change. The fact that killers so often used Ruin was a symptom of the underlying problems. The problem with the change is twofold. One, is that nothing was done to change the underlying problems before nerfing the perk. In fact the underlying problems were not even acknowledged by the devs. The second part of the problem is that the change was just poorly thought out. It is not anywhere good enough to be a hex based perk yet remains reliant on a totem that often gets placed right out in the open.
Stop with the "You just have to apply gen pressure" nonsense. People know what they need to do. You can't apply pressure everywhere at the same time. On the large maps you can't even get across the map without one or two gens popping. Gens can be completed far too quickly. Many maps are horrible for killers to try and patrol gens. infinite god loops make it ridiculously easy to evade the killer and waste his/her time, while the gens are worked on by others. SWF teams can just tag in and out on gens so they never suffer any meaningful regression. Repairs are at least twice as fast as the regressions. No other regression perks can be used with the new Ruin.
No, the new Ruin is nowhere near "super powerful". It wouldn't be even if it wasn't totem reliant, but it is, which just makes it useless. The regression is too small compared to how fast they can be repaired.
Again, I have to ask, why is it that only killers have to improve their gameplay? The ruin change was put in place to make the game easier for survivors. Good survivors had no problem completing gens with ruin on them, and could still do them very quickly. If they found the totem along the way, they removed it, otherwise they just powered through. Even I could power through them, and I rarely make great skill checks.
No one minds them changing the perk so that it was less frustrating, if it had been done is a good way, and the underlying issues were addressed, but it wasn't and they weren't.
-
@WhTe_Tygre_DBD said:
Damn actually have to walk around and find a totem, it's too much effort
DEV'S plz nerf every killer, in fact take killers out of game
A lot of the time you don't even have to look for it, at all, because it spawns right next to a gen.
-
@Fibijean said:
If you want to be able to do Tome challenges, and don't own Jane or Spirit, I would recommend picking up Head On and/or Rancor from the Shrine, since those two are actually required for certain challenges in the second Tome.
In terms of just general good perks, though, Infectious Fright is probably the best DLC perk there (unless you already have Plague, in which case I wouldn't bother spending your shards on her perks).
Infectious Fright is not an option for me. The other two are Poised and Overcharged (along with Dead Hard and Rancor). I'm on PC, not sure if that is the difference.
-
That's been happening to me almost since i started playing killer. I first actually noticed it around 18. Since then I always look, and it is usually the same, red and purple ranks. I think it has maybe made me a slightly better killer though, but it is not always fun...Especially with the more toxic groups that harrass you when they realize you are not as experienced.
-
It's because the devs had already called it a success in less than 24 hours, despite it clearly being the opposite. On top of that, there was nothing about ruin on the survey that they asked people to fill out. It wasn't a test for ruin, their minds were already made up. That's why people are frustrated. They listened to none of the feedback. There was a lot of good alternative suggestions that went ignored. No one minds a change to Ruin, it's this specific change, that they they have no intention of modifying.
-
@Almo said:
Boss has it right. The Hatch-Standoff was a very unpleasant feature of the game.
Though, you should not be able to 99% gates. If left alone, they should regress, or the killer should be able to smash them, like the gens..
-
I can't say if things are intentionally biased, or just turned out that way. The recent Ruin change was definitely survivor biased. The way the devs mocked killers that commented negatively on it seemed rather unprofessional, and definitely biased. Being fairly new to the forums, i don't know if that's the norm, or not.
-
That would require a lot of work, and their is a lot more important things they need to focus on, right now.
-
@SolAkira said:
Hello? I'm making a call to see if matchmaking exists? This has been going on all day.
Yep. Pretty much the norm these days.
-
Nope. I hate all the toxicity. i have to believe that anyone that enjoys the toxicity, is likely pretty toxic themselves.
-
I don't care about pipping. In fact, I think it is too easy to pip as survivors. I don't care what rank i am, as long as I am ranked according to my skill, and matched with/against other players of a similar skill level.
-
@[Deleted User] said:
Oh well I guess. Eventually they'll isolate the problem then apply a solution in their own way to fix the match time. They aren't doing this to dunk on Killer mains they are aware that they need Killer players to make the game function. They've done plenty in the past to make playing Killer better.
People gotta adapt to the change for now until they start fixing the game more. If anyone here seriously thinks the devs are trying to kill their own game that's ridiculous. I personally think they're trying to see how the games functions without the overuse of the perk then coming up with a solution of their own.
