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realflashboss

realflashboss

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  • he did need to be changed. The argument that you just need to learn to counter him doesn’t stand when after YEARS of him people still don’t get how to play against him. If there’s no appetite to play against him for whatever the reason is then the killer needs some sort of change.

    His slow downs were just irritating and they were always combined with thanat and tinkerer 99% if the time so it’s not insignificant when stacked and when you can literally teleport to a gen directly when tinkerer procs and hit it with pop or ruin before they can ever get finished.

    His Arsenal just had overkill. They should have just nerfed his teleport instead so he has to commit or add more seconds before he can use it again. But it’s a bit ridiculous having anti-loop, gen slow down and the ability to directly teleport to the only real objectives the survivors have. Demo has to be strategic with his portals. Clown only has anti loop. Every other killer has 1 main ability whereas Freddy seemed to have a bit of everything.

  • Like a few people have touched on. As an anti tunnel perk it’s pretty useless and always was fairly rubbish for the majority of duo or solo Q players.

    Im not surprised if lucky break from PTB does come into play as that has far more anti-tunnel capabilities than DS. A 5 second stun in a dead zone or once pallets are gone really doesn’t help at all with escaping tunnelling.

  • Even people like tru3talent call easy games ‘chill’ survivors. Then as soon as it’s a challenge they say it’s sweaty

  • i love how people refer to hold ‘W’ or press space bar to win. It’s like saying to the killer click m1 or m2 to win 😂 totally irrelevant

  • When tunnelling is so rife in so many games now lucky break might actually be a much better anti-tunnel perk than DS ever was. I would have been happy if it was only activated off hook as opposed to when injured to make it a bit fairer on the killers too

  • @brubli said:

    there is a hard limit on how much he can turn during his slam but during his charge he has more control over it. By just full on holding W and charging with his power you can't make two turns and enter shack, so if that did happen it's a bug. By mashing a/d or just running into the wall enough and focusing more on turning you can slow yourself down enough to make two turns and enter shack

    Yea he could keep his dash and turn twice around the shack and into the doorway. I've noticed insane turns on a number of pc players. No console players can mimic it though.

  • In one of their surveys they asked about console only crossplay as an option so it's in their thoughts at least.

    There is a longer queue with it off. But if it was on for consoles only the queue wouldn't be an issue.

    I don't ever bother playing ranged killers on ps5 as it's garbage.

  • Second chance perks exist because there are dead zones, killers are faster and bloodlust exists.

  • Devour hope- cleansable from the start by doing 1-2 totems (2 if undying is active) easier to hear the hex totem, requires killer to get to 3 hooks, punishes the killer for being near hook by giving no tokens.

    NOED - cleansable from the start only IF you find ALL 5 totems, doesn't require any tokens or charges, encourages camping.

    Pretty easy to see why people have an issue with it. If the killer had 2-3k or lots of hooks it doesn't sting tbh, but when it's a really bad killer or someone who hooks 1 and camps then it's just boring and a kick in the teeth a bit.

    It is what it is, it's not the end of the world so I get on with it.

    Bringing detectives or small game is fine, but it's a waste to give up a whole perk slot for a 'maybe' NOED is being run and maybe the last totem can't be found. It's like suggesting every killer should bring lightborn as a flashlight counter... It's a waste 99% of the time if you know what I mean.

    Anyway, I think those are fair reasons why NOED is hated more generally- basically it's usually easier to find 1 totem than all 5 plus it doesn't activate passively.

    Don't really think either are a big issue, they're counterable, I just wish soloQ had a totem counter without having to bring in the new small game perk. If all 4 survivors are running it on soloQ it's 4 perks down on a team with no Comms.

  • The game needs second chance perks. Pallets and loops aren't unlimited. Resources are finite. Killers need perks and survivors need them too. At least they can only run 1 exhaustion perk really.

    Dead hard is dodgy at activating and isn't that easy to use well.

    If maps were absolutely perfectly balanced and everyone could play optimally then sure get rid of exhaustion perks but that basically never happens.

