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ins0

ins0

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  • Step 1 - STOP playing killer

    Step 2 - Play Survivor in SWF

    Step 3 - Buy however many cosmetics your wallet allows you to

    Step 4 - ???

    Step 5 - Congratulations! You just won DbD!

  • What do you like about them? can you go into details?

  • What's the thing survivor mains always seem to jump into killer threads and say when valid issues are raised and substantiated?


    Oh, yes - "GIT GUD!"


    ..even though this thread is neither substantiated with any evidence, nor are any valid issues raised here. Just some salt!

  • @timbologna said:

    https://us.v-cdn.net/6030815/uploads/FYCJN4GODO99/20200717053553-1.jpg

    Get used to events like this. Treat it like a casual experience. Dont take the game seriously and if possible just skip endgame chat, though abuse of rng is usually what leads to toxic end game chat.

    I mean..you can't go on what's arguably the worst killer in the game without (decent) add-ons and no perks (he's at lvl 5 so you should at least have 2 perk slots) and expect not to suffer, considering you were r13 at the time so there was an increased chance of getting red ranks.


    I think you did okish, considering you managed to get the rank5 down and they had flashlights + sweaty movement perks (+ the score overall for every player is at around 20k which means stuff happened, it wasn't a one sided fiesta like the end result might seem to indicate).


    Generally, the perk unlocking situation is in of itself a problem. I played a lot of games on perkless survivors or with just 1 perk and I managed to come out with the top score/ most unhooks/ most gens done, etc. Granted, that wasn't at a very high rank level but if you look at the killer side, you suffer way more as killer for trying to get away with the same stuff as a survivor might.

  • Ok.No!

    Next entitled survivor main request, please!

  • Lightborn is hella good..Getting pallet hits while the survivorbro just stands there and tries to blind me is satisfying as hell. Going against SWFs that bring lots of flashlights and watching ppl pop our from behind cover to try and get a save for their toxic friend while I preemptively used Agitation+Lightborn or Iron Grasp+Lightborn just to mess with them when they try to do that, is priceless.

  • No Country For Old Men

    Killer: Chigurth

    Survivor: Llewelyn Moss

    Map: I don't care, just give me Chigurth with his cattle gun and I'll be happy.

  • Entitled

    Survivor

    Main

    in Devssss Comment by ins0
  • It's all very simple, really - their entire decision making and balancing is done around keeping the survivor population happy and playing so they keep buying those extremely overpriced cosmetics. Survivors FAR outweigh killers in terms of numbers so keeping them happy and playing makes sense from a business perspective (the same business perspective that killed so many games before DbD).


    They balance the game with the above in mind, first and foremost. Secondly, the balance is done around a game where the survivors are supposedly each playing alone, with no way of communicating with eachother other than in-game mechanics and their game knowledge.


    As you can see, these things are heavily impacted by the fact they introduced a new way to play the game, without actually acknowledging the fact that it is a new way of playing the game. I am ofc talking about the SWF or Survive With Friends where you can bring up to 4 friends into your game, be on voice chat and then proceed to abuse all the mechanics the game affords.


    Remember the part about the game being balanced around having 4 strangers to eachother surviving against a mad killer? Yeah, that part. It gets extremely overpowered against all but the very best 200iq killers in the game. They make use of complementing builds and play certain roles where they micromanage every action and perk usage to the absolute second. This is easily achieved by even bad SWFs considering all the 2nd chance perks in the game and the fact that the entire shabang caters to survivors making a ton of mistakes and being excused and given escape opportunities from basically any situation.


    To conclude, the Devs are outright lying to the killer community and base all their decisions around the monetary aspect of the game aka the survivor bros, who invest tons of $$$ into the game. The killers are kept just barely relevant and happy, enough to make them come back for more (up until the point where every killer main is going to get burned out with this cycle) to keep games going.

    Don't listen to what the development team is SAYING, see what they DO and the types of changes they implement. Sound advice for real life as well - be cynical and always assume there is an ulterior motive to things people say and do. Most times, you will be surprised that having this view actually shows you the truth..or just "Live, Love, Laugh" and PMA yourself into oblivion.

    sssssssssssssssssssssssssss.png


  • Did that killer have PWYF nad were you the obsession? :)

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449040#Comment_1449040

    Please tell me you're not calling Head On a meta perk?

    I don't see where I wrote the words "meta perks" in my post..si either I didn't write them and you have a reading comprehension issue or I wrote them and can't remember or see the actual words myself. I wonder which is the case.

  • @monster89 said:

    So im the one that made the post. I dont use devour as killer so obviously I'm coming from a survivor side opinion. I understand totem perks are inconsistent and can be broken early in match. But im talking about when it isn't found. Its like ok 3 hooks and if you play ur cards right u can win it all. Thats all im saying but great to hear everyone's opinion

    "if you play ur cards right u can win"

    "if you play ur cards right"

    "if"

    "IF" / "CAN win"

  • Surge + Ruin (if Ruin survives) is pretty good.