Be patient, the dark times will (hopefully) be over soon.
Doubt it. Have you seen the responses the devs have given. They were essentially telling killers to "Git good". If they saw the problem and had some plans of fixing it, they would have mentioned it, rather than let all of this toxicity go on. Based on their complete lack of acknowledgment of the underlying problem, I don't have high hopes of a real fix anytime soon, if ever.
-
Why is it always the one sided arguments her. There are far more toxic survivors than toxic killers. Though that is to be expected, there are far more survivors mains than killer mains. In game, individual survivors are less toxic, but swf groups are far worse than any killer.
Btw, at rank one, a killer is not going to face-camp, unless there is a very good reason for it. It is a complete waste of time otherwise. I find this story a little far fetched.
-
Stop generalizing. People are individuals. There are idiots on both sides, and great people on both sides, and a whole lot of us in the middle. Unfortunately, the idiots tend to me more outspoken on the forums. There needs to be a lot more middle-ground talk, rather than making everything an us vs them situation, if the game is going to improve.
-
@Colton147 said:
Killers are not entitled to 4Ks each game.
OP never claimed that 4k was their definition of winning. In fact, it sounds like he is refering to 4 escapes. Then the survivors mock the killer at the end, instead of taking their win graciously. And, yeah, that is a crappy feeling. Coordinated 4-mans and poor matchmaking makes life miserable 4 killers, especially when they are taunted and abused throughout the game and in post game chat.
BP's are all I care about as survivor or killer. If I don't escape, that's fine, as long as I got some BP's. I definitely don't care about 4k as killer, as that is extremely rare for me. I just want to play a fun game without toxic ######### on the other side.
-
Yep, pretty common these days. :(
-
@NullEXE said:
He has a larger hitbox than other killers, so even though he is supposed to have more speed than survivors. It takes him longer to go around turns, so if Survivors formula one corners on a loop, he won't catch them no matter what. This makes Bamboozle (a very weak perk), a requirement on him.
He doesn't have much map pressure, being a killer on the slower side of all the killers - so requires Ruin. That makes 2 perks required on him already that doesn't give him a big advantage - as Ruin is not reliable in most cases.
His bottles take him a long time to make, and slows him down further to make them. In a game where every second counts. That's a huge handicap.
It is more difficult to see when you are hit by one of his toxins, but you can see enough to still loop very well against him.
Those are probably the biggest reasons that makes him the weakest killer. Otherwise he is a harder to play Huntress.
I would probably buff him by decreasing his hitbox, or increasing his speed. Reduce the time it takes to make concoctions, or remove the reduced movement when you make them. That would be a good starting point for making him more viable.
Ah. I see. That does seem like a huge problem. Likely this will be made even worse when the new Ruin comes out. I guess i will hold off on him until he gets a rework.
Thanks for the info. :)
-
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1007844#Comment_1007844
It happened 3 games in a row out of maybe 8 total. I'd say it's a pretty common thing.
"A rank 20 killer getting infinitely looped, pallet stunned, and blinded with flashlights is an equally bad new player experience."
This isn't going to happen if the survivors are legit rank 20's though. This only happens if people smurf like us but are toxic, or if MM screws them over which is a different issue altogether.
Also it's WAY easier to rank up fast as killer at low ranks. For survivor you basically have to do everything by yourself. You're not going to double pip if everyone does a gen. If the killer camps or tunnels you are likely not going to pip. If you get camped or tunneled you are DEFINITELY not going to pip. As killer I basically go out of my way to NOT TRY and still pip quite easily. If I actually went and killed everyone I could double pip pretty much every game up to maybe rank 10 when I start to get good survivors.
The Bubba had BBQ 1 or 2, and NOED 1. That was it. He was indeed a new player.
Killers can level up faster, but are much slower at ranking up. Again, he was not a level 20, he was 16, and that could have been after a reset. And, yes, matchmaking makes it much worse.
Survivors don't just get points for gens, they also get it for hooks saves, healing, and so forth. Even if they don't double pip, they will likely get at least one pip per game. Killers have a much harder time getting pips. There will be a lot of no pip games early on.
More importantly, new survivors are not ridiculed for playing poorly. When they die, there is no one else there. They leave and move on to the next game. Not so for the killers, who get mocked by the survivors that escaped.
