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lemonsway

lemonsway

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  • @RiskyKara said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222678#Comment_3222678

    Well do we really need extra lore? James Sunderland, Sheva, Chris, Cybil, Jonathan, Hunk, Chatterer, and many more don't have any lore.

    You just pay $10 and you get them. The lore aspect is a really strange thing to get hung up on when BHVR has examples in the past of not doing so previously.

    You're playing James Sunderland NOT JANE SUNDERLAND. Gender swapping is making something that is originally one gender into the other. You're not playing MIchelle Myers you're playing Michael Myers because Michelle doesn't exist and it won't make sense for her to exist.

    You're not playing Male Ada Wong or Female Albert Wesker you're playing Ada Wong and Albert Wesker, you're not playing MALE Jill Valentine, you're playing Jill Valentine.

    Lore is important especially for Licensed characters you won't just go around and make gender swapped skins out of the blue without contacting the License holders.

    You can do a Female version of Pinhead because that exists within HellRaisers lore but you're still going to need clearence from the license holders because you're going to be basing that Female character on pre existing character.

  • No. It completly devalues the character. Michelle Myers does not exist... If you say yeah you're right Myers can't be gender swapped then you have to apply the same principal to every other killer, especially Licensed killers.

    You could possibly do a female Ghostface if it wasn't for the fact that DbD's GF is a brand new male character with his own back story. You'll have to rewritte the characters backstory years after he's existed to fit a new secondary killer that can be female so that you can sell a female GF skin but even then you're probably gonna have to get aproval from the FunWorld still.

    Legion is fine because their concept already incorporates this, most every other killer doesnt. Female Blight or Male Artist won't work unless you reestablish the characters backstory.

    You can't just go around genderswapping things just because you feel like it. Where's the context? SO if people want a shirtless Myers skin can we gender swap the shirtless Myers skin and have half naked Female Myers?

  • Why do you need kindred!? If the killer is in fact camping, then either Trade for someone who can spare hooks or let the guy die. IF the killer isn't camping then you get nothing from kindred. WHY IS KINDRED SO IMPORTANT!?

    GO there yourself first if you wanna know whats going on. Trade 1 of your precious hooks to save someone.

  • Reduce area of all maps, creater smaller loops of intermedium strength and connect 1 loop to shack, 1 loop to main building and 1 loop to a jungle gym. IF Maps are mostly squares or Triangles then you can always have a radius of pressure that is noticeable.

    There solved. 6 loops all of them strong enough for good survivors but with no filler content to slow down killers. Faster paced game, more pressure for killers. Use the pallet when you need or else...Stop treating survivors as single babies and make them be a Team, they either win as a Team or fail as a team. Stop forcing killers into multiple 1v1s when the Maps don't allow for so manny 1v1s cause those aint quick 1v1s because the MAPS ARE FULL TO THE BRIM WITH SAFETY.

    Fix the flow of your game, gut all of the stupid ass carrying perks ON BOTH SIDES and put some skill in this game. Pressing shift W to run infinitely and avoid a killer is DUMB but MAPS ARE GIGANTIC so they can do that.

    Every single mind numbing tool you come up with to keep bad players safe is just another weapon that the good players have cause they 100% will exploit it BECAUSE IT WORKS. What's the point of even trying to play fair when playing only rsults in loosing!?

    What the point of MMR if the game is a cheese fest and playing like you should only rewards the ones that dont and double punishes whoever tries to play right. And playing right isn't playing by the Survivors Rule Book is playing by demonstrating skill and knowledge, about the killer, about the loops, about decision making. Pressing E doesn't take skill just reasonable timing but knowing what to do if you get the timing right is skill. Hitting skillchecks doesn't take skill just reasonable timing. Kicking a pallet or wall doesnt take skill but knowing which side to do it from does.

    PRomote skillfull interaction by making it happen more, for it to happen more then killer and survivor need to be in more contact, to be in more contact they need smaller Maps where they encounter eachother faster.

    LETHAL PURSUER IS A BAND AID not a fix and it needs to disappear so that Maps get improvements or else we'll just keep LETHAL PURSUER on Maps the size of the grand canyon and say there you go my child, go to the auras and shut up!

  • If i were to buff Sadako i'd make it so passive Condemned is much faster and you can only Interact with the TV that you have to insert the tape at. Meaning you can't turn off every single TV. You can get a tape to turn one tv off and then you have to place the tape on the specific tv, which should always be the furthest away from where you are.

    These 3 things would make her much better as a killer and create a higher risk reward for Survivors, they can turn off a Tv by taking Tape but they will get Condemned really quickly and they have to go really far, which means they have to either take their tapes earlier or have the massive risk of getting Mori'ed.

    This way you make it more high risk for survivor, increase the potential for Condemned Mori without needing to play a style that is annoying and you keep the ability for Sadako to be a strong M1 killer.

  • I play Hit&Run Sadako with Info build so no Condemned spamming from me, i do a bit of slugging if there's multiple survivors around me. The more Hits i get the better, i'll trade 4 injures for a Hook, i don't care, it will make my chases shorter during mid game so i'll quickly collect my Hooks. And being able to teleport quickly means you're not that safe getting heals off or doing gens.

    The FORCED Condemned playstyle requires that you babysit survivors, i'm NOT A BABYSITTER.

    She's a pretty good pressure killer if you got INFO in a constant flow. Discordance, BBQ, the add-on that shows TV's that are turned off. Sloppy, STBFL, Call of Brine to have Heal, Chase and Gen pressure.

    I don't understand why people want to force Condemned Mori's, yeah you can get some people out of the game quickly but you're nothing besides spamming TP's and making mental gymnastics to guess how manny stacks everyone has.

    JUST PLAY THE game as a normal killer, you'll do exactly the same and get kills anyway. Hell you're even gonna get more Pips cause you're actually getting hooks.

  • Weaker killers are weaker because they have to play the game while some killers can skip alot of it, Nurse, Blight, Tombstone Myers, and a couple other builds on some killers. For example people consider Sadako a weak/bad killer when in fact her mobility, her very quiet sounds and built in mindagames make her a better killer than most of the killers.

    People just "bully" Sadako because they want to get Condemned Mori's like they want hotcakes, they just expect to get Condemned Mori's without working for them, it's the same as placing a Trap as Trapper, you have to place it in a good spot to catch people unaware. Sadako has to be as unpredictable as possible, good Teleports, keeping tabs on who has tapes, keeping tabs on which tv's are on and off, it's alot of mental gymnastics for a killer.

    Personally i play a Hit&Run style on her because she has good tools for it, i use info Perks to make my decisions better and increase her lethality. For add-ons i can run about anything and i'll get value, she has good add-ons for doing manny things. To me Condemned is as it was intended a Passive Slowdown that you can earn and scare people into worrying about it. The counter to Condemned is easy and that's a bit of a shame. You can turn off all tv's if you want and there isn't much penalty to it. So if people keep turning TV's off before they do a gen then you're limitting too much of Sadako's mobility. That's why i use things like Discordance to see where people gather and spread as much condmneation or Mother's Comb to see which TV's are off.

    To Buff Sadako I'd restrict TV interactions to where if you take a Tape from one TV then you can't interact with any other TV aside from the one where to have to insert the Tape. And the TV to insert your Tape should always be the furthest away from where you are. And i'd increase the passive Condemned rate by a bit so that condemned can be more of a threat, especially if you're carrying a Tape. Let it be at first stack or more stacks, if you got a Tape then Condemned should be building fast. Most of the time Survivors can take a Tape at first or second stack and finish a gen before getting close to being Moriable.

  • @Rulebreaker said:

    Now that i have time to disect~....

    Fixing the survivors score as a team is something id advocate for but I dont think it would stop selfish plays much as the ones actually doing the work will be gaining bloodpoints for said selfish teammate. Sure it would stop everyone from being selfish as nothing would get done, but it comes with people who do nothing getting more bp than they should (or deserve may be the correct term). That said adding an MVP who gets a bonus would be very nice in our eyes.

