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savevatznick

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  • Generators already progress if your teammates aren't crazy people.

  • Don't feel bad for sore losers. You have every right to play the game however you like, as long as you are blatantly cheating or exploiting broken bugs. Don't let people get to you, keep your chin up. You earned your wins.

  • There game is balanced around solo survivors fending for themselves. It would be inconsistent for there to be any penalty for leaving people behind - your Benevolence / Altruism scores will suffer accordingly anyways.

  • Ruin functions as a band-aid secondary objective to slow the gens down in a game where the gens go too quick and there's no reason NOT to do gens.

    While making ruin a base given kit would work as a bandaid fix, the solution to slowing the game down is really to give survivors something else to do besides gens, so a killer like Trappers' game isn't decided in the opening three minutes of the game

  • You need Thanatophobia to give survivors a downside to staying Broken otherwise they will never cleans and deny you your power spike in Corrupt Purge. Most of the time, good survivors will eat the time loss from Thanatophobia and not cleanse anyways. Plagues' biggest issue is that she needs to ask Survivors permission to use her power, which can turn you into an M1 killer that has a hard time mindgaming due to your height.

    I'd say you need to get really good at M1ing loops if you're going to be plague.

  • Just don't get mad at teabagging survivors? You don't need to tunnel them to beat them.

    Control your temper and just play optimally to beat any toxic peoples' butts. Flashlight clicky clickies don't work too well if you have ears to track them with, and pallet drops don't work if you mindgame. If the survivor is just better than you and toxic, ignore them, let them waste time trying to bait you into a chase and kill their friends instead. I understand sometimes if you're going to play optimally you might need to tunnel someone to get it down to a 3v1, taking resources away from the survivors, but in the end if you're doing it for a reason as stupid and petty as "PUNISH THE PERSON WHO MADE ME MAD, UNGAH BUNGAH", then you need to take a break and go outside.

    If someone wants to piss you off, don't give it to them. If someone wants you to chase them, don't get mad, just let them be stupid and waste time, and find someone else. Dealing with toxic people is actually really easy if you aren't a Neanderthal and actually know how to control your temper.

  • Just make DS deactivate if the killer hooks someone else. Right now it works well as an Anti-Tunnel perk, but lasts so long it functions as invulnerability even if the killer isn't tunneling.

  • @rayoxium said:

    Fixing those loops will have to be addressed at some point, but those entire maps are made of the generic jungle gym tiles. If they’re gonna rework them they will probably have to do a bunch of balancing work to create better loops like Badham.

    In all honesty I wish they would do a quick replacement of those windows with an extremely safe pallet, so it’s a once time use deal. That way killers don’t have to deal with the frustration of it while they come up with a better solution

    Yes, this is what I am saying. Obviously the devs can promise us Badham tier reworks, but in the mean time even a band-aid fix like changing the window to a pallet could help mildly alleviate the issues these god loops cause.

  • @marching_hyena said:

    They aren't removing these because removing some of them would be taking away balance.

    I highly doubt replacing god loops with manageable loops would destroy "balance" for any besides people who rely on these loops heavily.

  • The Smashed Potato : This potato is most often decked out in paid cosmetics. It is a breed that rarely survives the winter, as its primary defense mechanism upon being injured is to promptly and permanently remove itself from danger by disconnecting, leaving other potatoes in the patch somewhat frustrated and almost certainly screwed.

    The Bundle of Potatoes : This breed is joined at the root, and can have anywhere between two to four conjoined fruiting bodies. Potatoes of this sort are inextricably draw to each other, often forsaking objectives in order to perform acts of unfathomable altruism that generally do not work as planned, including the double-injured basement save which ends usually in a triple basement hook. Other behaviors include hilariously ill-fated attempts to bully killers or attempt saves of various sorts. They tend not to mix well with potatoes of other breeds....

  • Well, this may not help your concern, but part of playing the game on both sides is reading what perks the opponents have as well as their general temperament.