The perk that anyone runs is not an indicator of their rank. I have seen lower rank players running with one, or no perks....or he may have just started playing that specific killer and didn't have the slots or perks to use yet.
There are certainly rank 16 and up survivors that loop, blind, and stun, with the best of them. I don't think it matters one bit if someone is a "legit" rank, or not. Their rank is their rank, as far as the game goes, and it makes for a bad experience for new players. Does it really matter how they got that rank? It certainly doesn't matter to the new player.
I already acknowledged that that type of face camping was bullshit, and I certainly didn't say that there wasn't bad experiences for survivors. Why do you only care about the new survivor experience and not the new killer experience? I'm not the rank 1 survivor and killer that you are, which is why you don't see me telling people how the red rank experience is. I have experienced both of the "new" experiences fairly recently, so I think I am a little closer to the true, current new player experience than you are.
-
They said it will have to wait until the servers are stable. I, personally, have never DC'd while in a match. I play on PC, though, so it might be specific to PS4 players.
-
I agree that some of the comments regarding that are disrespectful. However, I also agree that you should play for the fun of it. You get points for all of the various things you do in the game, so escaping or getting a 4k is not all there is. I'm happy when I get a decent amount of BP, regardless of the ultimate outcome.
That said, survivors can be extremely toxic to the killers post game, win or lose. It's hard to "just play for fun" when that happens so frequently. There are a few toxic killers out there too, but I see far fewer of those.
-
Very few killers face camp like that. It is a tremendous waste of time, and just an asinine thing to do. It's not the typical rank 20 experience.
Many killers are very cool to new players. I remember in one of my first games, I was working on a gen. I often failed skill checks and i was extremely nervous...and knew almost nothing about the different killers. I also didn't know you could move the camera to look around, and the skill check would stay in the middle of the screen. I thought you had to look right at the gen.
After a bit, out of the corner of my eye, I saw a player crouching next to me. Not on the gen, but to my side. I thought they might be doing something, so I just kept working on the gen. However, when they didn't move, I turned to look and it was Pig, just sitting there next to me. I jumped up and ran, and they didn't even chase me. I'm sure that they were laughing their ass off, but I thought it was pretty cool of them. I've also had killers carry me to the hatch or gate and let me crawl out.
The killer was rank 16, so not a new player, and may have been higher before a rank reset. So not really a level 20. And keep in mind that killers rank up slower, so he may have had more play time than his rank showed.
I mention this because you dismiss a similar problem for new killers. A rank 20 killer getting infinitely looped, pallet stunned, and blinded with flashlights is an equally bad new player experience. In fact, I think it's actually worse for killers. A lot of survivors are happy getting their altruism points for rescues, even if they are bad ones, and even if they get downed and hooked. Once they are killed they move on to the next game. The killer is in till the end, has a bad experience, all the survivors get away, and then tell the killer how much he/she sucked in the end game chat. Now that is a bad experience. My new killer experience was far worse than my new survivor experience, by far.
That said, I think that kind of face camping is bullshit. I also think that survivors on the hook, and those that get killed via mori should get a decent amount of xp. Especially those that stay on the hook for a long period of time. The longer they hold on, the more xp they get. It might encourage fewer suicides or DC's, and less frustration overall.
I have no idea how they could discourage the killers from doing that without negatively impacting those that stay in the area because other survivors are already there trying to get the rescue. Ultimately, that person would get far less XP if the other survivors worked on the gens and escaped while he was camping one survivor on the hook. The worst thing the survivor on the hook can do is reward him by suiciding on the hook. I run Kindred and will stay on the hook till the very end, just to spite the killer, while the others work on gens. I'm ok with that, but wouldn't mind some extra XP for doing so. :) Eventually any killer that does that will realize that it isn't worth it.
-
If they DC you have no idea why they did it. I can't imagine it being Head On alone. If the group was playing in a toxic fashion overall, I could see some killers DCing, but I rarely see killers DC myself, mostly just survivors. As for those that complain in endgame chat, I can't say...again, unless there was more to it, and that was just one of many things they had a problem with.
When I play killer, if I get hit with HO, fair play. You used a perk slot on it, there's no reason not to use it. It's no worse than getting hit with a pallet, so I don't see the issue.
-
Happens all the time. MM is broken. Or it could be that there aren't enough low rank killers to go around. Either way, it's a mess.