  • Yeah, sure! Having DS, DH, Sprint, BT, Head On, Inner Strength, Soul Guard, Lithe, etc to use MULTIPLE times PER SURVIVOR during the trial PLUS Adrenaline after the gates are opened COMBINED with all the sound issues that make perks like Iron WIll, Quick & Quiet, Urban Evasion totally busted and OP are 100% not the issue.


    HOWEVER, another killer TOTEM (that totally dissapears in the 1st 30sec of a trial because it spawns near a gen) perk is THE END OF THE WORLD and needs nerfed!


    Where do you people come from? are you for real? do you just want a free gate opening to be present from the start of the game, in order to "have fun" as survivor? (you know, other than the free one you already get via the key).

  • @Loner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426613#Comment_1426613

    Ayrun plays crackbilly mostly. Not really flickbilly. Most good flickbillys are either unknown because they don't make any content/are small yters/streamers. A good flickbilly would be FingerGunz for example.

    ..not anymore..amirite?!? (yes, yes I am!)

  • Stick to the topic - op is right. You can't cover up glaring mistakes, errors and expect not to be called out for it. The people balancing this game have no clue what makes sense and what doesn't and probably play swf at ranks 10-20, considering their decisions. This is beyond bad, how could no one in the QA team see this? amateurism.

  • @The_Bootie_Gorgon said:

    Bye Billy 👋😢

    Hey, gotta sell those sick af survivor cosmetics and sets to all the rank 15-20, facebook gamers right? Gotta keep those cash-cows happy and coming back for more; give them a positive experience where they win and don't get frustrated. Killers? nah..eff them, put their skill ceiling closer to God and have them know and master every mechanics the game has whereas survivors are all like "me press M1 on techbox so pretty light comes out lul"

  • I, too, would very much like a vampire-type killer!

  • @ZaKzan said:

    killer is only 20% of the playerbase if that with previous changes. They have no incentive at all to help killers at all, and they have every incentive to make gameplay easier for survivors. Keeping 80% of the playerbase happy at the expense of 20% is pretty good for a game.

    Translate what you just said into the real world - China keeps it's 95% of its population happy by persecuting the 5% Uighur minority. Does that sound good to you? is that fair?


    Fun fact - are you aware that NetEase made a "strategic investment" into BHVR a little while back? just a fun fact, nothing more.

  • It's clear to me that they NEVER played him in-house with these changes; it's insane to me to think that their QA dept played this and said: "yeah, makes sense and it's a sensible nerf. We agree to put these changes out to the PTB"

  • The fact they let this PTR patch out makes me lose faith into them and their process. How could you NOT test this internally and see that it's UNPLAYABLE? they didn't. That's the answer - they DID NOT play a single game with these changes.


    How are people who are supposed to know the game in and out think these changes would do anything other than destroying him completely? where are the "nerfs" to survivors? the ones that put survivors into the Stone Age like they did with Nurse and Billie? Why are the maps reworked to make them easier to play for survivors?


    Why do I (as a killer) have to understand every intricacy in the game and be 50 classes over the survivors I face, if I want to even have a chance at winning? DS, Sprint Burst, Balanced Landing, Borrowed Time, Dead Hard, pallets out the ass, Ormond map, survive with friends, flashlight spam, tbagging..

  • They didn't nerf him, they sent him back to the Stone Age.

  • Don't worry, I'm sure Spirit, Freddie and Oni are next..to get them more "in line" with their philosophy of keeping rank 15-20 survivors happy. Damn the killer mains or people who enjoy playing killer.


    Seeing how they approach balancing in this game, I honestly regret putting any money into it.

  • ..and they're wondering why killer mains stop playing; I'm watching streams on both billie and bubba and all the changes that were made are absolute trash..esp removing the charge time addons from billie and giving him an iridescent addon that makes him a 4,4ms killer; who balances this game? mickey mouse?

  • Sry, cba wasting more time looking for it. The guy's not worth my time.

  • I won't comment on his skill or level of knowledge but I can comment on him as a person after watching his streams and youtube.


    He has an extremely fragile ego and created an echo chamber around him that's absolutely toxic. You cannot make a joke in his stream without instantly getting banned or perma'd even for the most innocent things.


    He frames his streams as being helpful and aimed at teaching people but whenever I saw someone ask any questions, most of the time he would just jump over without ever replying and focus on things that soothed his ego or proved his point. Speaking of Bubba, he was playing Bubba trying to do this thing where he proved Bubba was good (against somewhat bad survivors) and he constantly tried to up the skill level of the survivors in an attempt to prove his point.