    Blood lust exists and most loops aren't god loops so unfortunately second chance perks need to exist. Fortunately at least most solo survivors in general don't know how to use their exhaustion perks that well!

  • I don't get the arguement of its 4 Vs 1....?

    4 Vs 1 as soloQ is still a struggle for most* of the games cuz of matchmaking.

    The problem has and always will be grouping survivors as SWFs and soloQ , they're totally different skill levels and experiences.

    Have you ever done kwf 3 v1? It's so easy to kill them.... Same with an instant DC. It's 4 v 1 for a reason, there's practically no game with less than 4 (again, unless it's against a SWF) - highlighting once again it's SWFs that cause the imbalance and not the number of survivors.

  • I'm with the for SWF- survivor sided. (Co-ordinated, efficient, works to their skill set and perks combos).

    For soloQ - killer sided. (More luck based as you can't help to control your team mates, lack of efficient, mixed skill, no Comms, lack of co-ordination).

  • @RenTheCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2117207#Comment_2117207

    Yes, that's bullshit. I can't cancel picking someone up to avoid a flashlight save or pallet stun. I can't cancel breaking a pallet neither.

    So why can Survivors cancel unhooking people so they don't get grabbed? If I make a mistake while picking up someone that took me hours to kill I get the SWAT team and it's bye to the kill, yet if a survivor starts unhooking someone in front of the killer they can just stop pressing M1 and they won't get grabbed. Teleporting around and cancelling animations it's exploiting game mechanics.

    https://forum.deadbydaylight.com/en/discussion/comment/2117201#Comment_2117201

    I usually end up with 4k, don't tell me to get better. It's still infurating and demoralizing to have 3 gens pop up by the time you get your first hook. Why even keep playing when those 3 gens being done means if I kill 2 survivors the hatch is already there for the other 2 to leave? In what concerns them, they finished the game already, and in 80 seconds. A player should not have to tryhard or be afraid of a magic door on the floor if he wants to have fun.

    If you usually get 4k even with your complaint about 3 gens popping quickly then what's the issue? You wanted an easier game where you still win with a 4k? 🤔 I don't get it....

    It sounds like you're making an arguement that even with survivors doing gens efficiently they still are weak and can't win? Maybe they need even more of a buff?! (Jk)

  • The survivor lost a perk slot for DS in the off chance they get tunneled either during or at end game. It is frustrating but tbf when it's been used against me at exit gate i've usually had a rough game or played pretty crap as killer anyway!

    If they bought the DS they deserve to use it if the get a chance, especially since it's very limited in usefulness. I'd say keeping it till exit gate is literally it's only major clutch anymore 🤣

  • 100 on both- ps5. It still doesn't matched flicking a mouse by a longshot 🤣🤣

  • Lol. Enjoy MMR when it's out 😏🤣

  • MMR test was the best matchmaking I've seen when I played killer and survivor. I'm at about 1500 hours I think if that means anything.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2109117#Comment_2109117

    tunneling is exactly the ######### same before DS change.

    stop pretending it's more common.

    Coming from a killer main 🤣

  • @KA149108 said:

    https://forum.deadbydaylight.com/en/discussion/242170/how-are-your-games-going

    Over the last year I introduced my friend to dbd and I'd say she's a good survivor and capable. Over the last few weeks we've been playing dbd less and less. Especially this week I have found teammates horrible! Running killers to your gen, not going for saves, ratting you out for no reason. For a while I thought that the mmr was actually improving our matches but that seems short lived.

    Also I would like to add that me and my friend are team players who get saves and do gens we don't chill urban evasioning around the map so I don't know why we are getting useless teams.

    I felt the same! Last few days has been awful. Btw MMR isn't on, they only did it for 24 hours a week or two back. I found the matchmaking on both sides way more fair when it was on.

    The games either seem to be really sweaty all night ATM or just about ok.

  • BT isn't really a buff- except it'll actually work against every killer finally.

    If you were coming back to the hook it'd probably have been active anyway and if you were across the map it's irrelevant as it'll run out in 12s.

    It's only buffed against huntress snipe shots and freddys lullaby. In which case both times would help against tunneling.

    I honestly wouldn't worry as killer the change will be negligible.

