thesuicidefox
thesuicidefox
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@Jaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1194552#Comment_1194552
I like how you think and your logic, but the hatch doesn't appear until a given amount of generators are done. If the Killer has Detection Perks on, such as Gearhead or Barbecue & Chili, this easily counteracts this, no?
No because survivors can still leave the game early. If a key is in play you have to be VERY careful of where and when you kill a survivor. If you kill someone and there's 1 gen left, the other 3 get to escape and you can't do much about it because you can't stop a key, and in most cases you can't search the whole map for the hatch because then they can finish gens. It's lose lose. Even Franklin's doesn't actually stop it unless you happen to be chasing the guy with the key as they run to hatch. The only way to counter a key is to kill the guy with a key and hope they used a WW/WR because then the key won't drop for the other survivors to use.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1194532#Comment_1194532
I'm down to make Cypress base kit.
But in exchange, make Kindred base kit for Survivors too.
No Kindred is way too strong to be made basekit. Cypress should be basekit because if you catch the last survivor there is a 99.9999% chance they are dead anyway. Might as well let the killer mori them because it doesn't matter at that point.
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@Jaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1194532#Comment_1194532
Do you think that this would give the killer even more of an advantage at all?
The problem with mori at first was that killers could just instantly kill you without a hook. It was changed to require a hook, so killers just shifted tactics and started to tunnel the survivor off the hook to mori. If the survivor had to be on death hook, that would basically mean the killer has to hook them twice. At this point any killer whose goal is to kill you as fast as possible is throwing the game to do it because they have to tunnel you twice basically, or camp you to stage 2 and tunnel you.
I think mori's are a fun way to kill a survivor but they shouldn't be able to subvert the core mechanics as much as they do. Same for keys, the major problem with keys is it lets a group of survivor escape sooner than they would normally. If it was just the guy with the key now it's just one guy gets that early escape, and the others are still locked in the trial and can potentially die. The only reason I would allow Skeleton Keys to keep the hatch open once gates are powered is because if you let 4 survivors get to this point, you basically lost already as killer. And it would encourage them to want to still finish gens even if someone is dead with 1 gen left so they can get everyone out through the hatch. Plus you need to allow some way to get the achievement.
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Anytime I see someone refer to something as "boring" in this game I read it as "I don't like this because I suck against it and rather than getting better I'll just call it boring as an excuse to give up so I don't have to take an L."
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@HarryToeknuckles said:
It should only be active after two hooks, replacing the death hook
This. Although I would just stipulate that you can only mori a survivor that is on death hook, because if they struggle to phase 2 then you can't mori them if 2 hooks was the stipulation. I'd also make the current Cypress Mori basekit and change Cypress Mori offering to allow the killer to mori a survivor during EGC regardless of whether that survivor has been hooked.
However, I think they need to change both mori's and keys at the same time because they are both dumb. Keys I would add a 10 second channel animation to open the hatch and using a key would trigger EGC. I would buff Broken Key to allow you to open the hatch ONLY IF you are the last survivor. Dull Key would only open the hatch for the guy with the key and close behind them. And Skeleton Key would only open the hatch for the guy with the key but faster (maybe 8 seconds), unless the key was used after the Exit Gates were powered in which case it would stay open until the killer closes it (for the 'Where'd They Go' achievement).
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@LaUry said:
https://forum.deadbydaylight.com/en/discussion/comment/1188269#Comment_1188269
? wait what? okay first of all I have owned an xbox one x and ps4 pro too so I know what im talking about.. console games look worse than their PC counterparts.. and runs lower fps.. and how you can say that console stronger than a $1000 PC after this? Especially when everyone compares it to a $500 PC.. they claimed this gen consoles capable of run 4k@60.. lot of games suffer even on fhd to reach 60fps.. and before anyone trying to claim that next gen consoles capable of run 8k(!) 60fps.. let's just wait for it :) they'll barely hit 4k 60.. DISPLAYING 4/8k and RENDERING in 4/8k is 2 totally different things..
the fact is consoles are strong for like 1-2 years after they released..
LOL just because you own a console doesn't mean you know what you are talking about.
Xbox One X can handle games in 1080p/60 FPS without problems. Several games run flawlessly and still look amazing in high def as proof of that. It's just, majority of games are multiplatform and developers don't want to spend the time to optimize their code to make it run just as well on console as it would on PC. They just downgrade the console versions instead because it's cheaper and faster. They don't try to accommodate the game to fit the platform's architecture. It's like if you build 10 house from the same plan, but 3 of those houses are going to be built on a hill, and instead of changing the house plans to have a level house you just build them slanted. Technically it's still a house but no one is going to want to live there.
Again look at Doom Eternal. Look at Gears of War 4/5. They run great at 1080p/60 FPS with no hitches. Which is entirely my point. If there are examples of games with better graphics running just fine at the highest resolution and frame rate, then there is no excuse for other games to run so piss poor on the same console. The only explanation is that the developers didn't want to put in the work to make them that way.
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A perk, no matter how strong, cannot overcome stupid.
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@Bellysmacker said:
https://forum.deadbydaylight.com/en/discussion/comment/1192346#Comment_1192346
A blur at 20 m i feel would be ineffective. The point is give the killer like atleast a 10 to 15 second chance to leave the hook without direction being given away then the fog could vanish and then hooked at usual.
Fog is an asset that would have to load and I don't think it's possible to do that in Unreal. It'd be more practical to have a blur effect. Same result, but nothing needs to be pre-loaded or rendered, if that makes sense.
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@[Deleted User] said:
The ironworks window isn't really that bad. The worse ones that I refuse to chase at are the god windows on Rancid Abattoir (side spawn) and Grim Pantry at the bottom of the main building.
Grim Pantry is less strong once they do the gen and open the doors. Also it's strength depends on the orientation of the building, as it's generally a lot stronger if you can vault from the outside easily (when it faces the center of the map). In any case it's still a strong tile, but if you get good RNG it can potentially be dealt with.
Also Trapper and Hag make this loop completely unsafe and Bambo can shut down the window completely.