    As a side note, im pritty sure someone suggested something along shared bp along while ago but got shot down for similar reasons (if my choppy memory serves right).

    For the killer change, im not sure its good as a whole as the 2 cheesey kills only really matter to the current mmr or player's satisfaction. I know I and a good few others can enjoy a 8 hook no kill game as long as it was ya know...a good game. The usual ones who camp and tunnel are:

    A: The ones who do it for fun (the usual ones)

    B: The ones desperate to turn the match/ secure a kill, either from altruism to them being the only survivor they can find. (Which your change would stop them from being found again immediately)

    https://forum.deadbydaylight.com/en/discussion/comment/3211237#Comment_3211237

    As you've corrected saying slugs would still exist, how exactly would we be feeding the spider? (we were under the assumption that its akin to PH's cages) If the killer has to carry the survivor to some kinda portal/hellbeast all well and good but the problem remains that this lessens the pressure a normal hook grants as only 1 survivor is temporarily out of play instead of 2-4. With said upcoming basekit unbreakabil slugging may not force other survivors off those gens they love. It also is a buff for survivors at the end as hellbeast/portals may spawn them close to an opened door. Im all for anti camp (im neutral to tunneling) but killers need options that wont obviously screw them over. (Just to be a nit picker but this wouldnt do a think to streamsnipers though as they are watching the screen....)

    Im gona skip perk chages cause thats all over the forums. Im also gona skip the new player ideas cause thats to much a "to each his own" deal.

    More types of items would be nice and BHVR are working on having bots to train against. (Im guessing about a yr or 2 but im pessimistic)

    We can allow ourselves abit of hope that the devs will make things better for the whole community but everything needs to be thought through from both sides thoroughly (admittedly im speaking for their upcoming idea so apologies for the deviation)

    Damn thats alota words~

    It would work exactly like PH cages. You start a simple fast animation, no need to carry one anywhere.

    You simply just send them away with a quick animation and on you go pressuring a gen and finding someone else to chase. Until you start a new chase the game is a 3v1. That's slowdown and pressure and since Survivors are "forced" to team play that means that when you find one of them you're more likely to find 2 or even the 3 so you can disrupt them all at once. If you disrupt all 3 then they'll have to relocate, the Respawning survivor comes in and has to find their teammates aswell. And you're still not factoring in Killer Perks, so once you start factoring those in, you've got plenty of pressure.

    You're not getting pressure from hooks unless you get 2 hooks on someone, you really only get pressure from hooks after they've reached stage 2, that's where they can die and thats pressure, or you're camping 1 hook, if you're camping 1 hook then there's no gen pressure just that survivor, you're just getting 1 guy out asap. To make it a 3v1. So what's the faster process to get a 3v1 and still be pressuring the Map? The current system or my idea?

    As for Slugging and Base UB. I can't account for Base UB since we don't know what that will look like when it comes to Live IF AND WHEN it comes to Live. If both were to coexist and i think they would work pretty much as they do now or in the PTB. IT's a matter of you risking slugging to save time or hooking or sending them away PH style.

    YOu won't have to worry about Base UB if you're Hooking or if you send them away. EIther way the best solution will always be, make it a 3v1 asap, get a hook or send someone away, to then make it a 2v1, slug the next guy, the respawn survivor comes in and you're back to 3v1 but not really cause you got a slug so you can either use that time to get another slug and make the game progress into FInal Standing Survivor or hook/send one of them away and keep the game a 2v1 for as long as possible in search for the Final Standing survivor situation where you could win and skip the process.

  • @kisfenkin said:

    I always use lithe unless I am working on a stunning challenge, this is not happening. You were lagging. I always get grabbed and hit in a window when the killer has that option. Even when I am ten feet from the window after a lithe vault it sometimes gives the killer a hit through the window. If there is ever a question of who did what first in a lithe vault situation, the killer clearly gets priority.

    So, you were lagging, and that is what happened.

    I wasn't lagging, neither i noticed it neither none of the survs complained about any lag, mine or their own. I saw the grab animation get canceled, i saw the hit going on the pallet and then survivor just wasnt there anymore.

    Hit's through windows have to do with the speed of the vault and how the survivor hitbox lingers. You won't get a hit on a fast vault unless you're glued to the survivor before they vault.

  • @Rulebreaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211237#Comment_3211237

    You specified as soon as they were downed, meaning slugs won't exist.

    Psa still at work and low battery so will continue later

    I didnt say as soon as they are down, you can definetly still slug i'm only replacing the whole process of picking someone up and carrying them to somewhere. It will work basicly like pyramid head when he cages a survivor, he does little animation and survivor goes away.

  • @Rulebreaker said:

    I'm at work ATM so I'm gonna go piece meal at random so forgive plz.

    Removing hooks entirely removes something they buy killers, time and pressure. They get at least 2 survivors off objectives. While it would remove camping and easy tunneling and for added bonus slugging if I'm reading right, killers NEED to pressure survivors in multiple ways.

    Adding new survivors is nice in concept but would be a pain for people looking to play with friends. I'd argue force the tutorial (and improve it) over forcing new players into matches

    You could still slug if you want to bait out someone coming for a rescue or if you enter a chase with someone who is on their last stage, in that scenario you keep the guy slugged and are free to chase to chase someone that can get sacrificed on down. Sending survivor away for the entity to feed on them is alot faster than picking up, risk losing the pick to a flashlight save or pallet stun, carry them to a Hook and hooking them. That's how you gain time and pressure. It's a faster process than carrying survivors to a hook and you're keeping the 3v1 aspect. That survivor still has to respawn and go somewhere useful. While the killer is already somewhere useful for him, already on another chase or pressuring a gen or doing both at once.

    I'm forcing new players into matches between themselves before they join the rest of experienced players. It keeps players who are already under MMR rules from getting matched with new players. Which prevents killers from bulllying new players and helps SoloQ survivors because they don't get complete new comers as teammates.

  • Don't need to heal if the killer can't know where they are.

  • I'd tell you if i played him but i was so disapointed with his whole designas a killer that i never bought him. All i see is Nemesis running Franklins Demise cause it works with his Tentacle...

  • That happens because SoloQ is Hell, it's full of players that don't know what they are doing, which means the better SoloQ survivors are mostly waiting for when they have know friends to play with cause they don't wanna deal with the Potatoes. So there's less Survivors.

    Since Matchmaking is now working basicly with Crossplay always on that means it's giving priority to whoever is in Queue the longest. So that makes the skill level barely relevant, they will ten to the needs of finding matches quickly instead of Balanced matches. IF there's too manny high skilled SWFs then there won't be manny high skill killers to face them and system just picks a middle skill killer to get a match going for those 4 people.

    IF you play with crossplay off tho the skill level will probably increase but it will take longer to get matches cause you're telling the system, i don't want certain matches and players. Would also help preventing cheaters from running rampant and ruinning matches across all platforms but Queue times will suffer greatly.

    I feel like Matchmaking Incentives would work better with Crossplay OFF. That way you see on each platform and region what is needed. There might be plenty of killers on PS or Xbox in US but there's no Survivors, but there's plenty of Survivors on Steam for example in the same region. This way the Incentives would make sense and people would be jumping roles more.