  • This forum is probably the last place to get open minded opinions from. Just take some food for thought:

    1. Trickster is probably designed to primarily cater for the massive Asian dbd community (funnily enough) it's not just English speakers playing this game.

    2. Amanda is a a woman wearing a pig head. Legion is a teenager wearing a mask.. I'm failing to see why some psycho who like bright colours and hums like a child while trying to murder people is any less well thought out- I'd actually argue more so.

    3. There's something real/tangeable about the character and I'd say one of their best designed. I believe he says 'found you' when grabbing someone from a locker.

    4. Totally get he isn't for everyone, but I for one think he definitely looks cool and different (and is a psycho). Just looking forward to versing him more when he's buffed so he's more viable for more people.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108393#Comment_2108393

    Now THIS is an actual argument I can understand.

    I honestly agree with this, that is an instance of actually tunneling someone. Something the new DS doesn't quite address and I think it's a problem.

    Doing something dumb in front of a killer and getting hit for it is not though lol.

    Totally agree. MOST tunneling happens this way. They get the hit in a new chase and immediately go to find the other survivor. In SOLO Q you're left trying to figure out is he coming back? You are forced to either wait out your DS i.e. do nothing (which makes the perk killer sided). Or try to heal only before realising after your 2 second of healing that oh crap, he's come back to tunnel me!

    It's a totally useless perk and I don't know why anyone would run it anymore. You'd be better just accepting you're going to get tunneled regardless this game then move on.

  • I'm sorry but if you couldn't counter DS by lunging instead of grabbing off a gen and leaving slugged then you don't have a brain.

    Tunneling is far far worse since the DS change.

    DS punishes the survivor team more now as you are forced to wait and see if you're getting tunnelled before risking doing anything in game. That's 1 player doing nothing for upto 1 min.

    Again, I don't like 1 use perks personally and haven't run the old DS in months but there's no fear of DS anymore so there's Def an increase in tunneling.

    Lucky break buff is probably going to help with anti-tunnneling way more than DS ever did thank god.

  • @Clevite said:

    I think this is like spirit nerf. It will matter very little to people who enjoy playing him and are good with him

    The boosted Freddys may struggle more tho.

    Totally agree, I think the really good Freddy's will still be fine

  • Actually TOFU quite specifically said he was making the list based on if the killer has been mastered. Therefore nurse and spirit are stronger than Freddy.

    He specifically said if he was going off your average player and games then Freddy would be at the top of the list because his skill cap is so low and he totally obliterates mid tier survivor games- which is what most people playing experience.

    Developers aren't going to cater to just the top 1-5% of player base as they're just that. They are looking at overall health of the game and after a couple years Freddy is still hitting average 75% kill rate.

    It may include suicides and DCs but then so do all the other killers stats so they're still comparable. Regardless by now even if DCs and suicides made up even the majority of his wins then there's an underlying issue that people just don't like to play against him, therefore something needs to change. Unfortunately telling people to just 'git good' is wishful thinking and thus far obviously hasn't worked since his kill rate is still high years later and people are still quitting games against him.

    I just find him incredibly dull to go against in soloQ as pretty much the only counter is to try and get through gens ASAP to cut down his teleport locations and get the game ended quickly - something which rarely happens in solo as ppl aren't efficient and even if they were it's boring with little to no interaction.

  • Gen rushing lmao... What do u want the survivors to do? Stand around nearby waiting for you to finish a chase?

    Run corrupt and get them on totems or doing something. If they're efficient there should almost always be 2 people trying to do gens.

    Is a killer 'kill rushing' cuz they're obviously going to go straight for kills all the time?

    Gen rushing is literally ONLY when people are hooked and the other team decide to do gens before friends.

    Killer gets pressure by getting people through hook states, slugged and chased of gens.

    Survivors get pressure by getting the gen count down. Both gen rush/kill rush cuz that's their objective.

  • Lol. This is so much fun. Bye Freddy 🤣🙋

  • It's hard to tell when you're going to be tunneled unless you're being face camped.

    The perk is a waste of time against tunneling except for end game unhooks.