Not saying it doesn't also need a fix but there are ways around it like other god loops.
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@Tohmo said:
https://forum.deadbydaylight.com/en/discussion/comment/1190683#Comment_1190683
I've actually seen some madlad ass Ghostfaces turn around when approaching a survivor they suspect of having Spine Chill and moonwalking to them so Spine Chill doesn't activate.
Which is a skillful play on the Ghostface's part, so he should be rewarded. Doesn't change the fact that Spine Chill will be 99.9% effective against Ghostface.
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Does putting -rep even do anything?
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I play SWF a lot and I could see this as being a good feature.
@Bellysmacker said:
https://forum.deadbydaylight.com/en/discussion/comment/1192280#Comment_1192280
I would go with fog idea over first person unless they obstruct view some how. If not they could still give killer direction over comms. Even if fog blocked view for 10 or 15 seconds then goes away, it would help killer out.
Nah, just add a focal point blur effect to everything beyond a certain distance, maybe 20m. That way they can still call out if the killer is camping or staying close, but won't be able to give much detail beyond that. Also I would say have auras unaffected by this blur, because otherwise it would be really lame for solo survivors.
@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1192317#Comment_1192317
That’s what I meant by theory v reality.
Swf do tend to be close enough to go for the save especially in a 4 man. It’s very easy to hide from any killer if you are smart and don’t want to bait the killer as some do. Yes they can check close by but you don’t need to be in the immediate area to relay the info you just need to be able to see them. A Killer checking the area around the hook also leaves the other two to do gens freely in a 4 man.
If you look at this on paper it doesn’t affect those on comms really as this shows they will work around it with how they already tend to play.
It also only takes One person in an swf using kindred for that info to be known by all.
While this may be true, the fact someone is nearby means the save will be made almost instantly so whether the effect is there or not is irrelevant. The idea here is to prevent the guy on the hook from providing too much information to the others.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1192303#Comment_1192303
Knowing when to break a chase is a very imortant skill that's for sure.I accept breaking a chase because someone is a good looper or a nearby objective has to be protected but being forced to leave a chase because someone is using a certain window just doesn't feel right.
It sucks yea, but you can definitely play around it. Again, I chased him to that window at one point and forced him to vault knowing there is nothing of value on that side of the map and that it would take him some time to run back to the gen he was working on (plus the time he wastes before he realizes I'm not chasing him as I was GF).
If someone keeps running to the same loop you have to catch them away from the loop. If that loop is in a dead zone, then running to that loop equates to them not doing anything for about 30 seconds. And only 1 survivor can realistically use the loop at any one time, so if you catch multiple survivors near that loop you can often get one of them because they can't both use the window at the same time.
I'm not saying keep god loops in the game, they should be removed. But you can win even when these loops exist on the map if you play smart.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1191246#Comment_1191246
It's the killers fault that the survivor runs for the completely safe loop? Right. . .
@designator said:
https://forum.deadbydaylight.com/en/discussion/comment/1191446#Comment_1191446
Arguable the most skilled thing kill can learn is time management. Learning who to chase and where is the difference between a a good killer and a great killer. I have seen many 4ks on Iron Works as a survivor because the killer knew not to chase people through the God window. If a person just humps the God window all game, they aren't doing Gens except maybe the one that spawns in the Iron Works. It's better to go catch someone in a bad position rather than chase through a strong loop. Also people seem to forget that Iron Works is a LONG loop. If I'm running an exhaustion perk I can maybe squeeze two loops out of it running the right way because of how long it is. Iron Works is strong when survivors know how to string it together with pallets and other structures, which takes skill.
I had a game recently as Ghostface on Iron Works with at least a 3 man SWF (they all had the same clan tag). The Ash was trying very hard all game to get my attention, and he was a VERY good looper, but I still got the 3k almost a 4k because I played smart. I went for the other 3 survivors, who were not nearly as good as Ash was at loops. I would also not chase him around the god loop. I did once only because all 4 of them were there so I knew I could do at least 1 loop before they all found a gen, and I ended up catching Kate who wasn't paying attention. I slowly widdled them down and kill both Kate and Jake when they had 1 gen left. They finished the last gen, and I chased Ash around shack. I played it smart and forced him around the one side before I broke the pallet, he made it to another nearby pallet which I did the same thing and tricked him into back tracking enough then breaking the pallet so he couldn't get distance. I ended up killing him and almost caught Steve before he ran out the gate.
I played smart, avoided the god loop all game, went for the weaker targets, and walked out with a 3k. Had I chased Ash all game like most killers would, I wouldn't have even gotten one kill. Had I not forced him to vault the god loop window to get him away from a gen, I wouldn't have had time to catch Kate and kill her.
@designator is completely correct. Knowing when to break chase and do something else is a HUGE part of being a good killer, and it will win you games.
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1190891#Comment_1190891
"Not uncommon for Huntress"
https://us.v-cdn.net/6030815/uploads/892/X116WQBJKJ4T.png
.......lol come on
TBF, playing Huntress on Xbox is a lot harder than on PC. I used to main Huntress and I just learned it's better to save hatchets than to try and get ranged hits. Therefore I just don't throw hatchets at targets far away unless I'm sure I can hit them. I'm sure if I tried for this achievement though, I could get it, it would just require me to throw a few games making attempts really.
Basically, the achievement isn't rare explicitly because it's hard, it's rare mostly because it's not a practical way to play Huntress.
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@Peanits said:
That has always been the ideal change in my eyes. That way if you want to get the instant down, you need to do it from far away and aim well, not just follow someone around and toss it as soon as they vault a window or drop a pallet.
Though as someone who has played a lot of Huntress, I would probably hazard to say 32m instead of 24m. 24m is only a tile and a half, and that's not too uncommon for the Huntress.
The problem I have with anything based on range is... how do you know if they are more than X m away? Like if they are a full tile away it's obviously far enough, and if they are directly in front of you it's obviously not far enough, but when they are on the cusp of that range you can feel robbed in a lot of situations. "Oh man that was definitely 24m how did that not insta-down?!?" I have a problem with Deathslinger's pink add-on for this same reason.
