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stikyard

stikyard

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stikyard
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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945280#Comment_1945280

    Hell no, don't remove SWF. As a killer I like to play against SWF's as they provide an actual challenge and good SWFs demonstrate what can be extremely unbalanced.

    Let the groups play groups, but they can't have their hand held. What groups are capable of need to be accounted when making new perks and balancing. With that said, give the solos access to SWF level communication so that they are not left out, and if a solo player does not want to participate in communication, they have the option to disable it.

    I generally agree, I think it would be healthier for the game just to allow in game voice option and we can start to balance around that being status quo.

    Right now the level of play is completely split and it throws any chance of balance right out the window.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945265#Comment_1945265

    Any game that requires consistent and detailed communication NEEDS voice and or text chat. Imagine having to play League of Legends without text chat. Premades would dominate even more than they are dominating right now. Pings (or in Dead by Daylight's case: auras and notifciations) are simply not enough.

    They need to make a clear decision here. No in game chat and SWF splits the gameplay too much. Either add voice or, disable groups, one or the other.

    I actually like the idea of disabling groups. I think it adds to the atmosphere of not being able to communicate and relying on solo gameplay, decisions and experience.

    Unfortunately, SWF is equally appealing to players so, I think they would be better off adding in game voice option.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945252#Comment_1945252

    How would i go balancing swf?

    Simply give solo survivors text and voice chat.

    It's time to stop the excuses of "people would be toxic" or "removes the feeling"

    Literally just add an option to mute and disable text and voice chat before game in the settings. And then, add an option to mute a specific player during a match.

    That way, developers can balance for both types of players with very little difference, if any, and a ton of perks and addons would get reworked, which just goes to show how much information swf has.

    In game voice with the option to turn it off, is actually a good idea. We could move forward with the game balance being intended for voice communication.

  • @TicTac said:

    I get some weird hits, too, but dont you all overreact? I still have no problems as survivor. When i lose, then bc my teammates play bad as usual. But i still have matches where the killer gets demolished.

    I dont think it's a over reaction. The games core mechanics, survivor movement and, syncing have been altered to a degree that is not fun.

    I love this game, I keep trying to play every day. All of the fun risky moves that made survivor play style fun, dont seem possible anymore.

  • @[Deleted User] said:

    You need to ask yourself this first.

    Do you need to nerf (even more) a killer who is being played only by devoted players and noobs who play from the rift and won't do well regardless because they're not familiar with the bugs and power first?

    Or do you need to address the fact that majority of the killers are unplayable against good swf teams that will win if they want to?

    Which is more common?

    And by the way, a swat squad isn't necessary to beat the average killer. Even the average 4 person swf squad is capable of destroying most killers, even good mains, simply because the game is unbalanced.

    If you think the first choice, then you are biased.

    If you think the second choice, then you are biased.

    The logical answer is balance them both, but that's not happening. So keep Nurse as it is, because she's the only killer along with Spirit who rewards actual skill and evens the playing field against good teams.

    How do you balance swf?

    Some people suggest removing grouping but, this would shift the balance to skilled meta killers.

    SWF is a major draw for a lot of players. People like to play with their friends.

    Balancing this game is a literal nightmare. Most matches either heavy lean one way or the other.

    Experience can go a long way in this game, sometimes, even that isn't enough.

  • The casual base is not the driving purchasing power I would assume. You do need the game to be fun and enjoyable out of the box for casual and new players and, I think DBD struggles in that area. I think the changes are meant to make the game more enjoyable for newer players but, in the process they broke some key functionality of survivor and, it needs to be fixed, a.s.a.p.

  • I am playing other games.

    The point is, I come to DBD for a gaming experience I haven't found anywhere else. I've invested hundreds of hours and money. I would usually play 5+ matches a day. Now I play one and, log off because it's not fun.

    My son is enjoying it though and, earning me some big BP's, lol!

  • Well, there aren't many good nurses so there's that. You are trying the right things but, a good Nurse with 1k+ hours in the game is playing better than you, respect it.

