korean_zombie
korean_zombie
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This game was already heavily survivor sided and as a result the ruin nerf has profoundly changed the game. It wasn’t accompanied by a buff to any tool that killers could use to stop gens from flying by. The killer base has declined to yellow rank killers regularly facing red rank survivors. Killers queue in instantly while survivors wait 2-4 times the length of a match. The outrage over killer nerfs is justified.
The DC penalty doesn’t stop players from giving up in any different way. Like hiding in a locker to make the game take forever.
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@Mringasa said:
https://forum.deadbydaylight.com/en/discussion/comment/1085898#Comment_1085898
Console? If I recall correctly, it was only on the PC at that time. Not sure the exact dates, but tbh the matches were so much better. I didn't have a single DC in any of the ones I played while it was active. It made it so much better to play on both sides, for me at least.
PC. I only disconnect when the game is terrible. Like playing killer on a map with overpowered tiles and 5000 pallets, which is kinda all of them.
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I have problems getting my M1 and M2 button to work. I love the concept of this game but Behavior is not very good at making functional #########. And fixing things that are broken, nope.
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@Mringasa said:
https://forum.deadbydaylight.com/en/discussion/comment/1085657#Comment_1085657
They had the DC penalty live around Christmas. They lost none of their playerbase. Yet another false claim about DC penalties.
Besides, if you do manage to make someone DC now, you earned that. You really had to frustrate them to make them DC and take the timeout. That just makes any DC all that much sweeter.
I don't recall receiving a penalty and I played 100 hours or so over Xmas break and DC'd a normal amount of times.
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The DC penalty will never stop people from DCing. If they do enforce the penalty, they stand a good shot at losing their player base.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/1084745#Comment_1084745
It's almost like there's something making that match unpleasant and they would rather go get into a new one.
Players will not stop DCing. Games that have DC penalties still have people DC. The only difference will be the impact on que times. Also I don’t load into matches pretty regularly, do I get a DC penalty for that? My home internet is usually around 60-90 down 5-15 up so I don’t think the issue is on my side of the tube.
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@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/comment/1084674#Comment_1084674
Those cases sure dc, but in all my time playing dbd i have yet to witness one of those edge cases for myself. So I'll have to stick with the other guy. that one in a billion chance happening sucks sure go ahead and dc, wait the minute and play again. If it happens every game then your luck is honestly that horrible and I'd go play the lottery cause you got a better chance in that then a gamebreaking bug.
I’ve been in a match where a survivor was trapped in a kneeling state. I healed the survivor from dying killer hit that survivor and Claudette was trapped kneeling. Killer couldn’t pick up. EGC also didn’t end the game. I watch it for about ten minutes since we started the game with a DC and the killer was still being a huge tryhard. Killer probably had to DC to end the game. I felt good about that.
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DS should deactivate if you touch a gen, open a chest, or heal a survivor. The idea that you get a minute of immunity to progress the game is dumb. I’ve had survivors get on the gen 5 feet from the unhook and go straight to work. That should deactivate the perk considering games last like 6 minutes and all 4 survivors can run it and have 2 different 1 minute immunity periods.
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I would like to see a trapper rework first but yes killer buffs are needed for many killers. I’d say trapper needs love first.
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I like to run bond, iron will, dead hard, and usually borrowed time. I will sub BT our for unbreakable or DS. Usually unbreakable. DS almost never works because killers play around it and using it as a minute of immunity is gross.
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Wow this seems to be a thread we can all agree on. Turns out the DBD community has locked shields on this, the greatest topic ever, of BP multipliers. Yes and safety pip the remaining survivors. Yes and remove the survivor quitter bonus and give survivor points per second as an incentive to play on. I don’t know that killers should get the bonus pps, that might lead down interesting paths.
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The game is very fair. Every time the devs play, once a week, it takes forever to find a gen to work on. Plus they have to walk their to save their sprint burst. I swear that the devs themselves are rank 18 survivors which gives us the balance we have. Can’t we just have Rank 20-16 matches as a 5:1 ratio so the game is balanced.
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Survivor Meta Perks are fine by themselves, they are not fine when paired with map size, brokenly safe tiles, brokenly quick objective times.
I would argue to leave perks alone for now, adjust the maps and broken tiles, then look at how the games are going.
Its annoying when they try to adjust the game by buffing/nerfing perks and adjusting add-ons. The core issue is the maps and tiles and it takes the longest to fix. And stop fixing tweaking lery's. You honestly would've been better off to completely delete the map and start over. Its TERRIBLE.