    Most killers who are planning to tunnel go across the map, see the unhook and unbeknown to the unhooked survivor often drops a chase and is about to be on them in 30seconds. Basically you're forced to either lose your DS by actually doing something in game OR waste 30-60 seconds doing nothing to make sure you're not being tunnelled. - the perk actually works IN the killers favour then cuz you're either forced to do nothing or to nullify the perk. It's stupid and only really has any use against someone who s practically face camping and planning to tunnel.

    I don't like the perk and I don't run it. On SWFs it was totally broken and still can be abused by them but they're not the ones suffering from being tunneled anyway since they can co-ordinate.

    I feel for the killers though as I hate those games! 4 man SWFs tend to be the problem with almost everything being unfair tbh!

  • @Mr_K said:

    If a perk is used a lot the community assumes its OP.

    -The History of DBD. Vol 1

    True 🤣

    It's like anytime someone has a rough game against a perk (as killer or survivor) they find a complaint about it.

    Perks are not the as much of an issue as SWFs or play-styles- these suck and ruin it WAY more imo.

  • For casual players (the vast majority) the MMR they turned on for 24 hours was much better. There was a rainbow of rank in the lobby and the games as both killer and survivor were much fairer and evenly matched in all the games I played as both.

    It's gonna be really tough for some players who always get 4k cuz they're more likely to be matched with SWFs who collectively get 4 escapes, but... If it works as intended after 'losing' a few (on either side) they should start getting matched more evenly.

    Either way the MMR will take a few games to reach its peak of 'fairness' in matchmaking but as most people are casual and they make up the player base then it's good.

    It's gonna suck for the hardcore sweaty survivors and killers cuz they'll always be facing eachother.... I'm not one of them so I have to admit I'm ok with this cuz matchmaking is appalling ATM.

  • Spine chill is fine it's no more unfair than lightborn that fully negates flashlights or actually any other perk that has any value. It has its weaknesses.

    1. Non directional - it's strongest use is when you don't have any line of sight... But in these instances you don't know where the killer is coming from and can easily run into them or have to run out and be spotted.

    2. Its basically useless if you have line of sight.

    3. It can flash on and off which gets survivors who are skittish off gens.

    4. Killer can just not stare directly at the gen when they're at 32m.

    5. The speed increase is like 1 stack of thanatophobia so practically irrelevant especially as survivors generally don't sit with it on at a gen if it's staying lit up the whole time.

    It doesn't need a nerf or a change just adapt around it. Same as BBQ, players need to adapt and go in lockers or change direction after 4 seconds.

  • All I can attest to is there has been a massive increase in tunneling since the nerf. I never run it cuz I don't like 1 use perks and it's boring. Besides a 5 second stun tbh isn't going to save u against a determined killer anyway... It's a shame with having to hope you're just not the first hook followed by tunneling.

  • It's still going to be pretty easy to suicide, itll just take 10/20s longer 🤣 the skill checks are regular and decrease the timer a fair amount if you miss one. This rework literally just stops you missing a space or X and suffering for it

  • There's some limits to console mostly inaccuracy using thumb sticks as the skill cap to be good at FPS on console is way way higher than M and K.

    However.... The sensitivity is capped on DBD for console players at a way lower level and there is no option for consoles to turn down graphics or change any settings.

    I play on PS5 and tbh I haven't noticed any frame drops etc. So I'm not too fussed but I don't bother with ranged killers as It would take me years to get even remotely good enough to use them with thumbsticks.

    You also only have to look at the number of streamers who have the game either on a stretch resolution or more commonly they have the whole environment lighter which isn't really fair imo, especially when it's done 3rd party with GFX card settings and not through in game.

    Agree that BHVR can't just not put in ranged killers and shouldn't design them around a single platform but it'd be better if they had console crossplay only as an additional option as well as more in game settings for console players!

    I've always been a PC player but switched as I just don't like having to upgrade a PC every 1-2 years to keep it up to date enough to play the latest games.

    Alternatively they should just let M/K plug in play on PS and console. It's not uncommon for other PC based games to let you just plug in a keyboard and mouse and play with them on PS as the programming is usually already embedded in the game!