    As survivor, you certainly want to be making not of ever instance of perk usage so you can begin counterplaying them as soon as possible. It's easy to read perks like Discordance, BBQnC, Nurses's calling, etc after observing how the killer moves and such. It's good to build a profile of sorts and see if you can read every perk the killer has at the end of the game so you won't be surprised by them. The killer generally has to do the same per survivor.

    It takes game knowledge, which newer people might not understand.

  • It's not laziness. Maybe it's because they're prioritizing monetizeable content over renovating new maps, for obvious reasons, but I wouldn't demean them with an accusation of laziness.

  • I've learned to play injured. Sometimes healing is very helpful against killers, but I find that against most loopable killers I don't need the second chance being healthy gives me. I just don't see the need for self care when medkits exist and yout teammates usually bump into you anyways. Also, bad memories of the idiots who self care at pallets or run miles away to self care when the killer is chasing someone else. Then again, I run Iron Will almost always, so being injured never bothers me much.

  • Iron Will and strangely enough, Quick and Quiet.

  • Decisive is ridiculously strong not just because it stops tunnels, but stops pretty much anything else the killer can do to you. The presence of an obsession in the game gives a killer pause when trying to hook anyone who was recently hooked.

    Dead hard helps you pull some powerful plays off and juke out of situations where you'd otherwise fall. A good deadhard can waste a killer's time completely and force them to lose a ton of distance.

    Iron will denies the killer the main advantage of injuring you - sound.

  • Wiggling isn't supposed to be a reliable out. It's supposed to limit the killer to hooking you to the first or second nearest hooks. Without wiggling, the killer could basement hook anyone. If wiggling was any more powerful, there could be safe areas on certain maps / all maps, ESPECIALLY if someone has been sacrificed (destroyed hook) in the area that survivors could run to before they were downed to essentially be unhookable.

  • Like others said, you need Ruin or Corrupt to slow down the game, because you basically don't have a power until your traps are set. If you don't run them, prepare to lose 2 or 3 gens by the time you've set up. Trapper may be the only killer you'd want Fire Up on.

    Chase perks are really good to have, though I'd avoid Bamboozle simply because in most cases you'll have a god loop with a window trapped, defeating the point.

    Haunted Grounds is a nice gamble. Most survivors will see you and immediately look for your Ruin - it's nice to get a free early down on your first chase because some numbnut thought it'd be funny to knock over Ruin.

    I actually like Save the Best for Last on Trapper as of late, because you can smack people who run into your traps for the second hit at minimal time cost, but you can also avoid hitting your obsession and letting the trap do the job. It ends up helping ends chases very quickly later on once you've cleared a few pallets and the remaining ones are trapped.

  • It's an unexpected exploit-turned-feature.

    They'd have to overhaul the game to make it work without looping. What a wonder that'd be - a game that isn't about running in circles.

  • I'd use my one day to make minor map changes that the devs still haven't made for ??? reason.

    I'd do stuff like closing the Ironworks window, closing the Rancid Abbatoir god window, removing the Wretched Shop double window infinite, making sure that jungle-gym heavy maps don't spawn a billion T-L walls facing each other.

    Small stuff that would greatly improve the game. I only have a day.

  • I don't get pissed about being teabagged or other sorts of killer bullying beyond just sighing a bit. I know of I alter my playstyle to "punish" toxic survivors, it's going to be suboptimal for me and give the toxic people what they want. The most I'll give to a very annoying person is a twirl or a shake before I pick them up.

    People need to control their tempers. The survivors WANT you to get mad. Don't chase a survivor who wants to be chased because they probably know what they're doing - instead, ignore them and find one of their teammates. Every second Ms. Clicky Claudette is out in the open teabagging you is a second she could be using to actually bully you with gens.

  • Rarity is a stupid way to balance things. If something isn't well balanced, it doesn't matter how often you encounter it, it's still imbalanced. The whole "rarity" schtick is a farce - I don't care how often I go up against something blatantly imbalanced, I care that my time is basically up for grabs, 25% "Extremely hard to win game" and 75% "Winnable game" with no consistency. What's worse, the power of some killers' addons and survivors' tools limits the power of their base kit.