    1. Survivors are Blank Slates, they need everything else to help them. Be it Maps, Perks, Items.
    2. Kill rates don't mean much when Matchmaking barely works. You'll clap survivors who are new comers when you yourself are a new comer killer aswell, which means you'l go up in MMR before them when you don't deserve it. It's far easier for a killer to go up in MMR than it is for Survivors because of the 4v1 ratio and in early games killer is easily far superior to survivor. Also matches where you 4k will boost the kill rate even tho you might have less of those matches.
    3. RNG screws both sides equally. I can't count the times i've spawned on Ruin or Devour and screwed the killers whole match in a matter of 20 seconds. I can't count the amount of times i couldn't find a Totem to get my Inner Healing. I can't count the times survivors had pallets everywhere and i can't count the amount of times i've wanted 1 pallet and didn't had any. Actually my last survivor match i cleansed Hex: NOED the exact second the last gen spawned. Teammates were finishing gen so i just did a Totem next to them and what you know, the gen Pops, NOED procs and i insta break it. Lucky us.
    4. You are right when the skill level of the 4 is similar and it's a higher skill level then killers will struggle but that's to be expected. That's where the game needs to improve. Stop hand holding bad survivors and make the game an enjoyable experience when everyone is good at it. Make the changes that need to be made so when 4 equally high skilled survivors are together their potential input doesn't surpass that of killers.
    5. Treat Survivors as a team instead of individuals, this make survivor Balancing much easier and adjusts the MMR level accordingly.
    6. Create a protection system for new players. They can't be directly inserted in MMR yet, you can't just give them a base MMR of 800 for example and say they are ready for MMR matches when they haven't played it. At best they had 1 bot match in tutorial, they don't know how all the killers behave, they don't know any other maps aside from the from tutorial, etc,etc. They have 0 knowledge and experience about the game.
  • I'd keep Map offerings if we get rid of Map RNG. Fixed Maps with fixed gen spawns and fixed loops. That way everyone can learn Maps and the advantage becomes playing a Map that doesn't screw Visibility or FPS.

  • Not needed on majority of killers. Plus if you down or grab someone it ends so the 2 mins aren't a guarantee. Corrupt is more to prevent certain killers from getting screwed by spawns.

    If you fix Maps then the spawns won't be as bad for killer and Corrupt loses value cause you fixed the root of the issue. Personally only use Corrupt when i'm not using Discordance or BBQ. I use Corrupt to define an area where i want to play but if i have BBQ and Discordance then i can make that a full map play area depending on the killer i'm playing. For example if i'm playing Ghostface then Corrupt, if i'm playing Spirit or Sadako then Discordance, in some cases i'll use Discordance and BBQ because Discordance can get you nowhere if survivors realise you have it after 1 or 2 chases where you went where multiple were. So with BBQ in the mix i can give them a mixed info and on a killer like SAdako or Spirit who can go about quickly and catch people off guard it's very valuable cause you can catch multiple people off guard multiple times per match.

    If you're on Trapper or Hag then sure Corrupt becomes very valuable cause you're gonna need time to set up. If you're Nurse, you're just on overkill which can lead survivors to just hide in bushes and make you go TP here and there and every freaking where.

    Also LETHAL PURSUER EXISTS.

  • So im back again this time with a Sadako match, curiously on the same Swamp Map. I'll say they weren't the strongest team but they brought builds with specific roles for each other.

    Dead by Daylight Screenshot 2022.09.26 - 18.18.25.00.png Dead by Daylight Screenshot 2022.09.26 - 18.18.20.77.png Dead by Daylight Screenshot 2022.09.26 - 18.18.16.92.png

    Clearly not as strong as the previous team on my previous post. Maybe i got higher MMR on Spirit idk, i play Spirit less but i do pretty decently with her. Most likely the less matches and better results just end up giving her an higher MMR.

    Anyway, as you can see Yoichi was clearly filling the healer role. Meg with Stakeout and Hyperfocus. Ada as the bait looper and Ace as the sneaky one and rescue one. Plus the Prove Thyself on Ace. He'd sneak his way around with his quietness, rescue and heal with We'll make it and then jump on a gen with the surv he rescued to make use of Prove Thyself.

    As you can see from my build, it consists on alot of information. That is to make the most out of Teleports, precise Teleports are a must. And to compliment that i have the green add-on that extends the speed boost from Teleporting and the brown add-on to get my TV's back on faster after i Teleport so i can Teleport more frequently. As was the case with the last game the most valuable Perk ends up being Sloppy Butcher, get them injured asap and as frequently as possible and make them burn through the medkits. Have Discordance to scare them of being together and you end up with a team that needs to heal but can't cause they have to stay scattered.

    I've tried the Condemned playstyle for Mori's but it just isn't for me. Hit & Run works better for my personal liking and skill. I'm not as well versed in Manifest and Demanifest Mindgames either so i generally don't spend much time in chases. WIth the info of Call of Brine and Discordance i'll prioritize that info over spending 30 seconds trying to chase a guy in a loop. I can be near the gen quicker and get 1 or 2 injures faster than i'd probably down and hook the guy i was chasing, plus i might be spreading Condmned and pressuring a gen so that's alot more valuable than getting that 1 guy in that 1 loop.

    The kill Order was Yoichi, Ada, Ace and Meg. I ended the match with 2 gens still up to be repaired. Let me go ahead and say i got pretty decent RNG, they only had 1 filler pallet in the middle and the entrances to both of the buildings, the big one and the smaller one were in not very good spots so i was pretty lucky with the RNG but that's something i can't control , i can only play the best i can in any scenario, so if i had been dealt a crap RNG then we'd probably be having a different discussion.

    They had a plan, assigned roles. Wether they technically are a SWF or not i can't tell you 100% but i honestly believe they were.

    At one Point Yoichi was on second hook and Ace was on second hook, Meg and Ada rescued Ace they triple healed. I reinjured Ace and Ada, Meg went for Yoichi, who made a FATAL MISTAKE, Yoichi touched a gen right next to me, leading to down and is death. Then followed by Ada, Meg failed the rescue on Ada i slugged her and quickly dealt with Ace and hooked the final two.

    If Yoichi had run away instead of touching the gen i'd have to find Meg or Ace, at that time i didn't know where Ace was so i'd have to search for Meg. With Yoichi dead BBQ told me where to go, i injured Meg, caught Ada in the middle and hooked Ada.

    The end game chat was silly. I have no idea if that was towards me or not i am assuming it was but i can answer that. I do have a few games on my PC, i don't play them much, the thing i've played the most on PC aside from DbD is Football Manager, Witcher 3 and Fianl Fantasy 15 so my library is pretty small and i don't have that manny friends or a high level on Steam, i've created the account in like 2019 when i bought this PC. If that small library and lack of notable things on my profile makes me sus then ok, weird but sure i can understand the logic behind it but i'm not hidding anything. Not even using anonymous mode from DbD or private profile from Steam, i got nothing to hide.

    And they've never answered me, just called me sus and left...

    To finalize this long post, a trademark of mine lol, i just wanna emphasize that it's a matter of knowledge experience and focus, and this applies to everything in life. I'm knowledgeable about DbD, i do have plenty of experience with DbD, my hours on DbD on Steam are not the full reflect of my DbD experience, i've played DbD for a year on Ps4 so as a console gamer, which further helps to justify my poor profile on Steam, i spent most of my time as an M1 killer, mainly on Ghostface and Legion, so i have plenty of knowledge and experience about playing M1 killers, wich Sadako and Spirit are aswell, hence why i can do decent with them frequently. I enjoy playing Pyramid Head but my issue with Pyramid Head is that when you use M2 you start controlling the character with the mouse instead of WASD which means i still have to adapt my movement since i can't go left or right by pressing A or D. If his M2 was a press to activate and deactivate instead of a hold, then i suppose i'd do better. Imagine it like the Aiming option which you have Hold to aim or Toggle, where you press aim to aim and press again to stop aiming. Maybe DbD has that option idk i'll check later.

  • Personally i like Fast Track, little jimmies getting hooked means i can do gens faster without the killer calling me a gen rusher.

  • That is reserved for the Friday the 13th Chapter. It be ill be just like Part 8: Jason Takes Manhatthan.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207488#Comment_3207488

    I play with Plaything and Pentimento on Wesker and there are some teams who just ignore any plaything. Or boon it. And that is exactly the counterplay. Just don't touch it.