It would make a lot more sense to have Iri Head do something else entirely. Something that is still a great value but not insta-down, and definitely not insta-down based on range.
I've made the suggestion before that Iri Head should make hatchets stick to surfaces, which can then be recollected to inventory by touching them, just like throwing knives in COD. You don't need to interact with them, and it gives you an alternative to reloading at lockers. It means you have more sustain in a chase as you don't need to reload as often, and you'd only realistically lose hatchets if you hit a survivor or toss one way off into the distance. Alternatively, it could just make you regenerate hatchets passively at a certain rate (eg. gain 1 hatchet every 10 seconds). I feel like something like this is a way better solution to Iri Head because it's consistent, fair, and extremely useful throughout the game.
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I'm not a scientist, but the moon is pretty high up I'm sure.
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It's still going to be a pretty strong tile if you run the right direction. It will probably end up like cow tree. Not nearly as OP, but still strong when looped correctly.
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Ghostface is just fine how he is. Strong but well balanced. The reason people complain about him is because they refuse to watch their surroundings or position themselves in ways they can see him coming early.
The reveal mechanic is buggy yes, as in sometimes it doesn't work and sometimes you get revealed through walls. But outside that, in the games where it doesn't act buggy, it's totally fine. I can reveal him consistently as survivor, and as GF I can usually avoid being revealed if I crouch the moment I hear the reveal sound effect.
If you have a problem playing against Ghostface start using Spine Chill. It pretty much negates his power completely. The moment it lights up for more than a second, you move. Simple. "But why should I bring a perk to counter 1 killer". Yea no... Spine Chill is an amazing perk that is great against every killer, stealth killers in particular. Including Spirit which people also seem to have a hate boner for only because they are bad at the game. He is also loopable just like most other killers, you just have to pay attention a bit more at loops when he is in Night Shroud.
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@BigBubs said:
If you didn't see any other game with a community way worse then you must be really really young or just don;t play that many games.
I'm in my 30's. I've been around a lot of competitive games (by that I mean eSport before eSport was a word). DBD is definitely way up there in the toxicity. I don't even think LOL can compare, LOL players get angry but they don't target and harass other players like you see in DBD. It's disgusting.
It's especially bad on Xbox. There are players that share hit lists of other players to mori spam or Bubba facecamp. There are also players that will DDOS you for killing them/escaping the game.
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1188354#Comment_1188354
You realize that a killer could be trying out a new killer they aren't familiar with and played a bad game with them and they can still be red ranks in general right?
Just because I play in red ranks does not mean every game is going to be on one of my mains, in fact I usually deliberately play stuff I'm not familiar with or want to try out at Rank 1 intentionally as there is nothing left to gain from pipping at that point.
Until there's actual individual rankings for people's skill with an actual killer, there is no way to tell if the person is playing a killer they have 500 hours on or no hours on, so I would save the generalizations
https://forum.deadbydaylight.com/en/discussion/comment/1188318#Comment_1188318
You can blame the emblem system for this, when a survivor DC's the killer gets credit for one hook action, they now need eight hook actions for iridescent at red ranks meaning they will need 8 of 9 remaining hook actions. That means hooking two survivors three times and the last guy at least twice. Just because a survivor is on potato internet or decided to ragequit on the first hook cause he didn't want to play against Hillbilly/Hag/Huntress/Freddy/Spirit/Nurse/Ghostface/Myers (did I miss anyone?) doesn't mean I just automatically give up my chance at pipping. Kills are irrelevant. Now I won't play scummy as I have the advantage, I'll spread the hooks out so no one gets tunneled, intentionally lose people I find on death hook until they are all on death hook, etc. I'll probably even afk for a bit in the middle of the game if they are really behind on generators (though recently I've found that even in three man games the generators can still fly quite quickly). I'll let them get their BP and we can farm, but they aren't surviving in the end.
I mean it's still massively easy to pip as killer AND play insanely fair when a survivor DC's at the start of the game, and still get a lot of BP and a 4k in the process. I'm talking about the killers that will play as if there are still 4 survivors. Where they tunnel/camp survivors anyway. That's pretty boosted, because you can tell these killers only care about pips/kills and have exactly 0 respect for their opponents.
Also depending on the killer you play it can be insanely easy to pip. Freddy and Legion are both really easy to pip with, even if you get 4e'd you can easily pip through Malicious/Chase as long as you got a hook on each survivor and made the game last long enough for Gatekeeper (which is pretty easy also for both of these killers because their powers naturally slow down the game). They also earn a ton of BP. I regularly get perfect games as Freddy, and I don't think I've had a game where I earned less than 25k since he came out, kills or not. For Legion it's even easier to earn BP, just Frenzy hit as much as you can to make Deviousness, Brutality, and Hunter. If you are earning less than 20k on average as Legion you are definitely doing something wrong.
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There are definitely boosted killers.
I disagree with people saying "Freddy/Spirit/Hag/Huntress/Nurse is boosted" because they do have a lot of counter play and can all be run by survivors that know what they are doing. Yes, they are all strong killers but they aren't infallible.
What I see as a boosted killer though, a lot of killers dodge lobbies to scum for bad survivors. They also frequently used super strong or overpowered builds. A Huntress that can hit hatchets consistently and win games is not boosted. But a Huntress that runs Iri Head every game is definitely boosted because that add-on is just super OP. Same with Forever Freddy. Or Spirit/Nurse that hard camps with RUin + NOED. THAT is pretty boosted because those builds on those killers are ridiculously strong. The only survivors that will give them any sort of trouble are 4 man SWF. But again if they dodge to scum lobbies they can be sure they get bad survivors enough to get to higher ranks.