    At a stage in the game he said something like "it's very hard to juke Bubba when he is revved up like this behind a survivor" and 3 seconds later, the survivor actually juked him and someone in his chat said "it's very hard to juke Bubba he says KEKW" as a joke with comedic timing, considering what he just said came true in reverse - to which he appeared to be very salty and gave a reply to the effect of "I know better because I'm a god and you're trash" and then his ENTIRE community (and by community I mean several subscribers and mods) immediately pilled on the guy, started making fun of him and calling him names and he got banned. That's the very definition of toxicity.


    At that point, I un-followed because combined with the way he is as a person and the toxic echo chamber he built around his stream - there is nothing I can gain by watching him and I don't want to inflate his viewership, even by a factor of one.


    I would much rather watch Otz or Dowsey than a self-centered manchild with a brittle ego like that.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391506#Comment_1391506

    I'm literally just asking someone who made a statement for proof of that statement. That's it. I said nothing about my opinions on the price of cosmetics or legendary skins.

    You had 5 instances where you hammered that guy, asking him for proof like he's some sort of Wall Street player that knows people and can provide insider information to you. You also kept downplaying the amount of profit YOU think the developer is making, without you yourself providing any proof..that's kind of hypocritical of you, don't you think?


    I've worked in the "business" and can tell you that they don't have that high of an upkeep, considering their monetization plan, current game design, the fact they are publishing it themselves and how well the game is doing. Most of their money is going to server costs, IPs and to the design team to make better cosmetics.


    I don't want to start an argument and then get to involved in it to stop and go back and forth for years, since ti doesn't make a lick of difference in the end since neither of us have any say in how things evolve but please take a few moments to think how their monetization model is affecting the game - how they need to make sure that the licensed killers and survivors add something with enough impact to the game that it makes ppl buy the DLC but not that impactful that it makes the free and/ or unlicensed chars obsolete.


    Balancing around this alone must be a nightmare and having business reasonings behind nerfs or buffs added to a killer or to a perk is not a good idea in the slightest.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1389289#Comment_1389289

    You said that, yes. I'm waiting for a source for that statement. I could just as easily make the claim that they run at a loss. When you can do that, I'll blow your mind regarding legendary skins.

    I'm sorry but you have a very reductive view and I think that's on purpose. I see the number of posts you have and I think you've been around for a long time now so you might have drank the cool-aid too much to see (or want to see) what's in front of you.

    I can only link this clip that I saw a few days ago and I don't have any pure revenue numbers (I don't think you can even get those unless the company is publicly traded or they shared it themselves) but it doesn't take a forensic accountant to see that this company is money hungry and has implemented more and more practices to fatten their bottom line, to the expense of customers and all the while neglecting real investments into making the game better and enhancing the quality of the product.


    https://www.youtube.com/watch?v=7QW6_qIooyU


    I'm new to the game and have kept my distance from DbD since I always thought it was a sub-par product that aimed at being a cash grab. The only reason I got it was because it was free to play on Steam and then I ended up buying it because I played a few games with a friend which I really enjoyed and then the first few games I had on killer were EXTREMELY enjoyable. The problems only came after I actually forked money for the game and started going more in-depth into it and its flaws. I watched a lot of youtube tutorials and gameplay from Otzdarva, IamTofu, Tru3Talent, Dowsey, etc and saw that if I wanted to have any chance at being competitive, I needed to put even more money into the game.


    Initially I had gotten the game and Leatherface DLC because everyone said BBQ&Chili is too good to not get straight up and that it will help me farm BP which are the main thing to be interested in since they run the gameplay economy of the game by unlocking bloodwebs, leveling characters and obtaining power. BP gain is pretty bad considering everything is hidden behind it - for the average person playing, it will take an extremely long time to get characters leveled/ get addons andsee any meaningful progress through the game and you have to realize that not everyone can game 15h a day to grind and satisfy this greedy appetite that the developer seems to induce.


    After I had Leatherface and leveled him to 35 to get BBQ, I realized that I needed more and more killers, either for perks (clown for PGTW and Bamboozle) or because they were really good and on top of that they also had BiS perks (plague for CI, Inf Fright). I went and got clown, plague and myers dlc next. Notice that I bought 2 heroes which could noramlly be unlocked via in-game mechanics (iridescent Shards) in plague and clown because iridescent shard gain in game is a joke - and I know, I know - if you play, you eventually make enough to unlock everything (at least the unlicensed killers/ survivors) but how long is "playing enough"? that's the real question here.


    You need many thousands of hours to get enough shards to unlock the characters you would need to be competitive RIGHT NOW. I would have to play subpar builds for a VERY LONG time and be extremely hampered by not putting more money into the game. Up to a point, that's fine - supporting the game you enjoy and the company in order to develop more and make the game better. The problem is that they don't seem concerned at all with making the game better, they just care about PR and drip-feeding its customer base into sticking around.