    I'll ignore Plaything too but i can't guarantee the rest of the SoloQ players will and as killer you never have a guarantee you're facing smart survivors so you can expect Plaything Penti to work regularly.

    Plus if i'm running Inner Healing then i'm screwed and Inner Healing is a free Perk so there's a decent chance people will run it. Spawning near totems isn't a particularly hard thing to happen. I spawn on totems super regularly in RPD, i already memorized 3 of the spawns so i always check them for Hexes.

  • I disagree with a few of these. Eruption's only positive is the Hindered effect if you catch someone working a gen you kicked. Deadlock is a lose gen to prevent losing gen but you're gonna lose that gen anyway so it's a useless perk. Plus i'll just work on another gen while i cant finish that so all Deadlock does is push survivors into getting more gens closer to being completed which in turns mean you're gonna hear PopPopPop in a row.

    I'd promote Lethal Pursuer, it's absolutly BUSTED, unless you're running Distortion or like me, you run Object of Obsession on your sweaty try hard Build Slot.

    Merciless Storm that high is a bit questionable, it comes in late and it can be completly avoided. I suppose it's fine for most soloQ matches since SoloQ is 90% potatoes anyway.

  • There's more Teams because SoloQ is infested with low skill survivors which just makes good survivors not wanna play in SoloQ. Those survivors will instead just try to find Discord channels where they can group up with people so that at least there's 2 people who can work together instead of 4 Potatoes going like headless chickens.

    I don't blame them but at the same time the giant boost in team quality is undeniable. I still do all of my survivor matches as SoloQ because i still dream with the day where MMR matters. IF it's gonna be in the game then it has to matter! I hate MMR as it is implemente and because the game clearly doesn't have that manny players to warrant it. BUT it's here so the game has make it work.

    AND for those that still do SoloQ then a strong Medkit or Toolbox almost becomes mandtory cause at least you can rely on your own skill to make good use of that toolbox or medkit. And pray to god you're not the first chase or if you are then you're praying to get a decent loop to play while people are doing gens. And obviously you're gonna bring an exhaustion Perk so that's already a harder chase for killer. As killer you don't want a long first chase, you want a down quick to minize the effects of survivors spawning scattered and touching multiple gens.

    That's why Discordance, Corrupt, Lethal Pursuer exist. DIscordance and Corrupt have counters outside of using survivor Perks. Lethal Pursuers only counter is with Perks. Distortion, Object of Obsession for example or just hope you're not the one the killer goes for.

    SO SoloQ is in shambles and people are grouping up so team efficiency does go up already but each survivor is still allowed to bring whatever... Which means you're just multiplying all the gains from being a SWF by an enormous amount. Therefore you get all the sweaty PainRes DMS Deadlock Overcharge killers...

    Then the cheating survivors come in and ruin the game for not only for the killer but for the rest of survivors aswell.

    The solutions are obvious. Start treating Survivors as a Team regardless if they're an actual SWF or not and impose limits on stacking effects. Make MMR matter by seperating brand new players from veteran or decently experienced players. Make the MMR Cap higher and introdue 1 new soft cap on top of the new player protection. This way new players only start mattering to MMR after they've had enough matches to where they are presumed to have an understanding of the game. Give Custom matches Bots so people can practive looping or getting the hang of playing a specific killer. It's been long enough BHVR cmon...

    Ensuring there's better players ready to enter the MMR queues, making SoloQ life better for everyone without adding UNNECESSARY BASE KIT PERKS LIKE KINDRED. We need better players not more hand holding. And Cap every teams potential so that every team be SWF or not is on a very similar level of efficiency where individual SKILL makes the difference instead of just stacking OP stuff.

    Same ######### for killers. Stacking 4 slowdowns or forcing survivors into Pentimento via Plaything is CHEESY AND UNHEALTHY FOR KILLERS!

  • Insta heals havent, infinites havent, Nurse hasn't so yeah the coming changes most likely wont either.

  • @Bran said:

    Survivors being able to loop for ridiculous amounts of time is what the problem is.

    Agree and Disagree. Looping is their only form of defense. What can a Survivor do without looping? Without pallets and windows to vault there's no barrier between them and killer. This is where i disagree with you.

    Where i agree with you is that when you start combining tools like certain strong tiles and certain Perks then yes problems start to appear. You're at a strong tile Shack and you got Lithe or Dead Hard? WEll yeha you're wasting alot of the killers time IF you make good use of what you have, if the killers doesn't have any counters to it, If the killers isn't doing well.

    Skill and understanding of the game are still factors. You can give a Potato Claudette Dead Hard but she being a Potato won't make much use out of it vs a decent killer. However put Dead Hard and shack in the hands of a competent survivor and the time that shacks gets looped vs the same killer will increase.

    And killers still have Bloodlust for this exact reason. However if you're constantly having to reach bloodlust to win in loops then there's something wrong. It could a literall skill issue on killers part, could be the loop that is definetly too strong.

    In that case you're gonna need alot of Data to understand why it's happening. You need to get 2 players of very similar skill level, have them test each killer to see how they do in that loop, have to test chase perks to see how they affect the chase on that loop and then decide whats the conclusion, if the loop is too strong or not.

    Keep in mind both players will have to est each killer so if there's 30 killers that 30 killers each player has to test. Then there's all the chase Perks aswell. Balancing a loop having all of this in mind isn't easy and takes time.

    What is the optimal solution tho? Have multiple strength levels for loops, meaning there's strong loops and weak loops or have a more standard aproach where each loop is pretty much equivalent to each other in strength, which would mean that the overall strength of loops is either a bit higher or a bit lower?

    Then you have to take into account that survivors have 12 lives, they're gonna need protection for 12 lives otherwise those lives will rapidly go away. If 1 guy loops the killer for a long time but is using all pallets then the rest of the team is gonna suffer unless they take every single second and invest that on gens.

    If i'm being chased and i can lead the killer away then i will, the least resources i use then the better, it means my Team will still have them if they need them. I don't mind doing 1 or 2 loops, take a hit, go somewhere else, loop 1 or 2 times, make use of Dead Hard if i can to get more time and distance and do that again in another loop. If i didn't drop any pallets then so be it, if i dropped some then well let's hope the killer won't break them right away, those pallets vaults will still be useful for Lithe Gamers. If i manage to do all that and the killer leaves then perfect and if i get hooked then perfect too, i maximized time for the Team while managed to still save resources.

    That's the kind of survivors i struggle with when i'm killer, the guys that can do all of that without wasting anything. How will you chase them if they can understand how to just go around stuff?

  • Killers will tunnel and Camp regardless of gens. Or Map strength, or survivor skills or their own skill. It's human nature, you can't justify human behaviour with in game issues.

    Can the game get rid of camping and tunnelling? Yes it can. Replace Hooks with a new function that has killers send survivors to the Entity for it to feed on them and then respawn them in safe place. No Hooks no Camping, Delayed Safe Distance Respawns to ensure no Tunnelling.

    If someone wants to Tunnel then they are hard tunnelling and commiting to searching for someone after they've Respawned. At that point you can't blame the game anymore, at that point you have to realize some players will just tunnel just because they want to instead of having game as an excuse.

    Camping and Tunnelling is a CHOICE not an imposed rule. Players are arssholes because they want to. Exactly like cheaters, they cheat because they want to.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207054#Comment_3207054

    yes please create with D killers and C killers IM SURE EVERYONE IS SO READY TO SEE IT, and honestly spirit is easy even i barely play her and i win with her in most cases, please trying playing against those same guys with sadako or pig with the same build, and consider hiding their names before u get warned.

    don't make an argument with A killer, if made that argument with someone from D or C i would understand but spirit u kinda just killed your own argument

    its like saying, I PLAYED NURSE AGAINST THESE SWEATY SURVIVORS and won and im not even a good nurse, yea it doesn't matter, why do u think she's S+

    but please show me the same gameplay with sadako or any lower tier killer, i will be waiting.