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1077788#Comment_1077788
I need to wait for DH, because unhook is faster than M1 attack cooldown. Then there is a possibility that unhooked guy with DS and BT will protect unhooker. No, they both need nerfs.
Obviously, I mean when you swing a axe in real life it take like 5 seconds for you to be ready to swing again or do anything else. But when you remove a person from a jagged rusty impaled object 8 feet off the ground, you're surprisingly efficient.
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@AlsendDrake said:
I mean, ruin was nerfed because it was "overused" because when they see a bandaid being used, it's obviously a bad band-aid and not being used to cover up a percieved problem.
So by Dev logic, these survivor perks that are used a ton also need nerfed, right? :P
Like, seriously, these devs seem all over the place. At this point imo the one big fix is to give all survivors coms at base then you can work on balance, as right now they are trying to balance around SWF come squads and solos, who are on such different levels it's just not gonna happen.
Comms as basekit would be the beginning of a balance point. its so obvious when your versing a SWF and/or good SoloQ gamers. Its so obvious when you're not. Some players don't need comms because their game sense is already really good but it is impossible to balance this game with a HUGE advantage to comms that is not accounted for.
Sadly based on Dev comments and their decisions, I feel like a good chunk of them are probably rank 18s.
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@ALostPuppy said:
Weird flex my guy. You ran a new player around for 5 gens and just had to brag about it on here.
What exactly made you think that was a flex. He was saying that nurses couldn't hit him without juking. that speaks a lot of volume about nurses terrible, terrible basekit not about his chase skills. Obviously no one brags about running in a straight line.
Rest in Pieces Nurse and Hex: Ruin. You used to not suck.
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Scoops ahoy was perfection. Why would you buy anything after that.
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@Roxane said:
https://forum.deadbydaylight.com/en/discussion/comment/1080107#Comment_1080107
that depends only on you, the solution to that is not camping you just have to improve
Well that is not true. The balance of the game is based on the maps and to some extent RNG. The objective time could also be called the killers working time and it is not long enough to chase and down 4 survivors 3 times each. This could be changed in a multitude of ways. these have been discussed in great detail so I won't say them again for the millionth time on this forum. Killers camp out of frustration. They realize they've lost and want to secure a kill in the process. Pretty fair considering all of the UNFAIR things that killers have to face.
For example: I played a game on suffocation pit and wisely decided to take the main building side of the map where I'm dealing with ONLY 5 safe pallets and an infinite. The other side of the map gave 3 safe pallets, shack, and Twalls, next to jungle gym, next to Twalls, next to jungle gym, next to jungle gym. You only have to vault through twalls to get to very strong tiles and can retreat back to shack, drop one of the 4 safe pallets and back to your 14 or so window vaults. I got a decent amount of hooks, got 1 sacrifice and had a good 3 gen going on with dropped pallets on the gen that was being worked. I slugged 2 survivors and the 3rd popped the final gen...giving the 2 downed survivors adrenaline and 3 escaped. Had I hooked one of those slugs, I would've secured a 50/50 and camped him out but I was playing to get all 4 which is challenging and fun.
I suggest you play killer for a whole week and before you come back and complain about killer tactics. Please don't be one of the survivors that whine about camping killers and then claim to be a killer main. If you were a killer main, then you would not complain because you would understand that the killer just gave up and wants his one kill. Which survivors are going to do everything they can to take that away from him too. And they may get it. But the killers best chance to get more hits and more hooks actually comes from camping that survivor in late game or end game.
There is no honor or code or anything like that in this game. The fact that survivors pretend like thats a thing is ridiculous. I've seen many a survivor that window techs, pallet blinds, vault blinds, hook techs, CJ techs, locker techs etc. All of which are in the same realm as killers camping a hook.
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@Roxane said:
https://forum.deadbydaylight.com/en/discussion/comment/1079360#Comment_1079360
what do you smoke ?
sadly nothing. Responsibilities and whatnot.
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I've noticed that almost all posts on this forum are made by killers. Is that because playing killer is frustrating and getting worse? Or is it because survivors don't really have a lot of gripes and complaints except that it takes forever to find a killer for a match?
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Why Camp?
1- Tradition
2- Explore Nature
3-Improve Health
4- Digital Detox
5- Strengthen Relationships
6- Develop Life Skills
This list was made by the U.S. National Park Service. They sound like killer mains.