-
@Slaughterhouse3 said:
It was not in the PTB and Peanits already said it was not happening! I dont know why people keep saying this is going to be a thing 😂 if it was, you might as well remove ranks all together.
He said that it wasn't happening. He did not say that it was never planned, or would not happen in the future. They could have changed their mind about implementing it after learning about the leaked info, knowing that it would look really bad. It may show up in the future, though. But, you are correct, they are not, currently, removing them from the game.
I'm not sure what the laughing emoji is about. Have you seen matchmaking lately? As it is now, they may as well remove ranks. It is definitely not a far reach to believe that they may have thought to remove ranks from the screen so people wouldn't notice just how bad it is.
-
The term often gets misused by people referring simply to something they don't like.
Toxic is something that is done specifically to irritate someone. More importantly, I think, is that it is something that is done repeatedly, rather than just a one off. The reason it's "toxic" is that if you succeed in irritating that person often enough, they become toxic themselves, and deliberately try to irritate others, who then become toxic...and so on. Toxicity spreads, and even the best of people can become infected if exposed to enough of it.
-
Not a fan, especially the way that it was implemented and the attitude that followed.
I don't mind it being changed to something less frustrating, but hate that they kept it a hex. It was not well thought out, and doesn't address the underlying issue that made it so popular.
I'm fairly new to playing killer, so i haven't had ruin long enough to get overly attached to it, but I can clearly see the problem that killers were using it to address. What I don't get is how the devs don't see it. Some people are saying to just wait and the devs will fix the underlying problem, but from what i have seen in their responses, the devs don't see what that is, or simply want to ignore it for some reason. If they did, they would have acknowledged it, at the very least. Instead they have only fanned the flames of toxicity with their poorly worded responses. That's what really frustrates me.
On some larger maps, with gen rushing, one gen can be completed before the killer can even get to that side of the map, let alone the specific gen.
On the survivor side, I will be happy to not see the smoke and hissing (can't hit great skill checks), and i will get more BP for completing more gens. I got used to just powering through the ruin, but I will be glad to not see it. I just wish they could have reworked it in a more balanced way.
-
Sorry, but this post does not explain why THIS change was needed. You can argue that some change was needed, but not this specific change. Many killers would be fine with the change if they got rid of the totem, but having on a totem means it needs to have a higher early game effect. The argument that it would be too powerful if it wasn't a totem is ridiculous.
Btw, you don't need to make great skill checks or tap to complete gens with Ruin. Just make good skill checks. You will go long periods without needing to make a skill check, so you can still easily complete a gen. Yes, it takes longer, but that's the point.
I don't mind a change. I agree that it did make some players completely ignore gens, making it harder for the team to win, but this change went to far. It's a totem that can be deleted very early in the match, and you can't use any other form of regression while it is active.
-
@AshleyWB said:
I've been around these forums and on social media following dbd for a while. Something which I always see is people who play the game wanting improvement, the thing is that any reasonable frustration is always responded with a reason for dbd to not need to implement whatever improvement just yet.
I'm talking about the yes men who refuse to criticize the game because they enjoy dbd, convince themselves that or just blatantly lie thinking it's good for the game.
It's more evident in these forums when somebody makes a thread about finding a certain killer hard to play/win as. There's always people saying "well I don't have this issue, I 4k everytime" so you that person is being a 'yes man' and not acknowledging difficult other players have, it blankets the need for criticism for that topic.
The golden counter argument to the Devs needing to cut down on cosmetics and instead fix their game is as we all know "they're two separate areas within behaviour, you can't just get artists to start coding" I think these people are also people who hear this opinion and assume it's the ultimate reason why the game is wonky and cosmetics are decent so they spout it out whenever it fits.
My gripe with that excuse is that instead of allocating so much resources on the team who do cosmetics, maybe the focus should be aimed towards the team behind actually maintaining the game and fixing any oddity that pops up.
Whenever people say there's nothing that can be done because the two areas are separate, that doesn't solve the issue it just covers it up until the next wave of bugs come.
This isn't a bash at the Devs, it's a critique of those people who think that defending the Devs every single decision is good for the game.
I know the Devs need to fix and relook at a lot of things, they're on it but the people pretending that everything is working as intended are one of the main reasons why the next frustration you face is still in the game.