  • @Volfgang57 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2093216#Comment_2093216

    I wonder if that has to do with the UI scale feature that was added in 4.5.0.

    I'm not sure! Maybe! It's weird though cuz even the killer/survivor/store buttons used to be half size due to higher resolution

  • @Volfgang57 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2085537#Comment_2085537

    Are you sure you're playing the PS5 version of the game? I have a PS4 Pro and a PS5 and there's a significant difference in the way the two versions look right now. On your PS5, go to DBD and where it says "Play" go the right to the dots and click that. If you're on the PS4 version the option to switch to the PS5 version will be there. (Sometimes it randomly switches which version of the game I'm playing)

    Yea I've done that check. The graphics are a bit better on ps5 version but the resolution is different since 4.5.0.

    The bloodweb buttons etc. We're all half the size on my TV screen when the PS5 version first came out but since the update they're set at the same size as PS4 version.

    It's just a resolution bug

  • Just have a sound effect go off for every full totem done so survivors have to try and keep track and the killer knows too how many are left. It'll encourage ppl to pay attention and do them on soloQ

  • @Harold_Shipman said:

    changing the totem pop sound effect to global would be an easy fix and good information for both sides.

    I think so! I know NOED is frustrating sometimes but I genuinely think this small change would be a really great addition and don't really see much negative or counter arguement for it in terms of fairness!

    Totems would still be just as hard to find on certain maps etc. But the mechanic should hopefully be quite beneficial to both killer and survivor.

    Even for killers running NOED it would let them know to change their game plan of they hear all 5 cleansed for example.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2086338#Comment_2086338

    A teammate healing you takes that long and doesn't take away ds. Problem solved If you have time to get healed and then jump on a gen you aren't being tunnelled so if the killer comes after you he isn't tunneling he's stopping you from completing your objective which is his objective.

    Ok so if you're healed you lose DS too then which is fair!

    I don't think that many people who abused it before are running it anymore. I haven't run it for many months as I think it's a boring perk but the people i see running it now are usually the people who need it most cuz they're new or not very good and they're the one who could do with a small grace period.

    At 10 seconds I don't think there's much harm in terms of progression and it's not really abusable. Ruin alone would get rid of that progression in 3.5 seconds of chase.

  • @Kirkylad said:

    If you're sat on a gen you're progressing the match and therefore aren't getting tunnelled because if you were you wouldn't be able to do that.

    It's the killers job to stop the gens getting done so if you're going to jump straight on a gen after getting unhooked you're running that risk. Also the killer isn't tunnelling he's gone to a gen and found you on it so you can't do a surprised pikachu face because he stops you and puts you back on the hook.

    Tunneling doesn't only occur if it happens before you can do anything else in game. You're missing my point that you're held hostage to do nothing at all to wait and see if you're tunneled. You shouldn't have to stand around waiting like a pleb for 10-20 seconds to see if the killer is coming back or run for the hills in anticipation that he may be tunneling you...

  • They should have changed it so that DS deactivates when the killer has hooked a survivor, when you've done something like 10s progress on something after the 60s timer as normal.

    I only say 10s as opposed to instant as sometimes people think they're safe and then they're tunneled very shortly after, and right now with how it is you either have to stand about to make sure you're not about to be tunneled or risk thinking you're not about to be only to see the killer appear within 10 seconds cuz they've dropped chase to tunnel but you didn't realise so you wanted to get on and do something as opposed to stand around doing nothing just incase.

  • I play both but mostly survivor.

    NOED - not OP, but extremely frustrating when you've gone against a killer who has got 1 hook then the solo Q experience results in 3 people proxying for the rescue and going down.

    Saying do bones is half fair and something I try to do every game, BUT its not that simple, I've had plenty of games depending on the map where you just can't find that 1 totem.

    I don't think it should change that much though, something that is frustrating sometimes doesn't mean it's OP but a totem counter would be a good HUD addition (mostly for the SoloQ -SWF bridging gap). For killers it would also likely slow the game a bit as those on soloQ with a brain wouldn't rush the last 1-2 gens and be looking for the bones. It would then encourage people to get them done and give the killer more opportunity for interactions.