Also too many killers are thirsty for kills. You can tell when you play solo and have a game where a survivor DC's with 5 gens yet the killer still tries super hard as if there are still 4 survivors. I'm talking hard camping and tunneling with 3 or less survivors. The moment I get a DC that early as killer I play super SUPER nice with survivors because I know I just won the game. I'll usually play like a bot and give the last person hatch, they still barely get 3 gens done usually. Last night I had a game as GF with Devour where 1 guy was AFK and the p3 Dwight DC'd after I hooked him (I had 5 stacks on Devour but I wanted my last BBQ stack). I went over, mori'd the AFK guy (who I hooked once and just ignored the rest of the game), then farmed with the other Dwight and let the 2 of them go. Dude thanked me and was all like "not many killers would have done that" which is 1000% true. They would slaver at the thought of free kills and pips. It's disgusting sometimes.
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Imagine dodging the second weakest item in the game.
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@LaUry said:
a lot of games run like ######### on console.. it's the weak hardware.. they better optimize the PC versions next gen consoles coming soon
Did you actually read the OP? This is a very incorrect statement. DOOM Eternal and Gears of War 4/5 both run at 1080p and 60 FPS flawlessly (Gears can run in 4k too). Xbox One X has been proven to be more powerful than a $1000 PC running a similar setup. The consoles can handle it, it's the developers that failed.
@PigMainClaudette said:
I'm sorry, but you want to compare ID SOFTWARE and BETHESDA, two industry titans, with a game released 4 years after this one? At the end of a generation, when limitations have clearly been defined? Compared to what can only be described in comparison as an "indie dev team"?
Of COURSE someone who invented the FPS genre is going to make a better game with the amount of cash people, myself included, would throw at it on a whim.
Patches also cost valuable memory space on a poor hard drive, since it feels like game devs (as a whole, don't shoot me here Almo or Peanits) are basically allergic to compressing files to save space. I'm lucky that I have a 2TB hard drive in my Xbox, but even still, every update is taxing.
Considering I only get the occasional spike in latency because of Australian NBN, I think that the game runs fine as a whole.
As a whole, though, DOOM: Eternal is also mostly a SOLO experience. As in single-player campaign. And the multiplayer mode has to accomodate only 3 people at most, instead of 5.
I'm not saying that a DbD equivalent of R6: Siege's "Operation Health" wouldn't be a bad thing, but jeez. A fair comparison is needed.
There are plenty of small dev or indie games that run just fine on consoles as well. Sorry but this isn't an excuse. We've been told optimizations are coming but so far nothing has happened. The game runs about as poorly today as it did 2 years ago. Possibly even worse, because 2 years ago we didn't have all these notifications that lag the game for everyone when they pop up (survivor and killer, which killer is host and should experience 0 lag proving it's the game and not network connection issues).
@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1187630#Comment_1187630
Nope, It absolutely doesn't run " well " on PC. You can make the same exact Doom Eternal comparison on PC. My PC isn't that great but it can run many amazing looking games at 60fps with zero issues however it cannot run DBD at a constant 60fps on ultra or sometimes even on high settings. It's not a problem for me only because I choose to play on low settings. The momentary freeze when you get hit with sloppy butcher or NOED happens to me on PC as well, it's just not nearly as bad as the console versions.
This may be true, but the game still performs SIGNIFICANTLY better on PC than it does on console. I have several friends that play on both PC and Xbox and they say it's like night and day. Maybe the game doesn't run at a consistent 60 FPS for you, but it can definitely run at a consistent 30 FPS, probably even 50 FPS with no major frame drops or stutter. Xbox can barely run at a steady 30 FPS. We get frame drops for literally everything. Every notification. Every hit. Every bloodlust. Using your power as some killers. Opening a chest even! You can't sit there and tell me the game doesn't run well on PC when virtually none of these problems exist.
@Grim said:
Whilst I agree that optimisation wouldn't be a bad thing, comparing BHVR to ID Software or Bethesda is grossly unfair.
Not to mention that BHVR has no real incentive to prioritise consumerism QoL: They have a monopoly on this genre of game and at the end of the day, they're a business. So long as the game runs, who cares? There's nowhere else really to go for this kind of experience. You'll just be back.
DbD needs competition for things to really change.
It's not unfair at all. BHVR is a very large company. Over 500 employees. I wouldn't call them indie or small dev at all. They are certainly big enough to hire the right people to fix the performance health issues with the game across all platforms.
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@zimer said:
they don't know how to optimize on PC
True to a point yes. I know there are a ton of bugs on PC, but the game more or less performs very well otherwise. On console though, the game just runs like complete crap. Frame rates are awful. Stability is awful. It feels like they don't even try to make it work.
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I don't really get killers that DC if their NOED doesn't proc, but I do get killers that DC rather often (on Xbox).
For me it's when the killer whiffs like 5 times in a chase then gets hit with a flashlight or pallet on the pickup. Or 3 gens and Ruin pop before they catch someone. Or they get bodyblocked chasing the only guy that is death hook to the gate.
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@chaosdriver said:
I'm on xbox one original and I'm not experiencing the problems you do. Maybe it's just your internet? Make sure you aren't joining lobbies with bad ping. If you aren't already get off the wifi and plug in an ethernet cable
It's not the internet. You can tell the difference between lag and performance issues. Lag is like lag in every other game. Frame drops happen regardless of ping/connection and happen consistently for the same reasons. And you get frame drops as killer, which shouldn't happen because Xbox is still on p2p and killer is host. There should be exactly 0 lag for host. It's 100% the game.
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@Penfighter said:
https://forum.deadbydaylight.com/en/discussion/comment/1185656#Comment_1185656
The issue I have with your first point there is that it isn't true for everyone. My friends and I have ZERO issues when notifications pop up. No lag, no problems. Been asking around and the game works well. I am sure you aren't lying about your issues but my point is, you shouldn't be making blanket statements that make it seem like all of xbox users are having the same problems.
Dude this is true for literally every single one of my friends. How you don't get this lag doesn't make any sense, you probably do but never notice it for some reason. So yea I can make such a statement when I know like 40 people that have the exact same issue every single game.
What model Xbox do you have? What country are you in?
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@asparagus said:
Don’t forget to explain more, but also if things are slow it could be your Xbox, damaged, old, whatever. Or wifi. But don’t make people speculate on this stuff so please explain more if your wanting help.