You have those kinds of people in every game forum, that will never change. Some people will never see flaws, just as some people will always see nothing but flaws.
It is definitely worse here though, because the community is heavily divided into two specific camps. Those that play both get labeled as one or the other depending on what they say at the time. It doesn't help that the devs seem to be taking sides rather than mediating the issues. To be fair, I only started coming here fairly recently when I decided to give killers a try and was looking for some advice. Not sure if this is the norm for these forums, or not.
-
I hope it is broken. When you have relatively new killers (high teens) facing 4 red and/or purple ranked survivors, there is a problem. That's not fun for anyone involved.
-
Not really, but so many people misuse the term, you may be partially correct.
The thing about crutches, is that most people only use them when they need them. People use crutches when they break their leg. It is something that helps them get around until the limb is fixed. Crutches are not fun to use, in fact they can be quite annoying. Crutches aren't used because people are too lazy to walk. In fact, it's a lot harder to use crutches than it is to walk, when your legs are healthy, so people will get rid of them as soon as they can walk on their own.
Yes, some people may continue to use them far after the leg is healed because they are afraid of falling, but those are rare.
I'd say that when you have 80% of people using a crutch, it is for a very good reason. Someone needs to take a look at the leg, and fix it properly.
-
I love kindred. It shows your entire team at the time that it is most important, and where the killer is and which direction they are heading. Once the killer is outside the radius, you can see the aura of your teammates to see if they are being chased. If so, you still know where the killer is and if it is safe to go for the rescue. You can also see if the killer is placing traps or hexes by the hook. Obviously you can also see if others are going for the save, or working on gens. More importantly, everyone else on your team sees it too.
Of course, it is not as useful if your are using voice chat.
-
I started out as a survivor main, but then started playing killer, as well.
I greatly dislike the change. Not because of the change, itself, but because of the fact that it was so poorly thought out. It's a bandaid fix, that doesn't address the real problem. so it comes across as a severely one sided fix. The frequency of using ruin was a symptom, not the actual problem. Most killers would love to not have to use Ruin, because it is so unreliable.
The new changes to Ruin would be fine if it didn't remain as a hex perk, or if they fixed the real issue which forced so many killers to use Ruin in the first place. The idea that the new Ruin would be too overpowered if it weren't a hex is ridiculous, and clearly shown on the test server that it does not have the late game impact that the devs have been claiming, when it actually manages to last until late game, which is extremely rare. On top of that it prevents other generator related killer perks from working, which makes an even bigger nerf that it first seems.
As a survivor, I am not a fan of Ruin skill checks. I would be happy to see them go, if it didn't so negatively impact killers. I have said this before but, I couldn't hit a great skill check to save my life, but I can still power through Ruin on good skill checks alone. You get enough periods of no skill checks that it works out fine, it just take a little longer. Toolboxes, alone, almost make current Ruin a non-issue, and once the totem is gone it becomes a speed run. With the new Ruin, toolboxes will completely negate the effects of Ruin, even if the totem stays up for the whole game, which it won't.
Regression is not enough of a factor, especially since a gen regresses far slower than it can be repaired. Plus, un-worked on gens can't regress, so working on one or two gens at a time will completely negate the effects of the new Ruin, as will gen tapping and/or tag teaming the gens. The killer chases away one survivor only to have another take their place on the gen. And you can safely bet that every swf group will be doing that.
Some people have been calling Ruin a crutch, as if that's a bad thing. Crutches are used when you have a broken limb. It is a symptom of the problem. When the leg is healed, people stop using crutches. Here we have a situation where the leg hasn't been healed and people, including the devs, are mocking people for using the crutch. Fix the leg and people would be more than happy to get rid of the crutch.
Unfortunately, the way the devs have responded to this situation has made me lose faith in them actually fixing the game. They keep using bandaids to treat symptoms rather than treating the underlying cause. They have even made a toxic environment even worse by taking sides rather than mediating.
Several of the survivor perks were also nerfed as a bandaid fix to an underlying problem. The devs need to stop with the bandaids and fix the real problems, but so far they are not even acknowledging that they understand the real issues. That does not bode well for the future of the game.
-
@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/comment/983062#Comment_983062
You didn't answer my question. How is the game survivor favored at all with 4 man SWF having just under 50% survival rate?
Ds is still beloved because it's one of the few counters to the "your fun is not my concern" tunneling crowd. Self care is used by noobs who get killed sure, good players shun it.