    You still don't understand it...But i'll humor you and i'll try to get a Sadako match as close to this as possible.

  • I didn't actaully plan this but since it happened i'll post it. Look at this Survivor Team and tell me you can't win against this sort of players. Again like i've said in my 2 previous posts, i'm not high MMR, i'm not delusional like that, even if the MMR cap is really damn low and reaching it isn't difficult, so even assuming i'm at the MMR Cap that doesn't mean i'm Top MMR. Other people will be higher MMR than me even if i'm at the Cap or above the Cap. Now does that mean i won't face good survivors because of what i think? Nope. Maybe i actually am much better than i give myself credit, who knows...

    Dead by Daylight Screenshot 2022.09.25 - 22.59.54.53.png Dead by Daylight Screenshot 2022.09.25 - 23.01.04.75.png Dead by Daylight Screenshot 2022.09.25 - 23.01.32.94.png

    Yes i played Spirit so what? It was just as freaking hard as it would have been had i played any other killer AND IT WAS SWAMP Map. And i'm not even a good Spirit. My point here is even if you struggle you have to keep composure and play and make use of what opportunities you have and try to create opportunities for yourself

    Look at my build, no Pain Res, no DMS, no Deadlock (i don't think the requirement of losing 1 gen to block another gen that you're going to lose anyway, is a good concept for a Perk yet somehow Deadlock is popular), no Overcharge, no Pentimento + Plaything cheese strategy. The most valuable Perk here was Sloppy and why? Because they let me injure them all when they wanted to rescue the first guy but i jebaited them, i injured them all first then i hooked the downed guy. They had to Boon up multiple times to keep the heals up or else they'd never heal.

    Them being obviously a SWF meant the aura reading blocking aspect of Fearmonger did nothing. But it kept the Dead Hards at bay, they only used it once that i remember. And it prevented sprint burst from being used.

    They realised i had Discordance after the first chase aswell cause that's where i went. And i only remember kicking 2 gens so i made little use of Call of Brine aswell. It was mostly a hit & run game.

    Not to knock on anyone who feels they can't win games as killer but don't believe that you can't win. You can win and you can do it without cheesy strategies. Won't always happen but when it happens then you'll build confidence and experience to deal with it next time.

    Obviously a counter argument to all of this: BRUH THOSE ARE TRASH SURVIVORS. Which maybe they are, they did make mistakes but i took advantage of them, that's the important part. I didn't fail when it could have failed. I should have killed the Jill cause she had Map she'd see hatch and i had the opportunity to kill her but oh well it's ok that they got 1 escape. i 2 pipped and got above 30k points so you can definetly win vs a swf with all the shenanigans they brought.

    If i wasn't experienced and versed in the game i'd absolutly get demolished, like i've been multiple times, but this time i wasn't. And if i wasn't this time then that means there will be more times i won't be aswell, which means i can keep improving and do my best to turn those situations into situations where i can win BECAUSE it's possible.

    So all in all pretty much a Non Meta Build vs These guys. Look at what they have. Prove thyself, Hyperfocus, Boons, Medkits with Sirynges, BNP, DH, Sprint Burst, Lucky Break, OTR, ADrenaline and they even brought Repressed Alliance so they could block a Gen instead of me, i don't think they ever used it but they still brought it. Oh yeah and the Map ofc. And i'm not even using stupid OP add-ons that Spirit has, i actually have never played with them so idk how good i can be if i use them.

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206825#Comment_3206825

    My point is they're getting rid of a legitimate strategy killers can use to snowball and comeback. They're trying to force a 12 hook playstyle when the game isn't remotely balanced for that. SWF is OP, maps are trash for most killers, and gens are flying faster than ever

    And they're giving killers an insta win condition too. If theres 2 on hooks, 1 on the ground then the Last Standing mechanic activates, the 4th survivor has to not get caught or it's an automatic game over. You're skipping the rest of the game straight to a FINISH HIM.

    If there's only 3 survivors then it's even easier, if there's only 2 survivors then its even easier. Winning has been made much faster. That's why they need to handle slugging or else everyone would be slugging to reach the Last Standing situation.

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206781#Comment_3206781

    Yet after the next update you would have lost badly cause the guy rushing the gen can just sit there cause his teammate can get up himself

    That update isn't here yet, hasn't been tested yet and just like anything can change even after it's been implemented, tested and launched on live servers.

    And if i lost where's the issue? Can't i accept the loss and just go to another match? Where does this notion that killers should always win or not lose come from!? That's something i've never learned or picked from watching anyone even when i watch the most Competitive oriented people. Sure i do want to win, it's human nature and sure i get frustrated BUT it's literally impossible to win always. One day you'll lose and the later that happens the later you'll learn the lesson. The worse the blow on your Ego. Don't get accustemed to losing because that means you're losing too much but you'll lose and lose until you find your own way to winning.

  • Them being a SWF doesn't change their ability to play the game. Potato players as a SWF are still potato players and the SWF will be in shambles rather quickly plus these pottato players are most likely not try harders and on comms. However any competent player when put with other competent players gets a huge advantage. So SWF's are only problematic when the least skilled player isn't that bad at all. IF i were part of a SWF of players with the same level of understanding of the game as me then i could see us goingon a decent win streak. I don't mind taking chases, i don't mind trading hooks just to make sure nobody dies. that's the kind of player i find hard to kill...guys who are brave enough regardless of their skill to make it all about the team.

    The notion that people are high MMR is both valid and false. It isn't hard for a killer to reach high MMR while for survivors it is because Surviving isn't up to just a single survivor, it's a team effort. Therefore it's easier for killers to control and grow their MMR than it is for Survivors. Killers get MMR for each kill and theres 4 kills to get whiel Survivors only get MMR for their single escape, their teammates dying or escaping doesn't matter. Honestly i'd like them to change this and manny other things regarding treating survivors as a team and not individuals.

    And while it is easier for killers to grow their MMR this creates the notion that there's manny killers who are high MMR when they aren't and that creates the notion that they always face high MMR survivors, wich they don't.

    Go play SoloQ survivor, it's absolutly dreadfull, i know cause i play it. The amount of times i've seen my teammates do very questionable things is riddiculously high. THe amount of times i see people self caring in a killers face is alarming. SELF CARE ISNT A BAD PERK, well it is worse since it got nerfed, BAD PLAEYS USING SELF CARE BADLY ARE THE PROBLEM.

    Literally SKILL ISSUE.

    I know i'm not high MMR on either Surv or Killer and i don't falsely say i am, the MMR cap is low, anyone can pass the cap. Honestly we need mre Caps, one for new comers, to seperate them from experienced players and then a higher MMR cap to stop people thinking they are facing high mmr SWFs everytime BECAUSE THEYRE NOT.

    Seeing who is friends on steam doesn't mean they are skilled, high MMR players, they could be just competent enough and them together means theres 1 or 2 less random unknow skill level players to make the survivor team weaker.

    Like i said up top, competent enough players are already a struggle and when they are put together then they will be stronger than they are as individual survivors. Even without comms. The reason for it is because they know there's someone with a similar level of understanding of the game to watch their back and make plays that benefit the team.

    I really wish survivors were classified as a team in terms of Emblems, BP and for game Balance reasons. Everyone would benefit. MMR would be more accurate for survivors, allowing killers to realize they aint Top MMR like they think they are...

  • You don't need to Camp and tunnel to win. And even if you camp and tunnel you won't win every match. Killers don't win just by their skill. What your skill as a killer and with a certain killer does is give you enough experience and tools to maximize the chances of winning.

    Killers need to understand that survivors making mistakes is exactly why momemtum swings in favor of killers. Downing survivors left and right doesn't mean that the time they have being up isn't being just as well spent as the killers time. Both things happen.

    A survivor that is as competent as possible will loop and waste alot of killers time. It doesn't even have to be a BUSTED Map or BUSTED perks. Just competent pathing and mindgames are enough. A single Mindgame can guarantee a Hit or a Miss.