  • "realism" like getting hit from 5m away while the killer is facing the wrong direction...

  • How are they landing 180 degree lunges. I wish I had a screenshot of me laying on the ground and, Oni facing the complete opposite direction...

  • The update that nobody wanted...

    Amazing!

  • This update killed survivor. R.I.P.

  • Freddy's arms can extend, new rework! Straight from OG Nightmare on Elm Street!

    They screwed up bad, survivors rely on knowing the feel of movement and distance. I cant judge it at all.

  • I've tried to play. The UI is all over the place. Gens up top, survivors top left, perks bottom right... thank God I play a small screen!

    Movement is not fluid like it used to be. I can't judge the hits, seems like I'm getting hit by things that never would have landed before. 360's, and S swerving dont seem possible. I was just getti g the hang of moonwalking, I guess that's not a thing anymore...

  • @KidDope25 said:

    The Clown changes were the only good things to come out of this update. Cringe and stupid animations, ugly and confusing UI, broken hitboxes for survivor and a bunch of loops on the new updated maps have no collision for killer so they can literally walk through walls on loops. I don’t understand how abusive you can be when we all tell you NO and you guys say YES. You’re literally the enigma of an abuser. I’ve given you people so much money just for you to break my favorite game and make it unplayable. DO YOU NOT EVEN CARE ABOUT US? THIS SCREAMS AND ECHOES THAT YOU DON’T. STOP THE LIES. YOU’RE KILLING YOUR ONLY GAME THAT WAS SUCCESSFUL.

    Word!

  • Who was calling for UI and movement change?

    Movement change!?!?!

    The one thing survivors rely on to not get hit and make plays...

  • @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/1934411#Comment_1934411

    well i mean you gotta figure a gen or two has popped in that first chase right? because if the killer is facecamping its gotta be because he lost a bunch of gens before his first hook so one on hook one trying to save and the other 2 on gens that will leave on gen left before the first survivor dies. then the second on gets hook plenty of time to finish the last one. but... it is what it is at the end of the day

    Not always, a lot of killers will proxy camp, pretend to run away or run a small loop only to return to catch the unhook. some killers like Hag, Trapper, Pyramid Head make unhooking even more dangerous and slow, allowing them ample time to return for the unhook. A good Huntress or Death Slinger can proxy camp from range.

  • Change your starting game plan, avoid gens and, find the Killer. Use information perks like, Kindred, Spine Chill, Bond to help alert you. How is your looping game and, ability to track the killer while being chased?

  • It's a bad argument to "just do gens" altogether as typically at least one survivor will stop what they are doing to go unhook regardless. They will spot the killer face camping and wait to see if he leaves or divebomb with BT. Essentially the killer removes at least two survivors from objectives by hooking one.

  • Mettle of Man / Breakout / Sabotage / Dead Hard

    Dead Hard is meta, I use it to milk extra swings out of the killer but, this is my favorite build. I don't consider it Meta because I usually end up dead. It's all about making those saves, so much fun!

  • Here's how I find diversity in builds as Survivor. I have around 400 hours in the game. Survivor main.

    Prestige and keep leveling. Play the low level survivors you have without all the perk options. I enjoy this early game survivor or, after I just prestige. It's like, make something work mode.

    After you unlock a lot of perks and combos you can set things up to help you clear rituals and achievements. If I need to pop totems, I run a locker build, Quick and Quiet / Head On / Inner Strength. Bring a map to track bones.

    If I need to do gens and coop I set up Prove Thyself / Streetwise / Better Together. Bring a toolbox, ect.

    Decisive Strike / Unbreakable / Borrowed Time / Dead Hard build is powerful. It's a build of second chances, I personally don't run it. I will use thes perks individually or mix match them but, the entire build is a major crutch and, it's play value has no long term appeal to me.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922218#Comment_1922218

    I think it's pretty obvious why I mentioned one side more than the other.

    While the killer perk pool is small and should be larger it's still much more diverse than the survivor meta.