    If you want to get a cosmetic ensemble, you need to pay at least 10 euro - each character has several outfits and the cheaper ones are extremely ugly and for some mid tier ones, you would have to pay over 20k Iridescent Shards if you wanted to get them. Everything is centered around getting as much $$$ as possible. Is this value for money? paying thousands of euros to unlock everything? you can do that for free in Overwatch and in other similar games, too.


    Moving past the cosmetic aspect and returning to the DLCs - on Steam, if you wanted to unlock all of them right now, it would cost you ~90euro. That's with most of the DLCs being 50% off so in full, you would need to pay closer to 200euro to unlock the "full" game. That's going way past AAA level range for a game that has bugs out the ass and an atrocious matchmaking system, where technically all you do is run around a map (different maps) and doing the SAME thing over and over again. This is an oversimplification but consider everything that goes into a AAA game - voice acting, gameplay design, level design, QA, marketing, market testing, etc, etc.


    That didn't happen here and from the get go, they were making bank. If you think this company isn't making bank, you are a fool. It was never more popular than it is today and they are baiting IPs to get you to pay every 3 months for an incredibly low amount of content (1 map, 1 killer and 1 survivor).


    Now comes the even more egregious part - after you do pay all that money, you still don't get access to the full game because you need to still grind each one to unlock perks, get addons to help, prestige the chars (for cosmetic which are way way WAY below those on the cash shop in terms of quality and effects) and all that is done so you can then move on to another char and do it all over again, with even more variables in terms of drops (teachables).


    The Rift and the Tome are also pretty bad and are made in such a way that requires you to play an ungodly amount of time, in order to unlock everything and only the most dedicated will reach the end, get everything and also get the money back so they can buy the next one. That shouldn't be the case, it shouldn't feel like a chore to slush through the Tome to unlock stuff and it shouldn't feel like work - you should be incentivized to do it because the rewards are extremely cool or you get other things in return. Some of the entries are impossible to do, even..unless you spend more money aka character specific challenges, things that require a specific setup and addons, etc, etc. Why would a new player buy the Tome if they can't even do it?


    These are my thoughts, as a very new player, in regards to the game and the company behind it. I'm sure their intentions were good when they started out but to say they aren't milking this for all its worth atm is just being blind to the truth or speaking from a position of priviledge (having everything unlocked, having an ungodly amount of time invested into the game which in turn changes your viewpoints and mental process when rationalizing things).


    Look at what happened with the event that's running atm - the game's FOURTH anniversary, a time when everything is ramping up, more ppl are playing the game than ever and the game seems to be at its peak. This should be a momentous occasion for the game and the team behind it, a very proud moment where they should be looking at every opportunity to give something back to the community, to the playerbase that made this game a success. What did they do? they changed the loading screen slightly with some random quotes from a few ppl in the development team, they added an ugly ass crown in-game (THAT YOU HAVE TO GRIND TO EARN ON EVERY CHAR, nice celebration) and they added a cake addon that's supposed to give you a STACKABLE xp buff that doesn't work still.


    It's the same cake from last year, with a minor tweak to its %xp from 103 to 104 and yet, it doesn't work. Really? you believe this wasn't intentional? stackable cakes = more xp for everyone = more cakes = more xp = easier BP unlocks = less grind. If you think this wasn't intentional and that they only addressed it when the community really came up in arms about it, you are very innocent indeed.


    The crown can't even be used as it's butt ugly and it makes your char easier to spot. You should take the way they thought to approach this momentous occasion as further proof that all they care about is monetization and increasing their bottom line.


    Now, I'm sure a lot of ppl will jump 10 feet in the air and become defensive, come here and berate me and saying I have no clue what I'm talking about..look for anything and everything to justify their time/ money spent in the game, etc, etc. This will however not change the facts and wearing horse blinders doesn't help anyone. If you don't cry "wolf" you will get eaten and especially in today's day and age, the wolf is pretty much always at the door, waiting.


    The MMR situation won't be fixed fast, the cosmetic situation won't be fixed fast, the BP issues won't be fixed fast, pricing in general won't be fixed..unless people speak about it and make them fix these issues. As long as you get people white-knighting for the company and refusing to see all the bad #########, you won't see any meaningful change and the game will slowly become more bloated with crap and turn away more ppl, either through word of mouth or through the amount of money that needs to be invested, just to start having fun.

  • @Xpljesus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1386498#Comment_1386498

    That map is probably the best survivor map (It's called Ormond) but yeah I also should've mentioned learning when to slug is another important thing (typically if you can initiate a chase extremely fast afterwards, or if there's multiple people hooked/downed near eachother, as this makes their recovery harder.) From the way you describe it that does sound like a decently coordinated squad though.