    This single survivor will give everyone else enough free time to do whatever. Thats why Bloodlust exists as a catchup mechanic. Bloodlust is the game saying ok this has gone for long enough. As a killer if you find yourself reaching bloodlust all the time in a chase then you need to work on something, a different build that allows more chase potential and more time to chase, a different playstyle, maybe just a different killer altogether. But every killer has a way to be played to maximize their efficiency. IT's why some people say Sadako sucks and some do really well with her. It's why some people say Trickster sucks and some people will dominate as Trickster. CoconutRTS is an amazing TRickster, he will hit knifes on you from pretty damn far, i've seen with my own eyes. Seth is an extraordinary Sadako that will shatter your ankles with his mindgames.

    Survivors being efficient will happen on the most fair Map and even without Perks. The issue is the game isn't tailored, Balanced, for a level of play where everything is efficient. So when you do stuff like Perks, items and the RNG of Maps things can get extremely complicated for killers. The only thing you can do is accept the conditions and train yourself to just not give in.

    A few hours ago i had an incredibly hard match as Spirit, a really good killer, in her own Map, Yamaoka Estate. For the life of me i couldn't get a single chase to work. It honestly felt like i was playing against subtle speed cheaters because it was weird how i could never catch them. I lost gen after gen until 1 gen remained, i managed to finally catch the one gigantic problem. HOW? By losing the gens, the survivors were forced into coming in closer. It wasn't a 3 gen, i had 1 middle gen which they eventually completed and 2 other gens spread to both sides of the map.

    So how do i win? well 3 of them decided to do that middle gen, so i just had to keep hitting them, make it hard to complete the gen. I finally catch a survivor, slug them and injure the other 2 cause they're all together in the same trying to do the gen while i'd carry the survivor to a hook so i slugged and injured the 2 before hooking the slug. Forcing the 4th survivor to come, they made a mistake on a midngame and i hit them, and then there's 3 guys trying to save 1 dude.

    3 gigantic mistakes they made. 3 of them were on the same gen, those same 3 all got injured and 1 got hooked, the 4th guy failed the first rescue attempt. I protected the gen and hook cause they were close, i understand if you're gonna call camping on that but thats 1 moment of the game and not all i did. I get another down, slug that guy, intercept another rescue attempt, causing the guy to die, now there's 2 slugs and the 4th guy finishes the gen but he can't do anything else. I slug him and hook the other 2. Then im forced to bleeding the 4th cause i had no hooks nearby anymore, mistake on my part i could probably have carried someone to another hook but at that moment the thought was i freaking deserve these kills so i just hooked them asap lol.

    All this to say that YOU CAN FIGHT BACK and if you still end up with a gigantic L then take it. I was still pissed off at how hard i had to try but believe me i know that's how i'll keep winning. Struggling is necessary. It's not fun, it won't really feel rewarding, but you're gonna have to just endure it and keep struggling. Very soon you'll make better decisions and start preventing struggles. I don't believe in the bullcrap that trying really hard makes things feel better, it doesn't, the stress of having gone through that hardship doesn't make the victory any sweeter. The next struggle could be the match after this one, that's not a sweet thing. You Endure, you struggle and you accept the result of your struggle. When you're comfortable with struggling then you've won cause you know to win.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205135#Comment_3205135

    I'm not saying it's fun to be 3 hooked at start of the game, but the game design right now allows it. The only way to stop it, would be if BHVR themselves decided to do something about besides the basekit BT. Killers will never agree to it, for obvious reasons and to be honest it doesn't make sense for me either if someone is trying to win to just not go after the guy who is dead on hook.

    It's a problem that everyone plays together, casuals and sweats. Obviously if someone wants to play a bit more casually they will be frustrated with this playstyle and they can be right. It's just, that it's not obvious how the game should be played cause BHVR can't seem to be deciding themselves atm. Maybe in the future they'll offer a non-ranked mode, which is more casual and people can relax there.

    going for someone dead on hook is one thing and it's fine if it presents itself. But chasing the same person repeatedly when you know there's other people to chase is tunneling. Killers will hit me going on unhook and then chase the guy i unhooked if they can't double hit me right away. I suppose i'm an auto DH hacker cheater if i use DH since apparently DH is so so hard to use that only hackers can use DH but so OP that everyone runs it anyway...

    You could say oh they want to force the Mend to waste more time but then they'd leave that survivor and go chase someone else right? Well wrong, they are already in mend via BT or OTR they can't DH and right now it's unlikely anyone will have DS so right now finishing that chase and getting the second hook on that survivor is the way to go.

    The only way to use DS is to let them tunnel you and even then after you've used DS they'll still tunnel cause the 3 seconds stun is riddiculously low and they're right on top of you again.

    The only reason they don't do seperate playlists is because arssholes will just go full sweat on casual playlist. And Ranked playlist will be empty.

  • @SMitchell8 said:

    Bots could equal more blights and nurses as its the perfect type of match practice.....

    As soon as bots arrive, I'm putting Oni aside to try Blight :)

    Then you'll get accustemed to Bot movement not non-potatoto humans. IF you want to mechanically learn a killer that's fine but don't expect to learn how to really loop against bots.

    @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/348256/when-are-the-bots-coming

    I thought tunneling was a valid strategy as distasteful as it is. I'm not sure that's gonna change with BOTS. Survivors ya, might be able to get a bit better at some mechanical stuff (like hitting skillchecks, flashlight etc.) And will get familiar with the map etc.

    Going after someone you've already hooked be they fully healthy again or not is valid but that can't be justification to just do it all the time.

    Just now i faced a Turkey Demon Monster Thingy who 3 hooked me before having anyone else hooked... How the hell am i supposed to play? The guy literally rather have chases last longer by making me use DH than chase anyone else. And i've had a Pyramid Head call me a hacker cause i DH'ed a Punishment of the Damned Special Attack. Granted i did it behind a wall too which obviously made the guy suspicious but i saw the red flash i hit DH, i thought i was dead but i wasn't and i panicked and immediatly dropped a pallet when it wasn't necessary.

    I'm not a streamer, not a Youtuber and i've already been called hacker cause i have a pretty decent grasp of how to use Dead Hard.

    Killers are goddamn paranoid. I'll try use Balanced Landing even though most maps don't offer much use for it. It's either that or Smash hit though smash hit is a 50/50 that feels like a 100/100 lose cause i don't know how to pallet vaccum.

  • Well Twin changes need to come, Sadako still hasn't had her mid chapter update yet and we're already 2 killers past her, Turkey Demon Monster Fusion Thingy and Global Saturation Meme Man, then there's the Custom Games thing, the Never Coming Cross Progression cause MS and Sony will lose Money, then there's general bug fixes, then there's the Turkey Demon Monster Fusion Thingy mid chapter update, Global Saturation Meme Man still has buggs to fix. Then they have to work on solving Cheating and Hacking problems.

    Then they have to give Feng some new outfit. Which is one of the most important things ever. Feng mains need a new outfit every patch.

  • killer is in the best place it's ever been. I know we say this all the time but it's the truth. It started out so bad for them that any single improvement is amazing.

    The reason survivors are getting new stuff added for their base kit is because they are completly blank to begin with, that's why everything from a killer perspective is designed with fail safes to ensure survivors have a way out.

    They have absolutly nothing to defend themselves. Can't DH if there's no Perk, can't heal alone if there's no Perk or Medkit. Can't counter tunneling or Camping without stuff like OTR, DS, Reassurance,etc.

    The only real defense Survivors have is Maps, which some are still busted in survivor favor by their sheer size or number of resources.

    IF you're in a 1v1 basekit chase it favors killers most of the time. You can chain loops all you want but UNLESS you're in a BUSTED loop then the killer can always catch you with Bloodlust. Then you have to consider killer powers. Some killers will down you much faster than others.