    The survivor meta is marked around multiple second chances that aren't needed and make up for bad plays. The killer meta actually has some variety from slow down perks, to information perks, to chase perks. A good killer vs good survivors you will still lose the game even with fast chases simply through gen speed which is why you see lots of slow down. IE you can lose even if you weren't outplayed. So what is dictating the meta for each side is very different. That is another reason I mentioned one and not the other.

    Another thing is that we've actually seen a couple new killer perks come into the meta. Not a lot and it should be more, but it's still more than the zero change the survivor side has had in years.

    Well, the game is designed for killers to win chases. You are faster and have special attacks or abilities that allow you to, lunge, sneak, range or, simply mind game the survivors. So these survivor perks like, Dead Hard, Sprint burst, Decisive Strike are meant to prolong the chase and slow the killers progress down.

    I say, nerf the meta all around, both sides. Behavior has all the data on which perks are loaded the most. Obviously meta, so just nerf them. Make DS time window shorter. Make Ruins regression less powerful. Make undying not reveal survivors. Make borrowed time shorter, ect.

    These perks, all of them can easily be made less effective.

    My prefered survivor build is Breakout / Mettle of Man / Sabotage / Dead Hard. It's honestly the most fun I have playing DBD. I use Dead Hard to milk extra swings out of the killer and, I usually end up dead but, the saves are too much fun!

  • @BaldursGate2 said:

    Just talking about SOLO survivor.

    The last meta perk was released in 2017! with dead hard on David. All other past that one, are niche perks that are not frequently used. The 9 metaperks (DS, Adrenalin, Unbreakable, BT, Dead Hard, Sprint Burst, Self Care, Spine Chill, Iron Will) are much better used in SWF, because who needs kindred / bond if you have voicecom? Nobody!

    On the other hand, aura reading perks like kindred, bond together, aftercare would just be much better on solo survivors, but most people refuse to change that, even when it ultimately would be better for them and helps a lot to survive.

    From the 9 metaperks, only 1! is not for protecting your own butt. I thought that was a team game? Not "every man for himself"!

    The solution would either be, nerfing the meta perks to the ground or better buffing the "niche" perks to a good level, where people really begin to question: Are those meta perks really that essential? Nah, i go for kindred / bond / empathy and so on.

    Just to explain how "mediocre" some meta perks really are: You remember much more the times they actually helped you, but you forget about the games where you haven't to use it at all and other perks would have been much better for you and your teammates.

    DS = No tunneling / camping? - Wasted perkslot

    Adrenalin = Didn't made it to the endgame? - Wasted perkslot

    Unbreakable = No slugging? - Wasted perkslot if not combined with DS and then only if you got tunneled / the quicker recovery speed could help sometimes

    Self Care = Damn use bond or aftercare to find someone else or plunders + pharmacy (or only plunders if you want to try your luck) to collect a medkit, it heals you quicker.

    BT = No camping? - Wasted perkslot, because kindred is better

    The other 4 are much better than these ones.

    Just go out, take off the meta perks and play a couple dozen games without them and look if you really do worse without them.

    And i know somebody will join the discussion with: Nice try killer main, now that we don't use the meta perks anymore, you can free tunnel and camp!

    Interesting how you only mentioned survivor perks as if Killers aren't relying on the same 5 or 6 meta perks themselves.

    Ruin / Undying / BBQ / Pop / Sloppy

    I do agree generally. If you are facing the same perks 80% of time, they are just powerful crutches.

  • @Hex_Salt said:

    https://forum.deadbydaylight.com/en/discussion/223291/favorite-builds

    That's the sort of build I detest when playing killer lol never tried breakout is it meme-y or is it efficient?

    Breakout is actually useful, you also recieve a speed boost to get in place for flashlight or hook sabotage.

  • As I said before Blight requires some skill and decent frames probably helps. I also think he's a little too map dependent. Some maps are just too clustered and tight for Blight to maneuver and down survivors with charge.

  • You're maining spirit because you need the crutch?

    Honestly, the most unfun killer to play against. I usually just try to harass them and die as quick as possible.