It's the game. I have almost 3k hours on Xbox. I've played on an OG Xbox One and Xbox One X (currently). Things got slightly better when I switched to the X but a lot of stuff is still there. Here is a list...
1) The game suffers a massive lag spike anytime a notification pops up. Any Hex or perk activation makes everyone, killer and survivor, suffer frame drops. Getting bloodlust as killer causes frame drops. Using your power as some killers (Hag, Doc, falling asleep V Freddy) causes frame drops. The most egregious offender here is Sloppy Butcher, as it will lag the game for a full 3 seconds sometimes when you get hit.
2) Going off #1, opening a chest causes frame drops for all players. This can actually kill survivors on a hook in phase 2, as it interrupts their struggle and the game thinks they let go.
3) Matchmaking is completely busted. As survivor you can wait AGES for a game, when I know for a fact there are plenty of killers playing at the time. As killer I find games almost instantly. Ranks are all over the place, it's as if they aren't even considered. I get green rank killers as rank 1 survivor, and rank 18's as red rank killer, regularly. You could argue there aren't many killers online, but the problem was the exact opposite about a year ago. It would take me 5-10 minutes to find a game as killer, and less than a minute as survivor. After the update last March things switched overnight, and have steadily been getting worse since.
4) The game crashes constantly or boots you from games for no reason. I was playing in a 4 man, my friend searched a chest as I was disarming a trap (Trapper) and when she finished searching the chest it booted both of us from the game as if the killer quit. We only knew they didn't quit because our 2 other friends were still in the game and told us.
5) Going off #4 we regularly have to restart the game after a match because the SWF lobby gets bugged and shows people not ready or in a game when they are in the lobby and ready on their screen.
The game is a mess on Xbox right now. And there is ABSOLUTELY no excuse for the poor frame rate or frame drops. NONE. My Xbox One X is probably more powerful than most PC's on the market. I can play Gears 4/5 at 4k resolution and 60fps with no issue. I got DOOM Eternal and that game runs butter smooth at 60fps despite there being a ton of stuff happening, with really good graphics and lots of effects. Never did the game hitch or drop frames during the entire campaign, even with 15 enemies on the screen and me moving at 100 MPH around glory killing everything.
I have frame rate issues with Borderlands 3 as well. Even the new Ori game has some kind of frame rate issue, I think that one's a memory leak though because it gets worse the longer your play session. But this isn't because on my console, it's because the developers failed to optimize the game. It seems no one outside id or The Coalition know how to make a game run smoothly on Xbox. Or, more likely, they simply do not care enough to make sure it runs properly because they think they can just port the game to console, do the bare minimum needed for it to run and play well, and call it a day.
You can also tell no one at these companies play their games on console because of how controls are set up. This is one area that bothered me with DOOM Eternal, as the game requires constant movement yet the base controls are not bumper jumper. Anyone who actually plays shooting games on console would realize this as a necessity in the first 60 seconds of playing the game. I will give id credit though, the game runs amazingly well on Xbox, and you can customize controls so I guess I can't complain about this too much. But it's very common for any game that was basically ported from PC to have sub-optimal control layouts for the base controls. DBD is the same thing, though I've been playing with a custom layout since day 1 so I can't even for the life of me remember what the base control scheme is. All I know is that it sucks balls if you actually intend to play the game with some level of optimization and skill. Everyone I know set up their own controls different from the base, which just proves how sub-optimal the base layout is and how little effort the developers actually put into making the game on console.
The problems on Xbox are 100% the developers not giving a #########, because the console (even the base model) can definitely handle the game at 60 fps. Both Gears of War and DOOM Eternal are way WAY more graphically intensive than DBD, yet they both run amazing while DBD plays like a stop motion Tim Burton film a lot of the time.
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My only gripe is that it doesn't feel like there is much you can do once he spears you. You are pretty much always going to get hit unless you just so happen to be on the other side of some object. It does feel like old Legion in some ways, not nearly as bad though.
I think an easy fix would be to make it so that he can't reel you in and move at the same time. He can do one or the other, not both. This means he would have to stop reeling for better positioning, and when he's repositioning that gives you a chance to wiggle free.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1185025#Comment_1185025
They act like it is, which is the important part. If they don't willingly eat the DS to make it powerless, it will be a bigger and bigger thorn in the killer's side.
It's how survivors learn to use it at red ranks, which, when there is 4 of them, can be absolutely game breaking. Each one can change the route of a game (since it can eliminate killer progress, like every second chance perk), even if the killer is winning by a landslide, just because survivors can recover far more easily than killers can.
I explain that slugging is not a very fun option for the killer. It puts them in a lose lose situation, which survivors never get. Sure, it pressures survivors, but they can just recover to 99%, making them not have to waste that much time.
It wasn't bait, it was just them being toxic because they can. Because DS allows them to get away with it. I gave that situation as a common example. I stress this: It allows them to get away with being toxic.
There are lots of times where I have not tunneled but still get hit by DS. Not because I intended to (lots of times I will take the stun to get rid of it completely), but because the time for survivors is longer than for killers. Either that or the time crunch pressures the killer, forcing them to be as quick as possible. And there are recorded instances from people like Scott Jund, Otzdarva, and others that show that they did not tunnel the survivors, but still got hit by DS because the time is really long.
And it fails in its purpose as an anti-tunnel perk, since it lets the killer know they can tunnel that guy with no consequence.
I really don't get where this "DS is anti-tunnel" perspective comes from. Just because that is the primary purpose of the perk does not mean that is the EXCLUSIVE purpose. It is an defensive perk, it's not explicitly anti-tunnel. The sooner you realize that the sooner you can get over this irrational hatred of DS. A smart survivor would bait a killer into getting DS'd as a means to counter snowball pressure, which by all accounts is how killers actually win games. So if you have the ability to halt or reverse that, it's a good thing for survivors. Without the ability to stop a snowball, you would just being in a losing situation the moment it starts happening with no options to recover.
