Avatar

th3

th3

About

Username
th3
Joined
Visits
6,869
Last Active

Comments

  • @MarcoPoloYolo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511947#Comment_2511947

    No, you're not crazy. It was directly stated that killers that were picked up for the first time. The most charitable stance I can assume is that there's massive miscommunication within the company.

    You remember the first few mmr tests? Literally every game killers were stomping baby survivors. It wouldn't have worked and the new player experience was worse to an abominable level.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511943#Comment_2511943

    In the past, each Killer used the default rating when you first played them. In theory, this is great. You try a new Killer, you get to practice against easy opponents as you get used to them.

    In practice, however, it's a different story. When this was tested in the past, it ended up with incredibly one-sided matches as really good Killers would get paired with new or inexperienced Survivors just because their rating started at the default. This is because most of the skills you need to do well are shared amongst different Killers. Things like time management, how to run certain tiles, zoning, etc. are more or less the same whether you're playing Wraith or Legion.

    There are some exceptions, of course. Nurse, like you mentioned, plays completely differently from other Killers. The mindgames you normally use don't transfer over, and there's a mechanical skill involved with nailing your blinks on top of that, though most Killers do not have the same problem.

    The shortest way to put it: Starting at default ends up with a lot of unbalanced matches as you gradually climb to the rating you're meant to be at. Starting at the average typically ends up with you in the right place within only a handful of matches. Most skills are transferable between Killers, although there are a few exceptions.

    Thank you for discussing this. Just a query as I'm sure you can't talk about it, but during the previous tests especially when individual killer mmr was at the default starting point did the new player experience suffer noticeably?

  • Try to figure out if they are playing like they have advanced warning that you are coming. Generally its easier to find out on a stealth killer.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510619#Comment_2510619

    th3 said this : "playing a bubba game"

    It means a lot. When that guy will have a 4K at high MMR with Blight or Pinhead, i will accept to debate with him.

    The example I provided was a Bubba game with a meme build where I won. Ergo I used that example when talking about the people who will win 100 games and the moment they lose one they complain about everything. Also not even remotely interested or even thought about wanting to debate you random internet person.

    Caio.

  • @Purgatorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510597#Comment_2510597

    I only said 100 games of 0k because you said 100 games of 4k. I did not mean I myself had got 100 games of 0k lol.

    I’m not taking your comparisons literally don’t worry. I brought up 100 games of 4K because of this part of the post I replied to

    “When I watch streamers most of them still win the majority of their games, although a lot of them throw tantrums around on how survivor sided this game is just because they got a single game in which the result wasn't a 4k.”

    Its very prominent these people will win game after game but one game they don’t win it’s immediately trash survivor sided overpowered map etc etc and how the game is so survivor sided how could they lose.

  • @VonCrow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2507607#Comment_2507607

    Funny that the moment you don't run the small pp build its compared to "perkless".

    Op’s comparison was him going perkless, implying that they didn’t want people to run any perks at all.

  • @Purgatorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510584#Comment_2510584

    What about the killers who lose 100 games with 0k because of gen speeds. I have had far too many games full of good loopers and gens popping all over the place in quick succession. I barely get a balanced game.

    Idk if you lose 100 games in a row with 0k maybe you need to see about improving. Even when I’m piss drunk I can still get a kill or 2 let alone 4. I got a 3k with hatch being given by me while playing a bubba game with mad grit iron grasp agitation and insidious where I just hid in random spots on badham, didn’t even camp.

    As for improving I’ve hopped into private Ltd matches and practiced against a really good survivor/killer. Nothing is stopping you from going into private matches with someone to scrim especially if you know they are good.

  • @GrimoireWeiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510409#Comment_2510409

    The stats were also released solely for red ranks, and ironically enough the kill rate was actually HIGHER than when you consider all ranks. The long killer queues right now also shows it's probably easier to get to high MMR on killer than it is on survivor.

    From my experience since MMR my kill rate dropped from like 90% to around 70~75%, and I don't even consider myself that good on killer and I only run a single gen slowdown perk.

    When I watch streamers most of them still win the majority of their games, although a lot of them throw tantrums around on how survivor sided this game is just because they got a single game in which the result wasn't a 4k.