    The addon system is stupid and just creates excuses to keep poor balance and design in game. Stop asking for rarity "nerfs" and ask them to fix the actual addons. Fix the game.

  • They can't overhaul the entire game without getting tons of people pissed off at them for changing core mechanics that players have practiced with for the lifetime of the game so far.

    Also, Dead by Daylight occupies that strange space between an actual competitive game and a party game. It's balanced like a party game, and utterly fails at a being a competitive game, yet the community still treats it like it's competitive.

    The devs don't want to take a stance either way, since balancing towards competitive players will negatively affect newer players and that ain't good for the Games as a Service model. You always need new blood coming in to spend more money on your game. That's why they're laying so hard into cosmetics, to monetize their existing veteran playerbase.

    They also don't want to balance it towards being a party game for the lulz because it'd alienate the competitive players who recognize the potential depth this game could have if the devs bit the bullet and actually balanced it for real.

    The result is our mediocre middle ground. We get content updates that have band-aid fixes in the form of "perks" to situationally mitigate the most egregious imbalances (why do you think most killers swear by ruin?) meanwhile actual competitive SWF's still ######### on near anything that gets in their way. Core issues of the game continue to be core issues because the devs continue to design within the box they have created. We can't even have a proper ranking system currently without a reset every two months.

    There doesn't seem to be any unified approach in balancing this game and the result is a drip-feed of piecemeal changes to pacify you until the next content update comes along, which you'll stay for to see if it fixes anything just long enough that you catch hope for the NEXT update. It's working, I mean, I'm still here.

    TLDR: The devs have no idea what they want DBD to be and so it'll continue to be a mess.

  • Tons of addons are worthless and exist to eat up bloodpoints to keep you grinding.

  • Wraith's brown addons are some of the coolest in the game. One of them suppresses your red stain and TR for six whole seconds after decloaking,which can make for some gnarly mindgames and gen grabs when combo'd with a clapper addon. Another makes you decloak when performing a break action,which combos super well with his increased cloaked break speed addons to catch survivors before they make it to the next pallet. His brown addons open up nice alternatives to Windstorm.

    Trapper's setting tool addons really help with setup time, as well as allowing you to place (or fake place) traps around loops to disrupt survivor's movement. The higher ranks also decrease escape chance, which helps keep survivors in the trap longer.

    Plague's Apple addons are the only hope in hell you're going to get of actually using corrupted purge against survivors with brains. It's good for catching them off guard, if the spawn of your corrupt fountain doesn't screw you over.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/632094#Comment_632094

    so, if its not gonna be a full rework, just add an aditional power to his basekit.

    many people ask for a killer that is able to disguise as a survivor, legions trailer shows frank acting like a survivor aswell, so why not?

    Legion right now has the same problem old freddy had - actually, its even worse: he has no mindgame potential whatsoever. his power has no depth to it, its just "M2 and stab", which is very boring - for both players involved.

    id like to add, that i am not trying to hate on the "rework". this has been very necessary, since Legion had just no counterplay at all to him. the changes got rid of all the annoying aspects of him, which is a very good thing, and im very glad we got it.

    yet, and ive said so when the changes dropped and i'll say it again, they only fixed the annoying aspects of the power. legion is far from being a killer in a good spot. he needs buffs - quite drastic ones aswell. however, buffing his feral frenzy would probaply just put it back into the old annoying spot, so he should eigther get his frenzy reworked or get something else, something strong that allows for mindgames, added to his basekit.

    Old freddy had a ton of mindgame potential. What are you talking about?

  • They wouldn't need to do constant resets if the ranking system actually worked. They need to keep resetting because hitting r1 is easy enough that by the time of resets,it's basically "Midrank and up".

  • 1. Trappy

    2. No TR/Red Glow Bing Bong Build

    3.Old Freddy

    I don't really "Dominate" with other killers so far.

  • This is some survivor's rulebook stuff right here.