Like Unbreakable is anti-slug, but that's not its only use. It is also anti-anti-healing, as you can usually recover faster than it would take for someone to heal you with stacked anti-heal perks in play. Sprint Burst is a chase perk, but it's also a general time saver perk if you use it to simply traverse the map faster than you would normally. BT is anti-camping, but it could also be used as a protection perk if the person saved with BT takes a hit for the rescuer, for example if the killer has a one shot or if the rescuer is already injured.
Stop looking at perks as "this is what it is for and nothing else". It's totally fine for perks to have utility in other areas. There is nothing wrong with that.
Also just because someone makes smart use of a perk does not mean they are being toxic with it. If they say something nasty after the game ends or teabag at the gate, that's toxic. If they make a good play using a perk that's not exactly toxic, you're just assuming it is because you got outplayed.
"There are lots of times where I have not tunneled but still get hit by DS... there are recorded instances from people like Scott Jund, Otzdarva, and others that show that they did not tunnel the survivors, but still got hit by DS because the time is really long."
Then you made a mistake! Jesus F'ing Christ own up to it. You didn't pay attention to how long it's been since you last hooked this person. I've seen plenty of videos of Scott or Otz getting hit by DS and being completely amazed by it, but the fact remains THEY made the mistake. It wasn't the perk. It wasn't the survivor. The killer messed up and paid for it. I've been hit by DS too when I wasn't expecting it, but I'm not going to blame the game or other people for what is ultimately a failure on my part. If you actually pay attention to this stuff, you should never get hit be an unexpected DS.
"Sure, it pressures survivors, but they can just recover to 99%, making them not have to waste that much time."
Unless they have Unbreakable, they will still be on the ground indefinitely until either a survivor or the killer picks them up (or they bleed out). That means at least 1 other survivor has to stop what they are doing to help this person. That is 2 survivors not doing gens, which is where the pressure comes from. You definitely watch Scott and Otz, both of them would tell you that slugging creates a lot of pressure on survivors. It doesn't matter if they can be picked up in less than a second, it's the fact that they can't pick themselves up that is the time waster.
"I explain that slugging is not a very fun option for the killer."
This I really don't get. "It's not fun for killer." So what is fun, picking them up and putting them on the hook? I really don't get it. If your goal is to create pressure and kill survivors, slugging is creating pressure and potentially killing a survivor. This whole "X is not fun" bullshit kinda needs to stop, it's not just you saying it here it's a very common thing for anyone playing this game to say "it's not fun therefore it shouldn't be in the game." It's such a lame argument for anything honestly, because what the statement translates to is "I'm not having fun if I'm losing". That's ultimately what that statement means, and it's true for pretty much any single thing in any single game. Losing isn't fun, period, so please don't use this as an argument.
Killers (and survivors) make such big stinks about everything in this game it blows my mind honestly. The only ACTUAL balance problems the game currently has are keys, mori's, matchmaking, and map design. THAT IS IT. Not a single perk is overpowered or unbalanced (though many are underpowered for sure). Not a single killer is overpowered. Hell, even SWF isn't overpowered because a good killer that plays scummy can still win (barring keys and bad maps, which I already stated ARE problems). I know I play in a 4 man SWF regularly. Yes we destroy almost every killer we play, but then even once in a while we get a killer that knows how to play and doesn't get screwed by the map and they get a 4k. A lot of times it's because we made mistakes, but those mistakes were set up by the killer, who then fully capitalized on them. That's called being outplayed.
Sorry I just don't see a problem with DS because I can admit when I messed up. A lot of players, killers in particular, have a seriously hard time admitting this. I will openly say when I mess up or when I get outplayed. I don't sit there and complain about the game being unfair to me because I actually have that self awareness, and I wish more players had it, because then this community would be a lot less of a ######### hole.
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@Raven014 said:
My problem with DS is it is so versatile. Its a free 60 seconds of invulnerability. And that 60 seconds is long from the killer's point of view.
It can also allow survivors to make mistakes they actually shouldn't get away with. A common example is this: I hook, then I try to find the unhooker, but since the guy with DS acts like an idiot and lets me find him, say, 45 seconds into their DS. I chase and he gets into a locker. I'll take him out, because of course he shouldn't have it, it's been longer than 60 seconds, since MYC ran out. But... no, he still has it and used it against me.
This perk can affect an entire game. And, it makes me want to tunnel him since I know that he doesn't have DS.
It was designed to be an anti tunnel perk. If anything, it encourages you to tunnel the striker since it tells you that they don't have DS anymore.
And it's really boring to play against. Leave on the ground or be striked. That's not very fun options. It forces a lose lose. And there are 4 of them on a team, because it is a meta perk at red ranks, where you can't afford to take the stun. And that's not mentioning the 4 adrenalines, the 4 BTs, or the 4 Exhaustion perks you have to deal with in a match. It gets real tedious to go against when you have R1 survivors using all the strongest survivor perks against you when you just want to have a fun match.
I would rework it like this: You can use it twice per game, and it's base timer is 60 seconds. However, Getting on a gen, getting in a locker, or getting fully healed will deactivate the perk. Someone else getting hooked will also deactivate the perk, because you are not getting tunneled anymore.
This would be a true anti tunneling perk, with the added caveat that they must be getting tunneled to use it. They could use it twice per match, only if the killer is really tunneling. I would consider it fair at this point instead of a free 60 seconds of invulnerability. Technically this would be weaker against all killers but really strong against tunnellers and campers.
Also, Enduring should work against it because that nerf to Enduring only made it useful with Spirit Fury, which is a real shame, but that's a topic for another post.
TL;DR: DS is too good at it's job and needs only a minor rework to be balanced for being a true anti-tunneling perk.
"Its a free 60 seconds of invulnerability."
I honestly can't stand this argument. Survivors are not invulnerable when they have DS. You can't pick them up or grab them. There is a MASSIVE different between those 2 things. Saying they are invulnerable implies you can't do anything to them, when in reality you can. You can hurt them and slug them. That's not invulnerable. A slugged survivor is as productive as a hooked survivor. In other words, not productive at all. Slugging creates a huge amount of pressure.