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I don't mind a spicy end game chat. Bubba is incredibly good at ground camping survivors as well. Honestly its more fun than a 4 minute skillcheck simulator.
It doesn't matter if you derank from rank 1 to rank 16 you will face the same survivors.
Red rank survivors isn't a thing anymore. I can't tell you how many "red rank survivors" I have found crouching behind a tree on the edge of a map with a trail of scratch marks that stop at their blendette booty.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/1079071#Comment_1079071
Lol they probably won't do it for awhile as the Devs know they trashed the Nurse hard, and if people played her and see how trashed she got, there would be some kind of uproar.
I disagree with you. I don't think the studio recognizes that they trashed her.
Devs: Why would we rework her, we just reworked her?
The last time I played with nurse, I didn't even finish the match, it was just too terrible. Is she the least selected killer? With the least kills per match? Does the majority of players in our game state repeatedly that playing is too hard, stressful, and unenjoyable? Mission Accomplished.
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@Flatskull said:
Definately. This game needs more modes, it needs more interactables in the maps, it needs more objectives.
Anyone who plays this game for more than 5 ranks will notice it gets monotonous very fast without gaining access to the massive perk library. When you got a lot of perks it becomes more interesting and competitive but even then. Enjoy looping mosto f the time and holding m1 at gens. It's strongest attribute is the chases.
When you got a good chase going on or the killer is breathing down your neck as you're hiding the game shines. Problem is pallets and vaults are DEAD stops in chases. There's no eb or flow. You're either dancing around an effective stop and at that point most of the time a survivor has made ti a safe loop or too far for the chase to viable to persue to properly protect gens against competent players.
The game needs to appease its die hard long term fans with fresh content as much as it needs to attract new players.
The base game itself is fine aside from some balancing issues. But for some reason all we get is new perks and killers. The other stuff in the game is so severely neglected and it shows.
Fixing the other stuff isn't a revenue stream. And the company is getting to be a lot like microsoft where every update you just kind of bite your nails and pray that its not terrible.
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Yes I would. It was a meta perk, it was used in 80% of matches. I would assume that 80% of players would use it if they restored it to a useful perk. It is a very useful tool in slowing the game down. Now its gen rush city.
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I think you've just taught them not to play nurse. Which is inevitable in her current condition.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1073847#Comment_1073847
No I meant clarify the next time you refuse to answer OP's question and instead rant about what got you angry in recent games. Got it clear mate?
Uh, he clearly answered the OPs question but with 3 answers instead of one AND put them in order. Then he expanded very logically on those answers. You may have noticed that he has a 5:1 vote up ratio on you. And yes, his comments are killer sided. I believe your post to the OP: matchmaking is probably broken in large part because of his VERY valid points which cause a lack of development in new killers (facing experienced survivors) and lack of fun in playing killer.
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I started playing in September. My first game, FIRST GAME, was against a rank 3 huntress with iridescent head, infantry belt, and ebony Mori.
the joke was on her, all four of us died on hook in the first minute.
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@Vidal_Signz said:
Tired of getting DS'd? Here's an idea..."Stop Tunneling and Git Gud".
I mean hell, they might have all gotten away... But at least you got Brutal Killer and not Entity Displeased. You could have gotten 1 or 2 of them, but you got greedy and lost all 4. You took a risk, and you lost. Learn from it and move on.
(Perhaps after Steve escaped/you hooked the second survivor/downed the third, you should have left the third on the ground and chased down 4th. The one on the ground may have crawled out the exit, but you could have possibly prevented that last Survivor from unhooking the other. Either way, you take a risk. It's up to you to analyze the situation and decide the best course of action.
What in the actual ######### are you talking about?
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@hex_genrush said:
I can’t believe how many times survivors is unhooked across the map and I run into them and get ds’Ed this is honesty worse than old ds , not to mention ds become unfairly stupidly op in the end game
rework:
when you are unhooked ds will be active for 10,20,30 seconds of your timer is still up by the time a chase is started your perk will become active it will deactivate on use, ds will deactivate if the killer has stopped chasing you for At least 30 seconds and I know that the killer coilr
moon walk but it gives you plenty of distance to make and they would waste a lot of time , and I also think ds should make it so you leave no scratch marks or blood for the 5 second duration
I would add that DS is active if the killer downs you during the chase. otherwise, that is a very good suggested rework. Maybe not for the perk description but DS deactivates if you go into a locker, search a chest, or repair a generator (including tapping).