And you answered none of mine.
I don't know anything about those numbers or if they are even accurate. I'm not the OP that you were talking too. I have no obligation to answer a question to something I wasn't discussing.
My post was about you claiming that this nerf is the same as those survivor nerfs. The Ruin change nerfs the perk while keeping the hex portion that allows it to be removed from the game entirely very early in the game. That didn't happen to survivor perks.
Yes, DS is used as a counter. It still works, right? And it;'s not just used on tunnlers, is it? Ruin is also just used as a counter. Most killers would rather not have to use it. Most would not have care about the change it it didn't remain as a hex that can be removed from the game. A late game perk that rarely makes it to the late game is a poor change. If it had been changed, but remained useful, like those survivor perks, it would not be the problem it has become. As a hex it is not useful.
-
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/982894#Comment_982894
I'm going to be looking at "average" from a mathematical perspective. So if more than 50% of players managed to finish the Rift, ideally without buying tiers, I would call that "completeable by the average player", or at least by the average survey respondent.
There were no DLC characters or perks required for the challenges in the first Tome. There will be for the second Tome, but the levels are intentionally designed such that you can complete everything else in the Tome without needing to do any of the character-based challenges. Having said that, I think that the fact that there are still about two tiers' worth of Rift progress locked behind those challenges is a problem and puts new players and those who can't afford to buy the characters at a disadvantage. So I hope that's something they'll consider revisiting in the future.
Ah. Some of those DLC ones I saw may have been for dailies. Still, there were specific perks required for some of those challenges, which makes it hard for newer players. Having to spend your blood points to level up characters to unlock perks you don't really want is not a lot of fun.
-
Clearly coming from someone that doesn't understand the issue.
Do you know how many games have died that were 90% how the devs wanted them to be? For games to be successful they need to be based on what players want. Without players providing feedback, and devs listening to that feedback, games shrivel up and die.
The problem is not that Ruin was changed, but that it was changed without any consideration to why it was so popular, or the new problems that it creates.
Maybe you should take your own advice and "stop bitching and moaning about what other people are saying and go enjoy the game".
-
@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/118888/hey-killer-mains-thank-you-%EF%B8%8F
How exactly is the game heavily survivor favored? Really? Per Devs even a fabled 4 man SWF has average escape rate just under 50%, despite killer mains making them sound like unbeatable legends.
Did ruin get nerfed? Sure. Just like self care and decisive strike and mettle of man and balanced landing and borrowed time were all heavily nerfed. Killers and survivors both have gotten a lot of nerfs, it's hardly one sided.
Really? Funny how DS is still the #1 survivor perk and many still use self care. Sure, they were modified, but not gutted. Any of those perks use a hex totem that can be removed within a minute of the match starting? Nope. Did any of those prevent other perks from working? Nope. Did any of those ignore a specific need for which those were trying to remedy? No.
Not the same thing. Adjustments to perks are fine, when the perk is out of balance with the game. This adjustment was made without treating the underlying cause of why it was used so much. Nobody would care if Ruin was adjusted taking the underlying conditions into consideration, and balancing it, but it wasn't. Ruin was turned into a late game perk, that still relies on a totem that can be destroyed withing seconds of the match starting.
-
@[Deleted User] said:
or you could look at the bright side when ruin get nerfed the gen speed in the stats will be more clear and if it is that bad we might get a second objective and if you do get a second objective ruin SHOULD be nerfed like it or not and about doctor well he just got his rework so they will still look at him and do some tweaks like they did to spirit on release
And how long will that take? And how many people will leave between now and then, if something like that even happens? What I haven't seen, at all, from the devs is some acknowledgement of the actual problem killers have. If they were planning on looking into it, they would have come out and said that when this all started. Instead they let it blow up into this big ball of toxicity, and in some cases made it worse with poorly worded comments.
I can't say that gives me a lot of confidence.
-
Did it achieve its goal of being completable by the average playerI guess it depends on what they consider average. Based on the recent changes they are making, it seems that they consider new players the average.
Regardless, it seemed more geared toward long time players that already had all characters and perks unlocked. IIRC, it also required some DLC characters.
If they want to make it more accessible to more people they should have a way for everyone to complete it. They could still have certain bonus nodes with those types of requirments, for people that have those to get extra points without preventing progress for players that don't have every character and perk unlocked.