You really make it sound like there is not a single thing you can do because they are "invulnerable". This is so far from the truth. You just can't put them on a hook for 60s. That's not invulnerable.
"It can also allow survivors to make mistakes they actually shouldn't get away with. A common example is this: I hook, then I try to find the unhooker, but since the guy with DS acts like an idiot and lets me find him, say, 45 seconds into their DS. I chase and he gets into a locker. I'll take him out, because of course he shouldn't have it, it's been longer than 60 seconds, since MYC ran out. But... no, he still has it and used it against me."
This too is wrong. The survivor is baiting you and you took the bait. That's not a problem with the perk, that's a problem with YOU. He wanted you to chase him and grab him out of the locker. I also seriously doubt that if MYC ran out this person would still have DS. Video or it never happened, or this person was not the one rescued when MYC activated. Again, that's on you for making the mistake, it's not the survivor making a mistake. The survivor made a good play and baited you, and you took the bait. Simple as that. Accept that you got outplayed and stop blaming the perk. This is really what bothers me about killer mains' attitudes towards DS. "It's the perk/survivors fault, I played perfectly I should be rewarded." No you ######### up. Accept it. Admit it. Stop acting like you are God's gift to DBD. You got DS'd and that's entirely on you. But very few killers are ever willing to admit this, because how can they ever make a mistake in a video game, right? It's always the survivors that messed up but got rescued by a perk SMH. Kinda like how killers messed up and didn't stop survivors from doing all the gens but got rescued by NOED. Deny it all you want, but following this logic this statement would be true.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1183066#Comment_1183066
Simply not true, though.
Imagine this scenario:
Killer hooks you, goes to chase a Nea.
Nea is downed.
While Nea is downed, Meg comes for the save. You get saved. A second later, Nea gets hooked.
The killer comes back to the hook, chases you and downs you. But you don't have your DS! Even though, you know, you were actually tunneled.
Quoted for truth.
If DS deactivated for all these dumb reasons people ask for it would be worthless because of situations like this, which are actually very common. It's dumb to be robbed of your perk when it's activation is dependent on another player.
DS is just fine how it is. The ONLY change I would make is that if you use DS when the gates are opened, you get your own personal Blood Warden for maybe 20s. Just as a means to prevent people from BM'ing at the gate by waiting for you to pick them up. With a personal BW you can't do that, and if you use DS when the gates are opened then you have to run from the killer in another chase to escape.
If you complain about survivors jumping into a locker, then stop playing like a bot. If they do this they are baiting you to grab them. Either leave them or eat the DS and get rid of it. It's really not that big of a deal. If you aren't tunneling and get hit by DS, guess whose fault that is? YOURS! For not paying attention to how long it's been since you last hooked that person.
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I think the problem stems from his special heartbeat/chase music. All the killers with special music seem to share this problem too. Oni, Demo, and now Doc all feel like their TR is about 6m smaller than it should be, and that's because the special music doesn't match the dB of the standard music at the same range. Since Deathslinger has a TR of 24m this effect is more pronounced. Throw in M&A with Whiskey Bottle and he might as well be a stealth killer.
BHVR should really review all these killers to make sure the dB matches the standard music at the same range. Considering that the plan is to eventually give every killer their own music, this problem will only get worse. I'm all for special music, it's fun, but not if it means severe inconsistencies between killers who are supposed to have the same TR.
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@gatsby said:
Bubba. BBQ, Franklins and Knockout are all high/mid tier perks. And very annoying to play against
The only meta perk Bubba has is BBQ, and that's at best an okay perk really. Knockout has uses but is countered by specific survivor perks or by SWF in general. Franklin's I would hardly call mid tier. It's bottom tier honestly. Does nothing to actually stop survivors from using items, as my friend put it, all it does is make survivors play musical chairs with items. It's not going to help majority of the time. The only uses it has is to stop them from using insta-heals or flashlights when they need to, and maybe stop them from using a key if you are chasing them to hatch. Beyond that Franklin's isn't at all great.
Also I wouldn't say BBQ or Knockout are annoying to play aginst. BBQ is super SUPER easy to counter, Knockout might be rough if the killer slugs a lot but again there are hard counters. Franklin's is a bit annoying, but like I said not actually that good of a perk.
I would rate adept Bubba perks as C tier at best.
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OhTofu did Billy games using a steering wheel so I imagine you would be fine.
Why you want to do this is beyond me though.
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I agree. Once you get 4 stacks you can basically win the game by slugging. Against SWF it's less effective, but if you are on Lery's, Hawkins, or Game it is still pretty strong. And unlike Knockout it can't be countered by perks and range is irrelevant.
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What about a perk that when the killer hits you when you are healthy, there is blood splatter across their screen for a few seconds. Put an Exhaustion timer on it and require the survivor to heal before the timer goes down.
Or maybe a perk where if you get a minor speed boost like Hope if chased while injured and the killer gets bloodlust. As a means to counter bloodlust 1 at least.
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No Mither is fine as it is. Just remove injured music and give it some kind of BP earnings booster to all categories similar to Distressing.
Sorry but no to Monstrous Shrine too. It needs a rework but that is just kind dumb honestly. I saw someone mention a while ago it should spawn both basements which I think is a good idea. I would also add in a repair debuff for each survivor hooked in the basement. That would make it an actual viable perk.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1175659#Comment_1175659
They arnt worthless then are they? Taking apart a 3 gen is quite useful I'd say..amusing as always suicide
Dude they went from super powerful all the time to BARELY useful in specific circumstances. How can you call that a "minor nerf"?
Also you don't even need toolboxes to beat a 3 gen. It's just obviously easier to do with a toolbox. Which is how it was before BTW. So again, not a minor nerf.
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"Minor toolbox nerf"
Your bias is showing. Toolboxes are completely worthless now. The only value they have is to counter a 3 gen or to sabo.
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My current build is BBQ, Sloppy, Stridor, Blood Echo, activation charge time, movement speed. I like it a lot.