    IMO the totem counter is a much better arguement than 'bring small game or detectives hunch etc' as you can eventually learn totem spawns and trying to find them at least takes some time and elongates the game length.

    Instead of a visible timer they could even add another sound effect for when a full totem is cleansed just so survivors at least have to pay attention to the number of times they hear it even, that could be quite good and more interesting!

  • If I kill myself ok hook it's almost always because of the other survivors as opposed to something the killer did. If they're doing nothing and not good at even 1 thing (gens, chases etc ) then it might aswell be a farming run for just the killer! (so what's the point).

    So I'd argue, don't always feel bad for the other survivors since they may well be the reason for people wanting to get into another match!

  • My biggest problem is the PS5 used to have higher resolution when the game for it came out and since 4.6.0 they put the resolution back to PS4 version... There's virtually no difference visually anymore!

    Reported it and they don't even respond.

  • The perk is definitely interesting and fun, except on a decent nurse - agitation, infectious, BBQ build. Pretty much no game. Quite a few nurse main YouTubers have said it's perfect for a 4k world record build for a reason!

    You can counter by going in lockers a lot but damn 30s for everyone not on a hook is so much down time you might as well not run any gen regression 🤣

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2036454#Comment_2036454

    Early downs mean nothing. Gens popping is a n objective. Downing a survivor is not even 1/4 of the killers objective. It takes 3 hooks to kill one survivor. Early downs mean nothing if you fly through gens before he even hooks that survivor.

    What do you want the survivors to do? Stand and do nothing while you chase 1 person?

    That's a new one. An early down/hook means nothing 🤣 I implore you to not bother going for one then!

  • @Dizzy1096 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2035429#Comment_2035429

    lol if Freddy was playing against good survivors, swf or not, they'd have 3 gens at 75% before his power even took effect, and he wouldn't have a hit in.

    Problem is on soloQ that's pretty damn rare 😪

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2036399#Comment_2036399

    Hrm.

    1. You are assuming the MMR worked.
    2. You are assuming Killers don't want tough matches; many of us do.
    3. You are assuming Survivors aren't also going to get constant sweaty matches; they will.

    If MMR works (the operative word being "if") every match will be sweaty and hard fought. That is the goal. SWF are unrelated to MMR, an entirely different issue of balance. If MMR works as intended, SWF will end up fighting the best of the best all the time, thrown to the wolves who aren't too bothered by it.

    Well that seemed to be what happened when dowsey had to queue for 2 hours to finally get matched against a competitive SWF, he was playing his twins with 1 escape and 895 kills. So MMR seems to be working how you described it should.

    He complained about the queue time which I get, but the alternative is just give him relatively easy (for him) games which on the old system he was clearly getting at a rate of 895 kills to 1 escape!

    MMR takes into account the SWFs in the sense that they will have a huge amount of escapes individually as they play regularly if not always together.

    I'm not saying ALL killers don't want a challenging game. I like it to be a bit bail biting when I played both during MMR which it was!

    And I totally agree with you SWF (4 man especially) ruins the balance of the game! It's really the root problem of most parts of the game.

    I hope that if the MMR does work like that the Devs can then really see where the imbalances are in the game instead of compensating for SWFs and top 1-5% player base.

  • Yea what a great idea a warm up where you can't have gens progressing at the start. Let's do the same for killer where if they find you in the first 30 seconds of a game you get tickled instead of hit 🤣

    Both things are annoying (gens popping fast and killers getting early downs) but that's the way the game goes sometimes. It's RNG and asymmetrical.

    Doing gens is the only way to get pressure on a killer so of course survivors are going to rush the first 2-3 if they can.

    Killers need to injure, down or hook survivors for the same reason, you can blame either for trying to get on with it asap!

    And totally agree with the guy who said 3 survivors on a gen is not efficient - especially if you can chase them off, that leaves maybe 1 survivor doing a gen and 3 doing nothing.

  • The only people who think Freddy is fine are those who play him, those who never go against him and maybe some 4 man SWFs.

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