    Killer players will play 100 games of straight 4k’s but complain about how unfair and survivor sided gen speeds are along with keys medkits maps and flashlights.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2508746#Comment_2508746

    Listen lmao you can't just keep avoiding the question of what you were using when you complain about meta perks lmao. If you are playing with a killer meta build you are just as bad, both sides have annoying meta builds, you can't point at one when you are also using one lol if you werent using a meta build, then yeah it sucks seeing the same thing every match, but just nerfing that stuff isn't ever the answer. The problem is the feel or needs to have to use those, just like you yourself thinking you need to be using slowdown perks, because of bad balance of the base game.

    I wouldn’t say necessarily that people are bad for running meta perks, just insecure in their own skill.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510294#Comment_2510294

    IT just reminds me about Payday's terrible updates

    And how can som bug fixes take so much space??

    Beside it only happened since the RE/trickster, before that the uodates where fine for me

    It’s just how Unreal engine handles patches and update paks. If changes are located in a singular pak then it’s faster but in larger games such as dbd with up to 30 paks content ends up spread out over quite a large section and changes require the sections of each pak replaced with the updated versions. Steam recently had an update themselves which now displays the patching process where before it would just say complete when the download finished which led people to complain about why dbd took forever to download.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510279#Comment_2510279

    The thing is, i got plenty of games that can do an update of like 900MO, and and install of the same amount, quick and easy

    DBD ON THE OTHER HAND got updates that are quick to download, but super heavy to install, which isnt good at all (other then needing twice the games size in free space for any update)

    The difference is in the actual size of the update files downloading, and where those changes are located. It said 30 gb as patching cause those changes in this update affect that many files.

  • @Haddix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509470#Comment_2509470

    I love going against Twins. I think the main reason why people HATE them is because not only does nobody play them and so you barely get experience against them, but a lot of survivors haven't played Twins themselves, and so nobody knows the most effective counterplay (and they have a lot). You won't often see people abusing lockers, holding Victor, staying in pairs, camping pallets and windows against Victor, choosing safer gens to work on, staying on top of heals, always getting a kick on Victor, etc. If nobody knows what to do, and they're a slug heavy killer, it's pretty easy to find it miserable to face them.

    I dislike Twins because every single one I've faced has tried placing victor under the hook before hooking and the even worse degenerates run the addon to expose survivors who kick an idle victor.

  • @Mr_K said:

    Before the validation the pallet still hit you first. Its just your swing wasn't canceled before. Now it is.

    So the argument is even though the survivor stunned me before I hit them, I should still get the hit.

    Hits sounds and blood splatter are client side functions. If you don't want to feel cheated then ask for server side verification before playing those sounds. I feel this would make the overall game feel worse though.

    The client side feedback would feel so disconnected if it waited for the server to validate it before playing for you, comparatively every hit would feel janky and disconnected in this method. With the system right now you only notice the validation when your input reached the server after your opponents input did.

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2508158#Comment_2508158

    The aura reading is too much and can go, but please don't change his speed boost. It's the only add on that needs a change imo. The iri all seeing is fine.

    https://forum.deadbydaylight.com/en/discussion/comment/2508123#Comment_2508123

    That's basically it. He can stomp mediocre players for sure if you know what you're doing but against good teams? SBMM has showed me how good some survivors play against Wraith. I barely could do anything, and that was on maps that favour killers like Shelter Woods. Be very aware, run to nearby loops immediately after detecting him, waste his time by exploiting his simple M1 nature. Heal up if he starts to hit&run. His speed boost only works on some loops and good survivors will play it save because they know their mates are doing gens.

    I mean, of course this goes for every killer, but a good Blight, Nurse, Spirit, Billy, Huntress, Oni, Slinger, Twins? Anti-loop is still the best power in the game and he doesn't have it. Being fast and "invisible" doesn't spare you the annoying pallet fests.

    Yeah the speed boost isn’t the problem, which is why I focused on the aura reading ending when the wraith starts his uncloaking animation.