    It's always good to chase the weak link, you can usually tell in 3-5 seconds whether someone is good or not

    To fake picking someone up, you generally just run up to them and then let go of W, this can often bait survivors to move out, or at the very least make them second guess whether you'll commit to the anim. Some killers have powers like Demogorgon placing a portal, Trapper placing a trap, Hag placing a trap whos powers put them into animations. These animation changes can also trick survivors into thinking you will commit to the pickup.

    the other comment I was telling you about was apparently "approved" after my edit to correct Oprah's name (lol). It appears right before your initial post in this thread. Can you check it and reply? curious what you think. Some things I said there were in the op but some weren't and to me, they seem like valid ways to improve some things.

  • Flashlights aren't really a problem for me, those guys only got 2 off - one after one of them dropped a pallet and then blinded me which wasn't a big deal since I just broke the pallet and pressed W since the layout gave him only one way to get clear of me but the 2nd time I got flashed was right at the end, after I picked the guy that was down in order to hook him. They didn't even seem to be near me, I think one of them actually used DH to get into position to do it.


    Problem was that they timed it all so well that not only did they manage to somehow blind me from nowhere but at the same time I got flashed, the last guy was near the hooked one and got him down and then they all ran out because the door happened to be next to us (it was on a winter map, with a central house and lots of pallets and windows around (also, multiple floors). I even think they chose that map via offering.


    I do need to learn when to break off chases and I think a lot of my lost games were due to chasing the better player on the survivor side, who baited me into chasing him. By the time I caught him or gave up the chase, they were already 1 or 2 gens already done and could more easily snowball from there.


    How do you fake picking someone up? isn't the action non-interruptible once you press the button? can you cancel it?

  • @JHondo said:

    First piece of advice for you, forget about "mains." I started the game playing survivor with a friend and when he wasn't able to play I dabbled as killer a little bit but I considered myself a "survivor main" until we stopped playing and then I only played killer and considered myself a "killer main." Now I play close to 50/50. The thing is, you learn to be a better killer by playing survivor and how to be a better survivor by playing killer. Also, when you put yourself in that one box you generally lose sight of things that affect the other side and objectivity goes out the window.

    My second piece of advice is, try not to take it seriously, just the fact that you put up your "impressive gaming resume" for competitive games tells me you take this all way too seriously instead of just trying to find the joy in playing a game. I've had those terrible matches, anyone who has played killer has, but I try not to let them screw with my fun. If I'm against a sweaty bully squad I go stare into corner of the basement and go afk and grab a drink, use the restroom, grab a snack, because if they can't bully me they'll usually just finish their objective and go so I can move in to the next match that will hopefully be fun instead of terrible.

    Cheers!


    I'm by no means pigeon-holing myself in any category but so far, I did play more killer and am enjoying it more (esp when the match is somewhat balanced) and I felt it necessary to pick a side when making this thread so that ppl could get an idea about my experience with the game and where I'm coming from.


    Build on my previous statement, I didn't mention my history to brag, I did it to emphasize the fact that I come from a place where I understand certain concepts and ideas and know a little bit about how pvp games work (or rather, should work). Sort of like when you go in for a management position and you list everything you did in the CV - you don't do it to brag, you do it so the person standing on the other side of the table can frame you and your idea a certain way.


    I wanted to put the weight of experience behind my opinion, not just the saltiness of getting pubstomped by some tryhards. If showboating was my plan, I would have other things to put forward (things like being part of gaming orgs and competing, which are more impressive than just shooting head in cs or my kda in dota).

  • @EldritchElise87 said:

    45 hours is nothing my guy, it takes a while to get anywhere near gud.

    I'm sure that's true but I didn't make this thread to complain about me not being good - quite the contrary. I complained about me not being good enough to stand a chance in that game and having the game put me in a situation where I could do nothing but get shat on. I'm complaining about the bad matchmaking and questionable game design choices that brought on this situation and that should technically not happen to a newer player.


    Considering the wait time for killers, all the time I afked while looking up stuff on youtube or the wiki and the fact I played survivor for a little while too, I would say that overall I only played something like 20-25h so far on killers. I played Billy for a portion of that, since I also played other killers at lvl 1 doing challenges or trying them out to see how they "feel". I have no doubt that if I had the right perks unlocked and if I tunneled a top tier killer in order to rank, I could rise pretty quickly but that's not my idea of fun in this game - I want to try things out at my own speed and have fun, not tryhard (I have other games where I can do that, if I want).

  • @Xpljesus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1386027#Comment_1386027

    'Pallets are OP and their spawn should be diminished - balance this by better loops for the survivors or add an element of skill to looping (other than looking back) to even it out.'

    No they are not, looping is fairly skillful, mainly at maze tiles, but better loops for the survivors is a terrible suggestion. Take the map 'The Game' - this map just has safe pallets, but that's it, when you're out, gg. None of these pallets take skill to use, there are no mindgames, it's a boring as ######### map. The actual interactive way to balance the game is to have more pallets, but make them unsafe (meaning the killer can play around them and do actual mindgames) - your implication of less, but stronger pallets just makes for dull gameplay. The actual fun in the game is chase interaction, mindgames, etc - these things you suggest take away from that.