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LAUGHS IN XBOX
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@Awkward_Fiend said:
Survive with Friends exist, toolboxes are still strong, and Rotton Fields is a thing. No matter how good a player is, it would be nearly impossible to always 4K under these scenarios, regardless of build.
thesuicidefox playing Dead by Daylight: Special Edition. View more Xbox clips at GameClips.io4k 4 gens on Rotten Fields. No I didn't camp or tunnel anyone. Yes these were strong survivors. Thing was I was catching them so fast and making them scramble so much that they barely had a chance to do gens. This is what I'm talking about with OP builds. The add-ons I used here, Mother Daughter Ring and Yakuyoke Amulet, is INSANELY powerful. Shadowborn and Stridor make it impossible to hide from me. Add in Ruin/Surv and my map pressure is ridiculously good. I wish I recorded this game because it was complete domination.
And this isn't a fluke. Using this exact same build I was able to 4k 4/5 gen about 10 games (including Rotten Fields and Ormond). Only ONE survivor escaped and that's because I basically let them (didn't feel like slugging and looking for them so I just killed the guy and let them hatch). Only ONE game did they get to gates and that's because I was screwing around with a Dwelf and let them do gens basically. Had I ignored the Dwelf's memes they would have barely got 2 gens done.
If a good Spirit runs this build and actually sweats for the W, I don't think you can beat them.
Also toolboxes are doo doo butter now after the nerfs. Good to counter Pop or maybe save yourself in a 3 gen, but they aren't even close to as strong as they were before.
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@ScottJund said:
I don't think I've ever lost an Iridescent Head game in my entire time playing DBD. Couple that with a Mori and I'm pretty sure there's no team I'd lose to except on like, Lery's / Hawkins, etc.
Edit: need to make this clear I'm talking about how absurdly brokenly strong Iridescent Head and Moris are, not how big a wee wee I have.
🤏🍆
But yea this pretty much sums up my point in this thread. With the right build for a strong player, there is no escape.
@Desh said:
Idk what you're trying to go for here. You've been given clear and concise answers that there are NO unbeatable builds due to XYZ but then you want to disregard those reasons. IF we disregarded anything and everything that could possibly hinder a killer, than yeah, every build would be an unbeatable build because there would be absolutely nothing at all from a killer getting 4k 100% of the time.
Reasons why unbeatable builds don't exists:
- The type of Map. Every map makes both killer and survivors strategize differently in an effort to win. A strategy that would work in Lery's Asylum wouldn't work in Haddonfield.
- The type of Killer. Every killer has a unique and specific power that both complement perks and are useless or would hinder their abilities. Having Coulrophobia and Thana would make sense for Oni but wouldn't make sense for Billy.
- Player's skill and items on both sides. Don't even need to elaborate on this.
"Clear and concise" is not the words I'd use to describe it.
I disregard keys and mori's because they, by themselves, are inherently overpowered. Map offerings are also disregarded because while a killer build may be unbeatable on a specific map (eg. Lery's) that doesn't mean it will be unbeatable on every map. If survivors also offer a map then you lost before the game started. SM Myers is a good example of what I'm talking about. While certainly not unbeatable, the build really only works on Lery's, maybe Hawkins, and maybe Game. Literally the worst build to run on ever other map.
The point is the "unbeatable"-ness should come from the player's skill, the killer of choice, and the build they decide to use. No other factors. Mori and keys arbitrarily swing things in different directions to different degrees. Again they are outliers.
I never said "disregard everything that hurts killer" just keys because keys are random since you can find them in a chest, and there is currently no way to remove a key from play. If a survivor brings a key, without a WW or ring, then other survivors can pick it up if they die. Franklin's doesn't even work to stop keys except maybe if you are chasing the survivor as they run to the hatch.
You should really read more clearly what I'm asking.
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IMHO Doc has been wearing this crown for years. Before Freddy rework even.
The devs literally did not actually fix a single thing that made him unfun to play against. In fact they just made it all worse. He was a chore to play against before, now he is a full blown aneurysm.
On top of that they buffed him like crazy this last update. All buffs, BTW, that made him EVEN LESS fun to play against.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1164571#Comment_1164571
I often run No Mither AND Iron Will, so this completely counters Stridor. I feel sorry for those poor Spirit's that use it against me. 😂
Yes this works I've done it too.
The new survivor perk Off The Record can also stack with Iron Will. You may make noise at first, but after you get caught once you should be able to hide from her no problem. It does 100% also meaning that it will even beat a Nurse with Stridor and Metal Spoon (which stack to make you louder).
Also OTR combos INSANELY well with OOO. You basically get free OOO for 80 seconds after a hook. Bring Distortion for the beginning and you can basically have free OOO all game.
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1164571#Comment_1164571
tbh if you use stridor on spirit are you really learning how to play?
its like riding a bike with training wheels and someone is holding onto you so you don’t fall
it makes her trivial to play
It's there to counter Iron Will. It's useful against survivors without it, but if you do not have Stridor the ones with Iron Will are super difficult to track and find.
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I agree. I played old Freddy at rank 1 and even though I could get bullied from time to time, I practiced him a lot and could at the very least give most teams a challenge, if not get a 4k pretty consistently. I would have been happy with some QOL changes instead of a full rework.
And while I do like the rework in some ways, I have to agree with the OP that Freddy is just boring to play. He doesn't have as much variety to his builds now. It's just, chases - spam snares - hook - BQQ - teleport - Pop - repeat. He is strong, and for that I'm happy, I just wish he could have retained more of what his original design was.
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What's funny is that people complain about Spirit and needing Iron Will, yadda yadda, when Iron Will is a strong perk against any killer. There is ample reason to use it, especially if you suck at running from a Spirit. It makes a huge difference.
As as a Spirit main that uses Stridor specifically to counter Iron Will, even then Iron Will is still good because a lot of the times chase music will drown out your cries of pain. It's really best to just find those survivors that want to hide instead of run, especially Blendettes that just disappear into the fog. But in a chase IW will have the edge.