  • @NoObzBoiYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2507562#Comment_2507562

    I like that response. I hope no one gets mad at top tier killers using the Meta perk build and asking for nerfs

    I’m not one to get mad anymore, I just find it annoying and unnecessary. Just shows that if you run meta like on survivor and send us to haddonfield or rotten fields or are running meta on killer like blight spirit or nurse then you are insecure in your own skill.

  • The primary play that I’ve seen every wraith do with this addon is go into cloak to see what exactly the survivor is doing at a tile and immediately come out of cloak to get the speed boost and utilize the wall hacks they get to know exactly what the survivor is doing. If they miss then they just cloak and repeat. It’s not interactive at all since the window to react is close to none.

    My idea allows the survivor to have a chance to react while not “nerfing” the aura reading to where majority of players won’t notice. I have other ideas but this just seemed like the most fair.

  • @Markness said:

    https://forum.deadbydaylight.com/en/discussion/comment/2507207#Comment_2507207

    Why do killer add-ons/perks/anything need a down-side to them whereas survivor ones never do? You probably have to get 3-4 bloodwebs to get one add-on, so they're hardly common in normal matches. He feels alright right now, if the maps were fixed (haddonfiled, mormond or w/e it's called) then he would be pretty good. He relies way too much on his add-ons to be good though.

    The conversation isn’t well what about survivor addons perks etc. It’s a simple change that would add a limited window of counterplay to a wall hack addon. Wraith is not reliant on addons anymore, and you can get the addons very quickly.

    I’ll humor the discussion about survivor addons not having downsides.

    Bnp-if you miss the skill checks you lose the effect of the part along with a substantial amount of toolbox charges

    Syringe-You have to wait 16 seconds base and if you change health states you lose the effect, also it consumes your medkit.

    Styptic-You only get it for 8 seconds and the killer can see that your medkit was consumed.

    The only addons that are considerably one sided are the key addons to preserve the key whether they open the hatch with it or die. But yeah survivor addons don’t have downsides.

    As for addons like the aura reading on keys, those have an incredibly limited charge so comparing them to wraiths addon is also nonsensical.

    Summary: Constant wall hacks until the point of a lunge which is almost impossible to avoid unless the wraith is on controller, and the persistence of this addon. Simply ending the aura reading when the killer starts uncloaking is more than fair as it still allows the wraith to get vision but at the same time would allow a survivor to make a potential play in a skillful manner.

  • They aren't looking to impress you, they are looking to win and aren't interested in handicapping themselves.

  • All Seeing addon needs a downside. I would prefer that it stops showing the aura when you start uncloaking.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506819#Comment_2506819

    But nurse spirits blight and deathsling sort of can close ground quickly making w less effective.

    But they are extremely strong at loops. If you force them to extend it gives you more plays rather than trying to play a tile and get hit shortly after.

    @FrostySeal said:

    Due to the many, many Killers in DBD ignore most looping skills (Nurse, Spirit, Blight, Freddy, Twins, Doctor, Deathslinger, etc.) it's just a much better idea to force them to hold W then to try and loop them because you'll probably go down quickly due to how much anti loop some of these Killers have. Killer's like Deathslinger and Nemesis are extremely powerful in the chase but have no way to catch up to survivors quickly meaning that wasting as much of their time by just holding down a single button is more effective than trying to loop them. It's not fun for either side but it's a necessity so long as Killers like them keep getting created.

    100% the recent killers have just been anti loop galore so it’s no surprise making distance is as strong as it is.

  • @Toxicboii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506623#Comment_2506623

    It didn't stop people from running other perks with the same cooldown. Plus, it'd be pretty OP if it constantly told you where the killer was. Just a mere 'blip' of where the killer is can certainly help, cooldown or not.

    I’ll try and put it this way, the lack of cool down on spine chill is more than enough to warrant running that over premonition. I’m not talking about it’s effectiveness in game as I think it’s good but with game sense and experience you essentially have this perk without equipping it. Overall the effect it has is minimal compared to spine chill in the hands of an experienced player.

  • The cool down makes it not worthwhile to run.

  • Yes the oblivious effect only obscures terror radius.

  • @ShinobuSK said:

    Nah, I take spirit over nurse game anyday.