    'Alternatively make killed lunges register better and/ or give more control to the killer when turning.'

    If you get spun you are probably a bad player, there is easily enough control and infact because of latency, the killer can often swing and the survivor takes a hit while dropping a pallet when they probably shouldn't have. There is no need to change killer lunges, the only issue with them is the 'aim dressing' (autoaim) which makes you hit wood sometimes.

    'Lessen the healing capabilities of survivors and make investing in it a decision in itself - generally, make the game more strategic and less "run around constantly cuz we can heal anything lul".'

    Healing itself IS already an investment, a lot of people choose not to heal and stay injured because it wastes a lot of time (16 seconds per full heal) - in what is essentially a time management game, taking two players from doing gens and committing to a 16s heal which can either be interrupted, or require you to go to a safer area, is already a risk. You should try running sloppy butcher, a perk you can unlock on all killers, if you find people healing to be an issue.

    'add another layer to escaping, not just power the gens/ open the gate; maybe give an option to hurt the killer if he gets outplayed and even win the game by killing him or sending him back via a high risk/ high reward mechanics.'

    You already outplay the killer by running tiles effectively, maybe when you are utilising the 'OP pallets'. I don't see how this 'killing the killer' mechanic is interesting, fun, balanceable or why it would need to be added. It's a change for the sake of change suggestion, and unless you have any ideas for these mechanics, I don't see how you can take this as a decent idea.

    'It's like taking part in a debate and trying to combat your opponent by saying "nO, uR wRoNg LuL!!1"'

    I can accept this is a fair statement, but I disagree with this and I think it is fair to automatically dismiss suggestions by people who are stuck in rank 15/have less than atleast a few hundred hours or so. There are already so many dogshit suggestions by new/bad players who have no idea what they're doing about balance that you just can't take it seriously. Experience in the game is extremely necesary to understand it. Any competent player will laugh off your suggestions the way I did, and if you do choose to invest time into this game and get good, I guarantee you will yourself.

    I just noticed that one screenshot posted here was from console - am I to understand that DbD has cross-platform play? come to think of it, I think I did see an option referencing something like this but didn't pay much attention to it..I think it was a box that it asked me to tick. How does that even work? console usually has auto-aim in order to compensate for PC players (for games with crossplay) which usually results in console players getting a big advantage in games.


    I am also not hardstuck anywhere, I'm pretty sure I could easily climb even in my current situation, without the best perks unlocked, by simply making better decisions in game in regards to who to chase, where to be on the map, what to ignore and learning to better read the environment/ learn the map.


    I'm not missing pallet hits, quite the contrary, I get most of them in even if I get stunned but like another poster said, combined with all the other ways of escaping and the multiple escape perks that survivors have - it's just too much when there are 4 ppl trying to loop you around, using flashlights, perks AND add-ons to harass you. It feels like the killers don't get that many options in terms of movement and the killers that are considered top tier are the ones that have movement enhancing abilities included in their base kit (nurse, billy, freddy). Maybe this should be looked into, in order to bring the other killers more in-line.


    When you have 3 health states, bleed state, self-heals, received healing AND perks and addons that help with healing + auto-heal under certain circumstances (like DS, etc) - I think healing is actually an issue. I wasn't talking about it being an issue at top tier level of play because I haven't reached that yet, but it is an issue at MY level of play, which is where most of the people are atm.


    Debating this under bad faith with probably a survivor main also doesn't help things, as ppl tend to not want to lose their perceived power (be it in a videogame or irl). Usually, it's the bad players that struggled to reach the top and are bad at adapting to change that are also averse to things changing, since they're not sure if they can gain their status once more. I've seen this especially in WoW, with fotm comps that come and go as the game gets balanced after a big content patch so seeing these sort of opinions here doesn't surprise me.


    In closing, I did have a much larger post with some more suggestions but after I edited it to correct a spelling error, it said that it went for approval or something and I haven't seen it since. I'm not saying my suggestions were the best and I did write this thread when I was hella pissed about that ######### game I had, but disproving my points by saying they're bad because I'm new and then proceeding to talk down to me is the sort of gate-keeping attitude that will eventually kill this game, like it did many others before it (if this is an attitude shared by a great many of this game's top players, that is). Elitism is a disease.