  • Decisive Strike / Object of Obsession / Adrenaline / Dead hard if used well

  • Billy is the most balanced killer. Viable across all ranks with some mechanical play on both sides when interacting with survivors (Juking vs aiming the saw). Clear counterplay which becomes even clearer once you take him out for a spin yourself.

    His power can't be taken away from him and doesn't cripple him, so he doesn't become a chew toy for survivors at any point in the game unless the person playing him is bad. Have you noticed that about most higher tier killers? That survivors can't cripple their powers?

    He doesn't break the looping meta, he just has opportunities to end loops in a conventional way much sooner. He is the most balanced killer,and simply stands out as a reliable and strong choice amidst a cast of killers that are frankly anemic in terms of power and performance.

    Every other weaker killer should be buffed to be as strong as Billy.

  • Don't ever play without a trapper bag addon of some kind. Trapper literally requires addons to even function. Sabotage time addons (Coils) are hot garbage and barely make a difference. Shouldn't need to tell you that the jaws addons are a waste of space. Use setting tools to shorten setup time / mid chase loop trapping or his big rares for obvious reasoms.

    Trapper's kinda like Ghostface in that survivors can ruin your power just by looking at you place traps then disarming them. The disarm time is trivial and having your traps disabled is far more damaging to your time than it is to the survivors'. SWF just plain bullies Trappy boy and there's naught to do about it.

    Like others have said, the game generally begins once you've ceded your first two gens to setup time, unless you run Ruin or Corrupt Intervention. If you are denied setup time to get your traps down, you won't have much time later on in the game to set or reset them. It's important to get as many traps on the field in useful positions as quickly as possible because you ain't got time for nothing. SERIOUSLY, you have got to move like you don't have time at all because you don't. Trapper starts out with Negative pressure because HE needs to travel to his objectives (traps) and set them up before starting his patrol and chasing. Run like your ass is on fire.

    You're an area control killer, emphasis on "Area". Trap one half the map then drive survivors into it by positioning on one side of them. Try to force a 3gen if possible. Staying in proximity to your "territory" you're defending helps stop people from disarming them.

    Perks:

    Running Sloppy Butcher really helps slow the game down against heal-happy survivors and give you a bit of time to breathe. You feel a bit better just tagging a survivor and letting them go because you're wasting their time either way. Franklin's is also a great perk to use.

    Haunted Grounds can help if you start a chase too early and don't have any traps up. Usually with Corrupt intervention, survivors are cleansing totems, which can give you a free down in an early chase. It also clamps down on survivors who anticipate Ruin and don't start a gen to check for it. It's a gamble,though usually quite helpful to me anyways.

    All chase perks are alright on Trapper. Brutal Strength, Sf/Enduring, Bamboozle all work because he's am M1 killer. Fire Up even has potential because it helps ALL actions you do, and you're usually tossing 2 or 3 gens anyways.

    Agitation/Iron Grasp help you move survivors you've downed into areas that you have traps set, as opposed to the nearest hook possible. Being able to pick where survivors move to is a very good perk to have, especially if it's the basement.

    Lategame perks. You're gonna hit lategame eventually just because you give up gens in the beginning. If you start trapping the exit gates and they open, you can do a number on survivors just by running Blood Warden, especially because your traps are good regardless of Adrenaline. You can combine it with NOED to get back at people bullying you, but that's two perk slots gone for Lategame. Don't run Remember Me because your traps don't count for stacks

    Good trap spots :

    1. On top of the combine harvester ramp on farm maps. Default traps almost match the color of the floor and survivors have a hard time seeing them if they run up. A good way to ruin BL users' day. Also trap Cow Tree.

    2. Haddonfield, windows to second floor porches/overhangs. Step over the window and then place the trap on the outer side of that window on the porch overhang. It means a survivor cannot do anything but step in your trap. Highly visible, but it's nice to cut at least one of those loops down. If you're good at predicting where people fall, you can also pull some good ones under windows survivors drop from.

    3.Crotus Penn, around the first floor windows. You need to predict where they fall for these sometimes, but they can save you a ton of time on that broken central building.