  • Blight requires some skill, certain maps like Hawkins are horribly clustered and it's hard to use your speed to down survivors. I would say that map and perks make or break Blight. He can be fun to play against but, a good open map and Meta perks can make it just about as annoying as any other sweaty.

  • That's rough, NOED is going to be a pain with new totem transfers. It makes totem hunting more of a priority which, helps slow down the gen rush. Maps and tracking can help. A perk for totem hunting would be great!

    You de-pipped because you were forced to play chase the entire match and you ended up dying. The pip system is garbage, if the Killer focuses on you, tunnels, slugs, you can't hold rank. It's not a huge deal to me, I can play green ranks all day solo que. Once I get into purples, I start inviting my friends for SWF, it's too damn sweaty in red and purple rank Killers.

  • It's a horrible game to try to manage balance. It's a 1 vs. 4 so, the Killer needs to be OP and be able to win a majority of chases or, Killer wouldn't be fun and, only the best players would actually play Killer.

    Trying to beat red rank Killers as a solo is not easy and, people generally like to play games with their friends if they can. At any point the Killer can use dirty tactics to secure kills, face camps, basement camps, slugging, ect.

    As a survivor main, I find the game becomes less fun once I hit purple and red ranks. I either have to play SWF to have decent games or, I solo que and de-pip back to green ranks.

  • A "phasing" animation is all that required. It doesn't change the mechanics of the Killer at all. Just remove the mind game from her power.

  • @Nicholas said:

    It would be interesting if the free mechanics the game provides to Killers became perks. Would anyone actually use Bloodlust as a perk?

    It would be interesting if each survivor was given a mechanic specific to that character so, that they aren't just skins.

  • Blood lust should slowly increase speed overtime in a chase, like 1% per 10 sec. So that the killer gains an edge the longer the chase proceeds.

    Killers should win chases a majority of the time or, it would be too hard and people wouldn't enjoy Killer.

  • Spine Chill is amazing with or without Resilience. Yes, the extra speed can save you while vaulting.

  • Spine Chill has warned me the killer is approaching countless times, it also tells me when the killer has given up chase or, that they are nearby and chasing someone else as it, goes on and off repeatedly. It also helps me vault faster in a chase. Spine Chill is the best survivor perk.

  • Could we just get a Phasing animation? Where she slowly begins to fade away, would that be so hard or, game breaking?

  • It's all about weighing the pressure and skill of the survivors. If they are challenging you then, play hard. If you are outclassing them and still have four gens up, you can afford to be playful.

    Some killers just go all out no matter what, 5 gens, slugging, DC's, no remorse. Those games feel one sided and crappy.

  • I can see that the builds are a little map dependent and the survivors aren't great either.

    Idk anymore, than balance and scale issues of this game are so unpredictable and all over the place.

    Skilled killers, broken builds vs. Potatoes.

    Sweaty SWF teams vs. Anyone

    The balance can shift dramatically.

  • Killers mains need to be honest here, how often do you face an organized SWF team?

    How often, out of let's say 10 matches, do you score the 4K?

    I play solo que mostly, 90% of the time and it's rough. Unless I get lucky and paired with decent players, the Killer is going to run rough shot through the team and, might give someone the hatch.

    I could record game after game of rampant murder and Survivor DC's.

  • I find it to be challenging. It can be very frustrating sometimes but when good plays are made and you actually escape, it does feel good.

    Making a save play for one of your teammates always feels good.

    It's been increasingly rough lately. I play solo que mostly, sometimes I play SWF with my son and we don't fare much better.

  • @Rivyn said:

    'BBQ is in the minds of every survivor, every game, whether the killer has it or not.'

    One obsession in the game, and every killer has to assume all four have DS. I find the comparison amusing.

    I've seen a lot of people comparing to DS and it's really not comparable.

    DS has specific requirements you don't get to activate several times per match and, you have to hit your skill check to make it work. The Killer has to tunnel you after being unhooked. DS also doesn't have a BP bonus.

    Remember, I suggested a slight change to BBQ, to make survivors scream rather than reveal. This change has pros and cons. You could effect close survivors and, disrupt any actions survivors are taking. At tier 3 the perk should cover nearly a whole map.