    Exact opposite for me, at least I can see what nurse is doing.

  • @glitchboi said:

    This also happened with Twins when they released. And it's probably about to happen with Pinhead.

    It’s happening with every killer since Deathslinger since people have incredibly hot takes while playing this game and even the thought of losing is triggering.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2505849#Comment_2505849

    I'm not complaining, that perk was a step in the wrong direction. The last thing we need is to shovel more paranoia on the stress role.

    As for reverse pallet stuns... I am still forced to run Enduring thanks to the last validation update. If the Devs want to roll the whole pallet-validation thing back, I'm game.

    The perk at a minimum requires 2 other perks to get any use out of it, it never was a serious problem for killer.

  • Incoherent post completely missed the point as to why killer queues are longer. Aka more people queueing at killer.

  • Nice effort but stupid execution. Just make it so each resolution grants the exact same fov which can be done. Much rather that than an unreliable buggy system which bans people.

    But this gives some serious “I only lost because of stretch res vibes.”

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2502612#Comment_2502612

    I instantly let them go after 2 hooks whenever i notice that they are new players.

    As long as I don’t have a challenge to 4K :(

  • @gelukrait said:

    https://forum.deadbydaylight.com/en/discussion/comment/2502692#Comment_2502692

    Sorry, but your answer does not take into the point. So what if this is the transfer from Switch to Steam?

    If it’s on Switch, when cross progression is enabled you’ll be able to access the same content on steam. Unfortunately they haven’t given an exact date on when cross progression will happen.

  • Cross progression with consoles outside of switch doesn’t seem like it’ll happen.

  • @ABannedCat said:

    I always kind of chuckle when I read names like "I simp for Demogorgon".

    Interestingly enough, I see more survivors with funny names than I see killers.

    I ran into a person called Demo’s Bottom ######### recently lmao

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2502553#Comment_2502553

    I honestly don’t blame them. Clown shouldn’t have an instadown on command but it helps for my kill survivors by any means challenges

    Clown: misses bottle toss to expose survivor

    Gas slows down survivor making it easier for clown to hit with bottle toss

    Clown: hits survivor with bottle toss cause they can’t dodge and gets easy outplayed down.

    In case of having terrible aim just repeat step one until step 2 happens.

  • The skill required for survivors is honestly very intense. I know people generally hold the image in their minds of how easy survivor is to get good at but when you play survivor you have to prepare for 24 different killers who all have their powers which each have different counters or specific things that’s not written down or widely known.

    It is generally easier to get good at survivor but the differentiation of skill is only noticeable when the survivor hits the multiple thousands of hours mark.

  • If the killer is afk I make sure to do the totems, who knows. If a survivor is afk I get ready for the killer to abuse that fact and either tunnel them out or slug.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2502145#Comment_2502145

    I had a teleporting trickster with base instadown who had us all slugged 20 seconds into the game. This was before the buff so I was pretty impressed as you can imagine

    Well be careful this guy is targeting anyone who plays stranger things or has their name related to stranger things. Let’s everyone else escape except for you and just bleeds you out. Damn shame he has 100+ hours in the game and only according to his steam comments started hacking recently.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2502144#Comment_2502144

    Thats not what i said. But most of the time i´ve seen bullying killers, they had private profiles. Killer mains usually don´t have private profiles. There are exceptions, of course. I don´t say that every survivor is toxic. Simply as not every killer is toxic. We have players on both sides that are. But praying on new players is easier when someone mains a the other role. Simply because he doesn´t has to depip all the way down.

    So don´t try to make it look like only killer mains are the only toxic ones. Fact is, that our community is toxic. I´ve had this conversation dozens of times in the other forum. Where people admitted to depip on purpose before a free weekend. So they bully new players away.

    I’m not sure how well sbmm prevents this but I am glad it’s no longer as easy to intentionally derank even if we only have a vague idea of what influences it. Even when I first played killer I felt bad for the survivors (this was after getting up to red ranks as survivor) so I knew what I was doing, the baby players were cute though.

  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501828#Comment_2501828

    But that was the point of my post, no? Survivors advocate Nerf instead of learning basic mechanics. Ergo inexperienced survivors.