    4. Entrances and the strong window to the Groaning Storehouse. If anything, these let you know when a survivor is moving through those areas, as well as maybe landing you a slick basement hook.

    5.The Game, trap the staircases and the chase-ending loops, as well as the spots where survivors can drop down. There's not many other places to put them, and at worst they're disarmed and you get information on their locations.

    6. Ironworks of Misery/Wretched Shop/Rancid Abbatoir/etc., Trap the god windows until the devs finally get off their butts and make the minor mapping changes needed to stop those god loops from spawning. These loops will wreck you as Trapper because you have no tools to deal with them.

    7. Autohaven, trap the entrance to the Bulldozer window. It again shuts down Balanced Landing users, as well as people that want to tango around the bulldozer pallet/ window loop

    8. Yamaoka Estate, Trap the outer edges of the map. The middle is a pallet dead zone,so survivors like to run around the outer ring more. Once you learn the paths they take, it gets easier to know how to place traps for them.

    8. Killer Shack. It's on every map and is a guaranteed time waste vs any good survivor. Nip it in the bud.

    Trap paths survivors take between gens. Trap sides of loops that survivors aren't expecting. Trap around hooks if those traps will still be useful when that person is unhooked.

    Trapper's easily bullied,but every victory you get with him is well earned. Just try to be unpredictable and don't chase people who want to be chased. Chase people trying to get away.

  • When playing Killer, I don't want to rank up anyways because it just means I'll deal with more SWFs that the devs havent figured out how to balance.

  • There are the killers with map control and anti loop

    There are killers with just anti loop

    And then there's the rest of them

  • @lostkq said:

    https://forum.deadbydaylight.com/en/discussion/comment/628856#Comment_628856

    Widen your Horizon and play survivor :D you'll relise how dogshit ultrarares are, And

    https://forum.deadbydaylight.com/en/discussion/comment/628849#Comment_628849

    https://forum.deadbydaylight.com/en/discussion/comment/628848#Comment_628848

    you 2, Im not saying they should be OvErPowErD i'm simply saying they are useless as in no one will use them to baraly anyone will, I.E. Toolboxes Just bring repair addons you can get 150% repair speed with them Faster then a brand new part, Flashlights Just bring batteries The timings the same on it anyways

    I play survivor too. BNP is underwhelming,Flashlights aren't good in general. Instaheals and Commodious toolboxes are the real pains because they make a survivor vastly better in one dimension, while the game objectives remain the same.

    My point is that the addon system kills balance. Instaheals or super fast repair speed being unknown quantities that may or may not exist are terrible to play against just like going up against a regular wraith vs Silent Bell wraith is a huge difference. The inconsistency sucks.

  • When played at even 75% efficiency, 4 survivors can very easily overwhelm almost any killer player no matter how technically skilled, even if that killer is playing Nurse or Spirit.

    The game is not balanced around survivors playing efficiently,and is instead designed to give them allowances to factor in the cluelessness of nonoptimal solo survivors. Competent survivors who can loop, self organize, and read mindgames can destroy all but the top 1% of killer players, and they'll give that top 1% a damn good run for their money most of the time. In the end,the game is survivor sided.

  • The addon system is stupid to begin with - Ultra rares you mention especially. How are the devs balancing this game when such huge leaps in power are present?

    It doesn't make sense that either killer or survivor can be so much more powerful "every once in a while". The argument that "They're rare, you won't see them every game" does nothing to address the fact that these addons provide huge spikes in power that can make bad killers viable,strong killers OP, and survivors infinitely more annoying in games where the addons are utilized properly. The fact going against triple instaheal survivor or irid/belt huntress only happens "once in a while" doesn't fix the problem or solve the imbalance in the loadout at all.

    Just balance the game around killers' base powers already and scrap addons. They make no sense from a balance perspective and just make it feel like you're dropped into an super difficult game every once in a while.

  • Suffers from the problem a lot of the more recent maps have. It's just too big for the killer to have gen pressure.