    The only counters would be being lucky enough to be really far away, in a locker or, using Calm Spirit.

  • I appreciate all the input. I'm not a big fan of reveal perks for either side. They should be minimal and least effective perks. that's my stance and I'm sticking to it.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479864#Comment_1479864

    Noise notifications have always been trash perks because they tell you where the survivor WAS. The only noise-related perk that is run for the screams is Infectious Fright, and even that is only run on mobile instadowns like Oni, Billy, and Myers. Deathbound is run for the Oblivious effect, MYC is run for the instadowns(You can't even tell the scream because there's already the bubble from unhooking), Rancor is run for the free mori, and Iron Maiden is run by huntresses for an easier reload. The trade-off for the aura reveal is that it doesn't work on survivors that take 4 seconds to make the killer think they went in a different direction than they actually took.

    Never understood the bubble effect. How many times I've been close to the killer hooking someone and can't see what the hell is going on because of the bubble.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1480035#Comment_1480035

    Use your eyes. every single stealth killer in the game has some kind of cue when they're on you.

    1. Ghostface makes rustling noises when moving and has to peek around a corner to stalk.
    2. Myers has super loud breathing and is the size of a skyscraper
    3. Pig is incapable of harming you when crouched unless she stands up or activates her ambush and is slower than you
    4. Wraith cannot hurt you in cloak and shimmers as he moves.

    Considering you said Spine Chill is in your build there is ZERO reason any of them are getting the drop on you.

    Also, the reason stealth isnt viable is an immersed survivor likely isnt doing a generator. The goal isn't to hide from the killer(well, not the ONLY goal). Until you walk out the exit gate, you havent won, and you CAN'T leave until you power the gens

    Yes, exactly why I think Spine Chill is probably the best Survivor Perk.

    I don't always try to hide, I try to complete gens and or help my team but, sometimes hiding is a good brief option.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479900#Comment_1479900

    Its not even possible to block the basement exists. This was patched since a long time already. Do you really think BBQ is stronger than DH? Oh boi. Entilted survivor main confirmed.

    Perhaps not completely body blocked but, good luck getting up those stairs if the killer is there.

  • @Nameless said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479998#Comment_1479998

    No one claims it's a bad perk. You don't have to get out of your way to get extra bloodpoints like WGLF and seeing the auras is nice. The fact it's run so often doesn't necessarily mean it's overpowered though... By that logic every single meta build out there is overpowered.

    Reveal perks on either side breaks immersion. They should be the least useful perks. People should be able to play stealth if that's how they like to play. Stealth Killers for example, no terror warning, can crouch, block redstain, where the hell did he come from!?

  • WTB Survivor perk that reveals the Killer and grants me extra BPs.

  • I'm baffled, if BBQ is so easily countered and doesn't disrupt the gameplay of every survivor, then why do I face it 85% of the time?

    My loadout is typically... Dead Hard / Spine Chill / Lightweight / Borrowed time. If I have them.

    Sometimes I try to run... Mettle of Man / Breakout / Dead Hard / Inner Strength. I usually don't get MoM to proc and I cheer for joy if Breakout actually helps!

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479881#Comment_1479881

    This applies to nearly everything.

    Survivors have to keep bbq, nurses calling, spirit fury etc in mind whearas killers will have to play around DS, borrowed, dead hard etc.

    That alone doesn't justify a change.

    DS, BT and, DH all do what? Give the survivor an extra chance to run away. It doesn't end the chase or hide the survivor, they don't reveal the Killer to every survivor either.

    I can't count the number times I've used anyone of those perks just to be chased down and whacked again, it's not game breaking.

  • @Todgeweiht said:

    What is with all the bbq posts recently? Jesus christ, it has enough counterplay as is.

    The "counterplay" to BBQ is you have to play every game around BBQ. If that's not OP, I don't know what is.

    If it were a far range scream, it would still disrupt survivors and make them move, also being close to the killer would no longer be a counter play.

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