  • @Xpljesus said:

    While your points about the matchmaking valid, the whole flashlight scenario sounds like something that was completely your fault and could be combatted with more experience, as are most of these things. Your suggestions for the game are also truly terrible, but that's just because you are new. They are implementing a new MMR system (which I do think will not really do anything) but in general queues are just atrocious right now. Even as the game hit its peak playercount EVER the other day - you had to wait for 3-5mins for a survivor match and 5-10 mins for a killer match in EU at red ranks. Somehow the queues are worse than usual, even with a growing playercount (which should theoretically be a lot of new players) - yet we can see hardly any new players play survivor because of the queueing issue // they rank up too quickly as it takes no skill to rank up, just hours played. To be honest, a lot of the time a yellow/green killer is probably on the same level as red rank survivors, but then there are ofc times when this isn't the case and the current system does not separate this atall. You can have a 50h player in rank 1, or a 5000h player

    I just wrote a large reply to someone where I expanded on my suggestions and see that it's no longer here so not sure what happened to it but regardless, unless you can substantiate the "Your suggestions for the game are also truly terrible, but that's just because you are new" with anything else other than that statement in itself, I for one wouldn't bother saying anything tbh.


    It's like taking part in a debate and trying to combat your opponent by saying "nO, uR wRoNg LuL!!1"

  • @SweetTerror said:

    I've only been playing for a few months myself, and in that time I have had some very unfun matches. The new MMR system was supposed to be implemented this month, but considering that it didn't happen during the rank reset, or the new patch going live, or even with the new event, means most likely it's not happening anytime soon.

    I'm a level 13 killer that constanly gets matched against purple and red rank survivors. And since swf teams can communicate with each other about what I'm doing and where I'm at even after dying, is probably one of the strongest abilities that a survivor can have. This is why I'm honestly too scared to play killer which is just f***** up. Survivors should be scared of the killer, not vice versa. But going up against survivors that are clearly more experienced and skilled then I am, makes DBD an absolute chore to play.

    First changes they should implement (like right now, tomorrow) would need to be:


    • once you get sacrificed, you just leave the game and don't have any way to view what's happening in the game (you can still wait it out in the post-game lobby if you want to but you wouldn't get to see the game)
    • ranked should have two queues from which to choose - one SWF and one without; both killer and survivors get to tick the boxes for which game mode they want to play - if I want to play faster games as a killer, I tick the SWF box and risk getting obliterated by a group like the one I encountered - if not, I wait in queue for a non-partied game. Same goes for survivors - if I want a faster game (presumably they would be faster games in the non-SWF mode) I chose non-SWF queue aka SOLO PLAY.
    • pallet numbers around the maps need to be DIMINISHED and the map layouts changed accordingly; possibly implement other ways of improving this aspect, without a cheap cop-out like trillions of pallets everywhere, that make chasing a competent survivor, impossible.
    • less HIGH chase impactful perks for survivors - at present, they have WAY too many ways to escape, in addition to being able to kite around pallet spots, loops favoring them, bad hit registering for killers, latency (which helps survivors WAY more than it ever does killers); good movement traits should be put to add-ons and those add-ons should be made ultra rare so if you play a #########-ton, you can still be rewarded by being able to get those add-ons more than a casual player and it would also add an element of strategy to the game (when do you use that big boy add-on you were saving? will you use it when trying to grab 2 pips to rank up or will you use it when playing with your significant other because he/ she is trash at the game and you need to make up for that? strategical choices with a limited availability item make more sense than an Oprah-style "YOU GET A DS>>ADRENALINE>>DEAD HARD and you get a DS>>ADRENALINE>>DEAD HARD, and you get a DS>>ADRENALINE>>DEAD HARD..etc."
    • work on health states in a way that lessens the number of hits that need to be taken in order to down (and possibly kill) a survivor - look at balancing this by eliminating some one-shot mechanics and skills from the killers (add one-shots to ultra-rare addons, same concept I mentioned above for survivor movement perks).


    ..how is it hard to see that these things NEED to be tested and if they work, need to be implemented to the game? who the hell balances this game - did he play anything else before becoming the hot shot in charge of balancing this game or just went from tetris and mobile games to this? these are glaring issues that stand out to a guy that's only been playing for a few days (namely - me), how can they be missed by someone who has been involved with the game for (presumably) years? unless it's meant to be like this due to other reasons (aka business reasons *wink*wink*)

  • @Quol said:

    I wonder. Is it because of bad matchmaking or because there are fewer red rank killers these days playing?

    Those two issues are 100% connected; if there are few red rank killers then something is keeping killers from either reaching that rank or quit the game/ start playing survivor instead.


    Considering that it's an asymmetric game, you'd think killers always have insta-queue but no, as killer you wait in excess of 10min to get into a game. Why is that?


    The game should never put a red rank with anyone over rank 10. EVER! Don't find a game? wait until you do or change the game in such a way that it evens the ladder and makes more ppl want to play killer. Ofc ppl don't play killer if this is the type of crap you have to deal with.