While we are at it, borrowed time is deactivated if the survivor unhooking is between the hook post and the hooked survivor.
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Desperation: Teachable perk in the next DLC
Desperation activates once exposed to the killer's terror radius.
Your first 3 hook escape attempts grant a 100% success rate, borrowed time, and you recover to the healthy state, increase rate of recovery from dying state by 1000%, you can recover from the dying state for the remainder of the match, if successful in recovering from the dying state you will also recover from exhaustion for 90/120/180, if picked up by the killer a Decisive Stike skill check appears expanding the success area by 1000%, wiggle 300% faster for the remainder of the match. For each exposure to the killer's terror radius you will be granted a 25% bonus to all bloodpoints earned during the match awarded post trial. While desperation is active the hatch will spawn and be revealed to the survivor team by an aura and noise notification. Keys are no longer required to open the hatch. Ultra Rare items will be scattered within 3 meters of the hatch for the remainder of the trial. Reduce Killer bloodpoints be 25% for each crouch performed within 100 meters of the killer.
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I'm confused. Killers don't get banned for survivor's disagreeing with their perks. Because End Game Chats led me to believe they did.
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@MrGummeBear said:
Face Camping is the same sitting in the same place and holding M1 . You survivorsate trying to get done with your object faster. So wouldn't facecamping be the same. Its the Killer trying to finish their objective fasters the same as camping a gen and hold m1 to get out faster.
You are incorrect sir. Bubba holds M2, survivors usually hold M2. Why not bring 4 toolboxes into a match?
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Survivor's complain a lot. I personally don't mind a salty end game chat.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1073828#Comment_1073828
2 survivors tag teaming gens after 80 seconds: 1.8 gens done
2 survivors solo genning after 80 seconds: > 2 gens done
Super unfair and too fast right? Could you explain why to me?
I believe he's talking about finishing generators. You can regress a 80% completed generator. When you have 3 gens left and they are close together, finishing it in 44 seconds is literally being sucked into 1 chase provided there is a safe pallet. Lucky thing for survivors, they are EVERYWHERE.
Not that you don't know that. I mean you have almost 1,000 posts since the last time I replied to one of your comments and that wasn't very long ago.
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@Synthetic1101 said:
In the end gen speed is a part of the problem. The answer can't be obtained unless we know what is trying to be solved and why. One of the problem with DBD is there isn't a clear defined you win or you lose.
As survivor, do you win when you escape? When you pip? When 4 of your escape?
As killer, do you win when you 4k? When you Pip? or just have a good game of chases?
Everyone seems to have slightly different definitions of this. I have had conversations with killers that feel if they don't 4k %50 of the time then they aren't winning enough. Same with survivors that don't escape enough.
With out a solid metric its going to almost be impossible, to "Balance" the game.
As Killer, I feel productive when I get 4 stacks of BBQ and at least 1k. I'd rather get 4 stacks of BBQ and a 0k than 2 stacks BBQ and a 2k personally. Points matter when playing killer. I rarely enjoy my games because of the sweatyness.
caveat: If you are the blind at every pallet kind of survivor, I feel like I've won when I camp/tunnel you and ruin your enjoyment of the match too.
As a survivor I feel like I've won when I perform well in chase and had fun. I don't care so much about pips and points.
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IMO the amount of time before you can escape a trial is too short or the survivor defenses are too good. I won’t say gen times are too fast because holding M1 on gens for 80 seconds is surprisingly unfun. Making that longer would be terrible. Good killers get the map pressure to stop gen progress as is, killers still learning do not. I can’t tell you how many games I’ve had since the ruin nerf where I escaped without ever being chased and the killer got one or two hooks. Some map tiles are way too strong for survivors, some maps are way too big. The balance is off, please don’t add charges to gens as part of the fix
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A killer dominated game can still be fun. A gen rushed game cannot be fun. I used to watch videos of players looping the killer for like 4 gens. Wow, 4 gens. Now I realize that 4 gens could be like 2 minutes. And that could be with a long wall jungle gym, next to the meat tree, next to a combine, next to a pallet gym, and another hay bail pallet and they did that without even going to the main building. I'm not particularly skilled and I could probably last 4 gens with that setup. Luckily that's only 1/4 of the resources on Rancid.
This a good amount of defenses for a rank 17. Shockingly OP for rank 4.