    You didn’t get consistent value out of it regardless of who you went against given the rng nature of skill checks. Heck sometimes I never got a skill check on a gen the entire time I was on it. This “nerf” made it one of the most consistent in how it applies it’s effect compared to its previous version. It’s such a better design and requires the killer to actually play the game to get use out of it.

    But sure inexperienced survivors are the secret masterminds behind its “nerf”.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2495550#Comment_2495550

    I mean for the worst killer in the game it’s only fitting he have a decent add on. He deserves something for all the downsides his power gives him

    I’m sure just like every killer since Oni he will suddenly not be the worst killer in the game once people actually figure out how to play him.

  • You say that he is broken but I’ll raise you this match I had where the trickster sniped me while on top of shack with a hatchet through a wall. Hmmmmmm.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2502058#Comment_2502058

    Isn´t it ironic that Bully squad is a more used term than bullying killer?

    The number of killers that actually start a match with the intention to bully casual survivors is really small. At least in comparison with bully squads. Even more, i´m confident, that some of those bullying killers are actually survivor mains, which just want to justify their foul actions and/or create more toxicity.

    Yes it’s always secretly the survivor mains who are the ones under the mask being toxic.

  • @Jarol said:

    Obviously I have said the harsh reality that killers live and even more with this MMR.

    God, I'm tired of having to face the premades, having to endure click click with flashlights, see t-bags, spin the killer, etc.

    Just admit it, the fear of the killer was lost and the survivors consider him a low-level player.

    Dbd needs to remove the premades from public games.

    You need an option where the killers choose to play public matches or play against premades. It would be fair but knowing the devs, they will do nothing about it, taking away the fun and happiness of killers players, promoting stress, anger and toxicity. So on, toxicity is created in this game.

    Which has a solution but they do not want.

    Yeah so the sweatlord killers can bully casuals and blame their mistakes on swf or premade or literally anything else in the game except for your own stupid mistakes.

  • @dollidahlia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2502033#Comment_2502033

    All the perks listed besides nemesis could easily be changed from oblivious to hindered or exhaustion.

    And the meta right now is running nurse and spirit, running Dead hard, BT, and iron will. I think this meta is already restricting enough

    All this would do is just change out iron will for spine chill which is already complained about. This just isn't it chief,

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501935#Comment_2501935

    I think this is probably why. The veteran killer players he’s talking about also often play survivor. I know I’ve seen Otz and Tofu say they recognize exhaustion perks are strong but they prefer not to use them because it’s more fun without the safety net (Tofu runs adrenaline and Otz has been playing with Smash Hit I believe, one of which is one time and the other is the most inconsistent one in the game). But because they’re both better known as killer players they get bunched into that role.

    I would hazard a guess that people who 100% play one side are much less likely to grasp the problem of their side’s overpowered builds, on both sides. Anyone who plays a decent amount of both sides likely is aware of the problem perks on both sides and as they get better are likely less likely to find them fun to use because they get sick of seeing it when they’re in the other role and no longer need to be carried by them. That seems to hold true from what I’ve seen and experienced myself.

    Otz isn't as good on Survivor as he is killer, that is why he is commonly known as a Killer Main. Plus the vast majority of his content is as produced from playing killer. Tofu I've only seen people refer to as mainly playing survivor (Spoiler because he has said he finds killer too boring).

  • I mean I've been shaking up my builds and still do fine.

  • @Dwigtht said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501227#Comment_2501227

    I am sure, Nancy, you are not one of those survivors who feel really insecure and runs Dead Hard or Sprint Burst. You are confident in your chasing skills and probably run some totem-finding perks to help your teammates!

    I’ve been rocking head on and blast mine with qnq and ds and it’s been hilarious so far.

  • I’m sure if we want to extrapolate the reason for why it could be boiled down to their being more killers at a higher mmr queueing than survivors.

  • I just view the killers running it as really insecure in their own skill who don’t think they can win without their perks.

  • They aren’t spammable, you just have to stop letting them reset their exhaustion timer.

1 … 6 7 8 9 10 … 33