  • Do gens. Three people on gens when a survivor takes the full time to die means you can concievably do almost all the gens in the time it takes for the killer to catch and facecamp the first person they find.

  • If you're hag, mash shift to teleport before the trigger animation plays and lunge immediately. That helps deal with these problems except if the survivor knows where the traps are.

  • Why even have the grind at all? Why do we need to grind for addons that make our killers playable past rank 15? Why do perks have arbitrary ranks? Why have the bloodweb at all when it basically exists as a tedious grind simply for the sake of "Character progression? In end, it makes the game more tedious for people who play longer than a week.

  • If survivors play with maximum efficiency and all meta perks and items they can run circles around most any killer. If a killer picks Nurse and plays at maximum efficiency, they might have a chance. This is why I am convinced Dead by Daylight is a party game, not a competitive game. It's simply not balanced around a competitive mindset.

    Traditional balancing always considers the highest level of play as the standard. Meaning that the game is at its most balanced when both sides are playing at maximum efficiency.

    Dead by Daylight developers certainly do not balance around the highest level of play - they seem to balance around the rank 10 to 12ish area,to be frank. If you balance your game around low-middle rank play, then it will be horribly unbalanced at the highest ranks,where people playing competitively can exploit imbalances to their maximum.

    The killer is reliant on punishing survivor mistakes. If a survivor team makes no mistakes, or makes minimal mistakes while running loadouts than can erase those mistakes or narrow the window in which a killer can punish them, the killer has little to no opportunity to gain momentumn. The game at its core relies on clueless survivors.

    To people who say "They won't have an instahela every game!": Just because you don't run into imbalance every game, does not excuse that imbalance. If Omegablink nurse is overpowered one game,it's imbalanced every game. If survivors running optimal kits and coordinating is objectively ruinous to most any killer one game, it's going to be every game.

  • Just make it deactivate if the killer hooks another survivor and let it keeps its ridiculous 60sec duration. That's all it needs.

    Slugging gives the survivor a chance to be healed by teammates without losing a hook state and is pretty fair considering a survivor got caught twice. I get the feeling that a lot of people who whine about getting "tunneled" are just bad at running from the killer.

  • I don't like playing against Myers or Huntresses who are good at flicking their shots. I play enough on the killer side to read what Nurses and Spirits are doing, and Billy is loopable like anyone else.

  • I love successful mindgames.

    Triple-vaulting the shack window to appear right on a survivor who wasn't looking is gold.

  • Because they are children and cannot stand the fact that they lost. Pretty simple.

  • Legion is just weaker old Freddy.

    He applies a debuff to survivors that slows down the game, and by the time he's done chasing, the debuff is gone. His kit gives information in survivor's whereabouts. You even have the whole "Wait seven seconds before you can even hit the survivor" mechanic,it just comes in the middle of a chase when you don't want it to, with none of the mindgames old Freddy could pull. Freddy's dream transition could potentially guarantee the first hit just like Legion's power, with no added penalty midchase.

    The difference is that vs. freddy, you NEEDED to wake up to get anything done because his debuff slapped you with a fat 50% action speed debuff, aura reading, and you in most cases needed to reveal your position to wake up via loud noise. Legion's deep wound is a bit more consistent in the time it takes to wake up, but gives Legion no information on where you are and doesn't slow down the game if his TR is affecting you.

    Old Freddy's end game was also downright terrifying if he had set up survivors by sleeping all of them beforehand. Remember Me plus the action speed penalty made gate opening slower than molasses. Legion has none of these luxuries.

    I'll say it again, Legion right now is old freddy, but worse at stalling, worse at chasing, and with worse range. He's only better at tracking survivors he hasn't found yet, which is minor.

    Edit : Freddy was also a godlike point farmer

  • I'd revert the "fix" that brought killer chade music back to its normal deafening levels.


    Let me hear what's going on.

  • A lot of people whining about "tunneling" just are bad enough to get caught often.

  • Gen tapping is more of an issue than regression speed. It's stupid that a survivor can hit a gen mid chase to stop your regression on it. I don't know stuff like this is still in the game.

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