  • @Momentosis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1385726#Comment_1385726

    Those bp scores read like you camped the ######### out of them

    Don't think that I did; in the huntress game, I just sniped them really hard with hatchets and they were caught in a bad position out in the open; I sniped them from half the map away, as they were doing gens and if I remember correctly they all came to help so it just was a hookfest.


    I don't really remember what happened in the Billy game but considering their ranks, even if I was to plant my ass down and camp one of them, they shouldn't lose to a fresh out the boat Billy in that way as a rank 1 and 2 x rank4s. How did those ppl get to those ranks in the first place and why was I put in a game with them to begin with? same thing as I said in the op only in the 2nd case, it was in reverse.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1385630#Comment_1385630

    I dont get why they just dont copy another one of the copyrighted MMR systems, if I was a dev i'd simply steal one, it's not like other devs can read your code or some ######### like that (i think, I never programmed)

    Honestly? My thinking is that when they launched the game, the aim was just to get the game out there in a state that would be acceptable and to get ppl playing. Once they had success, they focused on the wrong things aka making that $$$ instead of actually improving the game as a whole. This meant they started to add and change mechanics that would achieve that ROI bottom line (same thing a lot of other companies have done, the "shining" example for this type of greed is Blizzard once Activision became involved) - try to get the books looking good for investors and the stock market, where they focused on things like "engagement metrics" and "expenditure tracers" instead of making the game a blast to play and then watching the money climb up in an organic way.


    A standard MMR system wouldn't necessarily work for DbD, they would need to adjust it and test/ re-iterate on it for many months/ years in order to make it work. I think this is what they are trying to do right now but it might be too late because if things don't improve (or get worse), this popularity that the game has seen will fade once more and more new players try the game and quit, telling their friends which tell their friends..forums..social media..etc. It's hard to recover once you get a bad rep.

  • I was looking through the screenshots and I actually got screenshots of the huntress game I mentioned and also, found a game where I deleted a rank 1 and 2 rank 4s + a rank9 team (don't think they were SWF though). I guess it varies wildly but still, it only shows that the matchmaking is a joke and needs some serious attention.

    dbd tilt 2.JPG dbd tilt 3.JPG


  • The game is very enjoyable when the two sides of it are somewhat in the same area of balance. I was deleting survivor teams when I first started out because I had way better movement and even as a brand new player, I understood the game better than the ppl I was matched against - you can't really fix this but allowing it to happen until the game manages to get an idea of my personal skill level is something that needs to take its course. There's nothing wrong with "climbing" and deleting ppl on your way up - ppl within a reasonable bracket that's close to your own. The problems start when you put someone that's learning/ improving/ growing and you put him against some of the best playing that game.


    It's like I just start out playing dota and my team get pitted against Na'Vi or just learning to aim in counter-strike and get in a CDL match. It's insane!


    In a game like DbD everything is made even worse by how the game is structured and the fact EVERYTHING is hidden behind either a paywall or a very large time investment. How do I counteract gen rushing (even from bad players but ones that know what gen rushing is) without pgtw, ruin or something like corrupt intervention? how do I get info on where they are without bbq, infectious fright, etc?


    All those perks are behind a paywall and then on top of that, are timegated by BP gain. I bought the game and started to play trapper, then watched a couple youtube tutorials (shoutout to Otz and Tofu) and got Leatherface so I can get bbq&chili..the more I watched and played, the more I realized I need even more DLCs if I wanted any semblance of being competitive so I bought the clown, myers and plague. I played a couple games on clown and de-pipped (even after getting him to lvl 10 to at least have 3 perks before playing on him) because he's not that good at map control and his starting perks don't really help - it also matched me against purple survivors those games too. I never even played Plague cuz she's lvl 1 and I'm scared of getting trampled.


    I can't even try out killers or survivors with different perks/ add-ons because there is no mode that allows testing unless you get in a custom game with someone else.


    Basically, this mentality of slow-dripping the content of the game to ppl will be the downfall of this game (my personal opinion) as it impacts new players in a very harsh way and it turns away the exact ppl that the devs should be targeting and enticing to play the game. The 2-3-4-5k hours spent in the game player will just take a break and come back if anything they don't agree with, happens. A new player has no time invested and possibly very little money investment in the game in order to care that much so he would just simply stop playing.


    The devs seem very greedy with the way they monetize it too and esp in terms of catchup mechanics - I mean, that shrione thing is just a joke: 2k iridescent shards to buy one RANDOM perk from a pool of 4 RANDOM perks spawning every week? and even then, I understand that bis perks like bbq&chili were on there only once or twice since the system came to be. That's just greed, especially considering how hard iridescent shards are earned.


    They should take a hint from the way Blizzard monetized Overwatch - you pay for the game and then you pay for loot boxes but you can also farm stuff by just playing the game a bunch and within a reasonable amount of time, you can get every cosmetic you want. On top of that, you don't need to grind Genji to level 40 to unlock his ultimate (lol).

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