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1071277#Comment_1071277
Yeah I'm a weird one, I usually use Spine Chill, Iron Will, Calm Spirit and Inner Strength but I'm the furthest thing from a stealth player
The one perk I really NEED is dead hard. It directly prevents a down in most chases. If I can’t DH for distance, then I had no chance to begin with.
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1071260#Comment_1071260
Yeah I think premonition is necessary as you get better but Spine Chill is still a great perk no matter what rank since it guarantees no chance of a surprise.
theres a valid argument for running spine chill at any level of play. I go a little more tryhard with DH,DS,Unbreakable,BT. I will also run iron will usually dropping DS.
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1071239#Comment_1071239
Object doesn't work on stealth killers if they are in their undetectable mode
i didn’t realize that. I guess you can stick with spine chill or premonition if you need the direction of the killer. I started with premonition, graduated to spine chill, then dropped both of them. I feel like they are good perks early on and can be replaced with game sense later.
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@BulletsNonstop said:
what A joke 😂 people come in here and call me a privileged survivor main. I’m only stating what issues ive experienced that dont make the game fun. How is that acting privileged? I can’t say that coming into a game and seeing teammates go down with ease because there’s 1000s of trapper traps everywhere that don’t allow you to remove it with ease like it should. You’re injured, you’ve been stopped momentarily for an animation, so.... why is there little chance of breaking the animation to get away just to probably walk into another that’s 2 feet away? Might as well let him take me 😂 why is doctors inflict madness ability range excessive as all hell? These are things that don’t make sense and are frankly not making the game any fun. They are issues that I think should be resolved. I mean, as a player you’re not entitled to killing ALL 4 people just as ALL 4 of us are not entitled to surviving. But to see people backing out I think the frustration is there. And yet you sit here defending what little abilities you can abuse to leave matches with 20-30K points a game while some survivors only get 0-10K points when... they were just doing what is asked of them. Repairing generators and attempting to avoid detection. I’m sorry... was there a perk that allows me to see cloaked killers that I missed somewhere?
this is as bad as trying to get republican votes to impeach trump. Horrible.
You could run object of obsession if killer auras are important to you. They are direct counters to trapper and stealth killers.
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@BulletsNonstop said:
https://forum.deadbydaylight.com/en/discussion/comment/1065729#Comment_1065729
I’m aware he’s not entirely invisible. But I’m telling you, in most cases, he’s invisible enough to make it too much. That’s a really bad counter argument by the way 😂 What else? The fact that he has a “delay” when he uncloaks? 😂😂😂😂 nonsense. I’ve played him and heard from other people that have played him that there’s something that allows him to uncloak and strike faster. Thats too much 😂 I can’t believe you guys defend this with every last breath because you want it the way it is. Who cares what everyone else thinks right
Wraith and trapper are 2 of the most underpowered killers in the game. I don't think you are going to find an audience for nerfing them. You could easily find an audience for buffing them since they are legacy killers in need of an update.
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@BulletsNonstop said:
https://forum.deadbydaylight.com/en/discussion/comment/1068579#Comment_1068579
or they can just fix the game so that killers don’t become so efficient that people don’t want to play anymore. You’re lucky you don’t queue up for a match and hear crickets at the campfire waiting for survivors to show up. I’m telling you, killer players get to walk out with 10s of thousands of points more than survivors and killers goin sit here and complain about things 😂 how about the guy that played decoy trying to give the killer a good run and walks out after being hook camped with 5000 bloodpoints after spending 1 hour trying to find a game?
@BulletsNonstop said:
https://forum.deadbydaylight.com/en/discussion/comment/1068579#Comment_1068579
or they can just fix the game so that killers don’t become so efficient that people don’t want to play anymore. You’re lucky you don’t queue up for a match and hear crickets at the campfire waiting for survivors to show up. I’m telling you, killer players get to walk out with 10s of thousands of points more than survivors and killers goin sit here and complain about things 😂 how about the guy that played decoy trying to give the killer a good run and walks out after being hook camped with 5000 bloodpoints after spending 1 hour trying to find a game?
Sounds like you should play killer.
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@BulletsNonstop said:
Sorry but this game seems like it wastes your time, there’s no penalty for Killers camping hooks nor does it allow you to have a retry somehow I’m not getting 2nd hook struggles. If that’s an ability or perk that I don’t know about that needs to be eliminated. That’s kinda deflating ....