    Nurse can ignore Maps for the most part so good luck with that. Some killers have ranged attacks too so pathing becomes a necessary thing to survive. But don't forget Survivors had insta heals, DH for Distance was everywhere in every chase, DS wasn't an anti tunnel tool but a full on WEAPON,60 second AHAH YOU CANT DO ANYTHING TO ME tool, og Mettle of Man was busted. Og Lucky Break was ( and the curent version still kinda is) busted. PTB Spirit was weak, PTB Ghostface was an abomination. Og Legion was gamebreaking in favor of killers but then he was gutted and mending and deep wounds have had a bunch of changes since then. Then Spirit became number 2, GF got a few changes, reveal mechanic is still as wonky as ever. SCratch marks got shadow nerfed. Auras had changes, survivor movement animation has had changes, HUD had changes.

    For the longest time M1 killers had a sliver of a chance at winning. Now they can afford to play the game on mostly equal terms.

    Hyperfocus is absolutly busted for example but most survivor cant even hit a Great skill check so Hyperfocus is only dangerous in the hands of a smaller percentage of players. Personally i just make due with fast track, but only if im being selfish and ignoring little jimmies who go down right after again. So manny times i can't even use Fast Track cause i have no time to do gens cause i'm the only one in conditions to make a rescue. So i can't even gen rush when i want to, which jsut shows that not only my teammates are bad most of the time but killers are getting thir downs and sacrifices. Which means theres no need to tunnel or camp but allas scrubs be scrubs.

  • I was never a Camper and i barely even tunnelled, only if i was absolutly mad at someone, my feedback from 6.1.0 PTB was spectacularly positive not only the changes made my way of playing better because it felt fairer BUT THE PSEUDO ENDURANCE META actually helped me, people wanting to tank everything made the game much more interactive, i could hit people left and right and get hook after hook, I WAS HAPPY during that PTB.

    Alas the Enurance PSEUDO META never came to actually be and people just went back to do gens... Comes new Chapter and BHVR went with Hyperfocus. Just why!? If they say the numbers are where they like why would they introduce something like Hyperfocus? You're giving everyone who thinks 10 seconds on gens is too much a much greater tool than even Toolboxes, negating whatever effect those 10 seconds had.

    Reality is right now my time is 80% survivor, not that i'm trying to rush gens but because i can play Ada Wong, that's the one thing i got from 2 RE chapters, just Ada. and it's not a fantasy thing, i'd buy the RE killer if it was a Licker or Verdugo for example but AbomiNemesis i'll never buy and to me Wesker is one big Global Saturated MEME so i won't get him either. I could get Leon, he is my favourite RE character but that first RE chapter was a massive disapointment so i never got anything from it.

    anyway, if i'm not playing Ada i'm on Cheryl or just old reliable Meg. I'll swap character for specific daily rituals but that aside i'm running Sneaky Ada or Medic Cheryl.

    AS far as killer goes i'm playing Sadako, GF and Spirit so my needs for Camping and tunnelling are very reduced. GF can be the sneakiest, most annoying prankster of all and Sadako and Spirit never need to Camp or tunnel so my needs and playstyle are satisfied. If i want to change killers i'll use Pyramid Head or good Old Annoying Legion! Julie ftw, Susie is goddamn rat!

  • REvert back to 50% boom problem solved. The problem isn't that there's 1 guy self caring in a corner the problem is there's multiple of them. If we buff iit to 50% then those peopel will spend less time doing it, thus they'll get back on working on something faster.

    With 10 seconds of base BT and increased movement speed speed you can get away from the killer assuming the rescuer didn't just rushed at you like a Bull.

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3196579#Comment_3196579

    I feel like your HEAVILY overrating the changes to the hit cooldown and survivor speed after getting hit. It's noticeable but to go as far as to say it makes the survivor go nowhere? That's just wrong.

    Pentimento + Plaything really only works on indoor maps. Otherwise you don't need to break the totems.

    People not being able to use dead hard is very clearly a skill issue. Either that or bad connection/servers..

    I agree with no real reason to camp (outside of endgame) but tunneling is still kinda of a necessity for certain killers and a good chunk of maps with said killers. How is lethal pursuer busted? It's good but it literally only can help once unless you bring another aura reading perk which means your using two of your perk slots just to find someone.

    Just cause you don't run into Hyperfocus or Prove thyself often doesn't remove the fact that they are issues.

    Individually they are minor changes but combined they are quite effective. And without DH for Distance it's a very big chunk of distance that survivors don't have anymore. Survivors can have Overcome sure but Killers can have STBFL and STBFL's power will outweight Overcome. And STBFL never got a change and neither did Overcome so if we add them to the equation then killers are in advantage here.

    Finding Totems in the middle of corn isn't for everyone for example, even less if you consider how unoptimized and unflexible the games graphical options are on everything outside of PC. I can't find Totems if i'm playing on Console. It's really horrible, i've had that experience for 1 year before deciding to just restart on PC.

    Hyperfocus and Prove Thyself by themselves aren't an issue, the issue is Survivors get to stack multiple things by themselves and even more when they are together.

    A Solo survivor will make use of Hyperfocus no doubt but the Prove Thyself value is not there. It's the same as comboing Pain Res into DMS. It is excessive that you're already regressing the gen plus denying access to it. Personally i'd rather have Pain Res get a small buff than dealing with a 2 on 1. But and this is the important part, people will still combo DMS with Pain Res if Pain Res got a buff.

    Same thing as survivors will stack and combo hyperfocus, Fast Track, Prove Thyself, Toolboxes, Stakeout, etc...

    PEOPLE WILL DO WHATEVER MAKES THINGS EASIER. Same as tunneling and camping.

    There are solutions, either nerf everything and the games get slowed down which most likely only benefits killers but then you can also nerf slowdowns to make sure the game isn't too slow or prevent the comboing and stacking aspects.

  • Another thing i have clearly seen is a rise in new killers.

    I can say this because now was also the time i've really started playing survivor so while my Survivor started low MMR and low skill i could clearly see how manny new people were playing killer, the difference is it was easier for me switching roles, i already understand what a killer should be doing so i can some what accuratly read a killers plan. My issue as survivor was pathing and looping. As killer you can't really force a survivor to go where you want, you just have to outplay them at the tile of their choosing but as a survivor i can lead the chase to where it works for me and/or the Team. That's what i've been learning and i gotta say i can understand why Survivors sometimes feel so strong. When you get both skills of understand what a killer should do and knowing where to lead a killer to, it' becomes so hard for killers to chase survivors.

    This fact alone will explain why there's an increase in Tunneling and Camping. These new killer players don't have the knowledge and experience to confidently take chases even if they have experience as survivor, they still have to get used to being in the passenger seat. So the easiest way out to minimize chases, chase time and survivors winning will be to tunnel and camp.

    For the sake of arguing we could bring "Competitive" into the discussion, where these concepts and way of thinking are exactly the same. "Comp" players understand both sides to a very in depth degree which is why "Comp" play is all about the nastiest plays.

    IT isn't to say Survivor is OP because honestly it doesn't feel OP to me, i've had plenty of times where i got completly destroyed by killers even when i was running my prefered build and it didn't come down to a massive skill difference just the moment by moment. A bad play by me means i'm down and it means the team has effectively lost 50% of the capacity cause someone has to come save me, depending on how that play goes the team could go down to 25% capacity. The chances of the team going down to 25% capacity are high because if the killer gets to pressure someone before the rescue happens then thats 75% of the team doing nothing cause the third guy still has to save me.

    A team losing 75% capacity + whatever slowdown the killer has is a huge thing to consider. THe only way to affect this huge thing is to have survivors work on multiple gens, to ensure any slowdown can be afforded because it's being divided by multiple gens, which significantly decreases it's impact on every single gen.

    Now if survivors are spread then their input is reduced. Which leads to them either teaming up in pais or having Toolboxes and Perks to help them achieving a higher level of INDIVIDUAL input.