The penalty for camping a hook is losing bloodpoints for proximity to a hook, plus the opportunity to earn anymore bloodpoints for using your power, chasing survivors, landing a hit, down, or hook. There is actually an extreme penalty for camping that the killer has voluntarily accepted. Usually a camping killer has accepted defeat and is taking 1 survivor with him. There is no such thing as a 2nd stage insta kill. I think you may be referring to you being hooked as the last survivor. Why would you want to struggle for 30 seconds with no chance of escape?
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It’s not bannable so it’s an accepted playstyle.
@mike4156 said:
This nonsense of face camping someone over half way through the game because they're good has got to go. This can no longer be a supported "play style?" because it's the epitome of trolling. You legit have the power to make me sit there and do nothing so that's exactly what you're going to do. Because you're upset. No one should feel entitled to kills or escapes. However the way this community acts in game is as if that's how they want things to be. like bubbas chainsaw rev that grants loads of camping, or spirit still being able to go half way across the map every 20 seconds
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1068319#Comment_1068319
These stats have been proven unreliable by the Devs themselves. Far too many variables, would you like me to name one?
I would like to know what variables you are referencing. Not sharpshooting, just curious.
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@ItsaDwight said:
Alright, I'll give it one last shot I guess.
I've been playing this game since it literally came out on Steam. I remember them days, when survivors had a pallet vacuum, jungle gyms had two pallets in it, and there was no bloodlust.
But for that time it was okay. There was no "looping" or "genrush", everyone was afraid of the Killer. I'm not sure if the devs ever played their game in the past year or two, I am sure that they don't play it like every day, and also I'm goddamn sure that no one of the devs plays on rank 1. Although I am a rank 1 killer and rank 1 survivor, and I beg you: please stop balancing the game for the rank 15 or so. You killed ruin, because when it was good, toxic swf couldn't have fun (you know, fun = teabagging at the exit gates and insulting the killer in after-game chat). Now solo survivor queue on red ranks takes kinda 30 minutes, and killers, who obviously don't want to get genrushed, teabagged and insulted, have to play really dirty in order to merely get one pip. So they camp, they slug, etc. I can never see all this situation after ruin "nerf" (let's be honest, you just deleted the perk) as fun. It's fun for the killer to get multiple chases, it's fun for the survivor to loop the killer for 5-10 minutes, but it's not fun when all the gens are done at 3 minutes 37 seconds, and the killer is literally facecamping somebody on a hook, because he wants one kill.
So please, here are the steps you can follow to make the game way more interesting and competitive than it is:
1) Slow down the gen speed. Add like 60 second per gen, this will be just enough.
2) Let the Killer see, which survivors on his lobby are SWF.
3) Add some debuffs for the SWF. Even slower gens, or +1 gen per 1 SWF member, or bigger emblem rewards for the Killer for playing against a SWF.
4) Make "Chase" and "Altruism" to be rewarded more then "Objective", because I already said what real "Objective" of the survivor mains is.
5) To fight facecamp and tunneling, you can use the very bloodpoint system. For example, if the killer is standing in front of the hooked person, and there are no other survivors in 16 meters range, the hooked person starts gaining 1000 bloodpoints in "survival" category every minute of the facecamping process, because, you know, it's hard to "survive" a facecamping Bubba, and the killer loses the same.
I think that they should make a hex based perk that has a powerful generator slowdown so the killer has a chance to hunt survivors before gens go off like firecrackers. That would reward successful killers for getting hooks and starting the snowball and punish unsuccessful killers with an empty slowdown if there early game wasn’t fruitful.
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@Rivyn said:
Seriously, I cannot see anything on this map. I've had it three times today so far, and I've felt like dcing the moment I see it's what I'm playing on. It can't be that hard to brighten it up, can it?
I personally greatly dislike the Yamaoka maps especially sanctum of wrath. Its like the devs that designed this map play their weekly match with small game, urban evasion, spine chill, and self-care and the killer is hag. It just seems like their style of play and thus their map design choices are based heavily on stealth. I've literally lost blendettes in chase 3 feet in front of me under the main building. And if you're playing billy..... best of luck.
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@kurgan8282 said:
https://forum.deadbydaylight.com/en/discussion/127264/you-ruined-this-game
i was hoping that my impression was wrong but now I really have a feeling that dbd has come to its final year, this last patch killed the game, turning almost all matches into a toxic fest.
I noticed how devs avoid to directly answer to questions about this situation that has been created since the patch, so it led me to think that they actually want to mlve to new projects and let dbd die.
that can’t be. I don’t know a lot about the studio but this game is their golden goose right?