    This by itself wouldn't be so problematic unless ofc every single survivor brought the strongest stuff, in that case you're overcompensating which is clearly busted and too much.

    And this is the problem. Not only are the items strong enough to make individual survivors stronger but theres 4 survivors, the increase in efficiency of a single unit benefits the whole team. If more units are more efficient then the efficiency bonus overwhelms the killer slowdown.

  • With all the positive changes the game got for killers i honestly can't understand why FELLOW Killer MAINS still tunnel and Camp and more often than not that's whats happening.

    And then there's this stigma for some killers, like Bubba, it's unbelievable the amount of times you face Bubba's and it's unbelievable that almost every single one of them is just contempt with Camping and tunneling, why!? Have you never seen a good killer play Bubba!? I admitedly don't play Bubba but that's simply my personal taste, i'll always gravitate towards stealth killers so Ghostface and Sadako satiate that for me. Aside from that I can always rely on Legion and Pyramid Head for my variety.

    Gens are slower.

    You kick faster.

    You recover faster from attacks.

    Survivors have less of a speed boost when hit. These last 3 combine mean Survivors get absolutly nowhere unless they are already in a strong position but even so you can afford breaking 1 or 2 pallets and make that safe zone useless for everyone for the rest of the match.

    Killers still have ABSOLUTLY DISGUSTING BUILDS. Plaything Pentimento is like having a 1 hour match. Pain Res + DMS is still a thing. OverBrine is effective. BrineEruption is effective and applies Hindered. Jolt has high value because of being a free access perk.

    There's no real reason to Camp or Tunnel. Just use Discordance or Lethal Pursuer ( which is absolutly Busted!) or BBQ to get mid match information. LEthal Pursuer should not even exist. It effectively eliminates any attempt at stealth in the early stage of a match.

    Yeah survivors can bring Distortion, or in my case when i play Survivor, Object of Obsession. You wanna see me spawn? Well i wanna see you too.

    The best defense Survivors have now is Shift W, running early. Which to me is atrocious, it's a skilless thing, just make a decent path towards loops and get away soon enough to make it not worth for the killer to chase you.

    Most people now can't use DH because timming is required, i've failed plenty of DH usages but i'm still gonna use DH, when i get it to work then it really works and most often than not killers gave up on chasing me, a third hit becomes too much but if that's the case why do people play Nemesis? You gotta 3 hit with the Tentacle so if i manage to DH a Tentacle then it's a 4 hit chase.

    IT's so odd to see killers now refusing to chase people when before they'd chase people for minutes and only complain if gens got done but now that they can make gens incredibly slow, they don't want to chase.

    I honestly don't think it's Hyperfocus or Prove Thyself that are issues regarding gens. I barely run into them and i barely use them.

    My 3 most used Perks as Survivor are DH, Lightweight (which admitedly helps immensly not being chased or escaping chases) and Object of Obsession, call OoO busted all you want but i'm still taking a gigantic risk, i've been tunneled because of it, but i also made sure to waste as much time as possible for killers. My match results are pretty much the same as when i don't use OoO, i'm actually more of a team player when i don't run OoO so i'll probably just spend more time doing gens and Totems if i'm not using OoO but then i have to rely on my teammates ability to run the killer while i can do gens or Totems.

  • Auto DH is even worse now. The Perk itself isn't as strong but for Hacking purposes it's effectively better because instead of a quick Dash whcih could go nowhere, you get to control where you wanna go.

    My survivor builds revolve around 6 perks. DH, Lightweight, Fast Track, BT, Inner Healing and Renewal. Depending on wether i bring a Medkit or not Inner Healing and Renewal get used or swapped. So it's mostly DH, LW and then FT and IH or Renewal or FT and BT if i bring a Medkit.

  • i Didn't even play yesterday to let people get some games and get the hell away from me but ######### doesn't work. I'll just trash the stupid daily and never play Laurie ever again...This ######### is cursed!

  • Bro this is unreal, first match of the night today... again a Bubba and i still get tunneled... ######### can i get any luckier than this!?


    IS it because i'm playing LAurie!? ######### man i just want to open 1 gate, why out of 9 tries i face 5 Bubbas....who all play the same #########, tunneling and camping. They bring every aura perk possible and imaginable just to freaking tunnel people..#########!

  • @LinkToReality said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186676#Comment_3186676

    Well, you mentioned "Dead Hard for distance" so it makes sense people assumed you didn't know of the change to Dead Hard (removing the distance portion and instead giving you 0.5 seconds of Endurance).

    As for the "Yes it's bugged" comment, that's a troll. The perk works perfectly fine, to the point I'm seeing it more often than the other Exhaustion again. People just needed time to relearn how to use it.

    I did mention it but i wrote before and after those exact words. Those are the ones that provide the context. If you ignore those and just read DH for distance then you get to where i've said people are lacking reading comprehension. I'll just copy and paste my words: "i can't even DH for distance if i try to, it just doesn't come out". I did try to DH for Distance and even that didn't come out, that's exactly why i made the post. If i could DH for distance then i'd just outright say ok i'm not timming my DH correctly but the fact is even when i specifically tried to use it for Distance it didn't work either and it's not because it doesn't provide Distance anymore, it simply wasn't coming out.

  • i've been trying this stupid gate opening for 2 hours...

  • Judging by the comments i understand reading comprehension is at an all time low...


    @ImNotBobDylan said:

    Yes DH is bugged, even after the animation starts there is roughly ~100 ms activation time during which it does nothing, the time is inconsistent and seem to depends on server latency. You won't be able to use it reactively at all against certain players. Even good loopers fail it quite regularly on stream.

    Thanks, that explains how absurdly difficult it has been to properly time DH.

  • I really dislike Lethal Pursuer it's absolutly busted information and the fact it boost all other aura reading is bonkers and even more bonkers is that it boosts itself... Why?

    Why make a busted early game info perk even better by having it buff itself? If you want it to buff itself then reduce it's natural duration. A 5 second base duration buffed to 7 would be more than enough already.

    It's such a popular and busted Perk that you're almost obligated to play assuming every killer has it. I see no reason for it to not be used. I'd use it myself on my killers, especially because one of them is GF so he needs to know where to go very early on, but the fact that i'd have to buy a ######### killer like Nemesis and waste 1.5 million BP on him to unlock Leathal Pursuer is a definitive NOPE. I'll grab it from Shrine if it ever pops up there but i aint getting Nemesis.

  • I hate Nurse, she needs to just disappear there's no way to Balance her. Her ability to ignore 90% of the game is riddiculous.

    I hate survivors who do nothing besides stalking Ghostface, never letting him use his power.

    I hate Lethal Pursuer, it's a freebie that isn't needed.

    I hate Plaything + Pentimento. It's a lose lose scenario.

    I hate Claudettes, especially when i'm playing survivor.

    I hate survivors who don't take a protection hit when someone is getting tunneled.

    I hate survivors with flashlights. Most of them can't take a chase.

  • Skill issue vs Game issue!?

    I think i might have something to share about this! And it's FRESH, like Minutes ago FRESH!

    Here we go! I'M BAD AT SURVIVOR but check this one out...

    Dead by Daylight Screenshot 2022.09.09 - 18.12.55.48.png Dead by Daylight Screenshot 2022.09.09 - 18.12.35.52.png Dead by Daylight Screenshot 2022.09.09 - 18.12.24.78.png

    As you can see my points speak for themselves. The fact i was the only escape vs Nurse speaks for itself. Even if you remove the 7k points from escaping, i'm clocking above 24k points, more than my team mates and even if David Escaped he'd never get to my points.

    IF any of these survivors Pipped which i have to believe they didnt then there's a big issue here and i doubt it's my skill. The Nurse Pipping and even double Pipping might be a thing and i'm very ok with that. But the fact i'm 1 Pip away from Iri1 and i just had this match and didn't reach Iri 1 is silly to me.

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