Avatar

thesuicidefox

thesuicidefox

About

Username
thesuicidefox
Joined
Visits
0
Last Active
—

Comments

  • It's because Xbox let's you switch your region and then you can play in other people's regions.

    Same thing happened with Gears. All the Mexican/Latin America players switched to US EC or WC region and the pings were awful, even with dedicated servers.

    Check their profile next time. I bet they are from another country.

  • Plunderer's Instinct & Left Behind.

    Rush chests. You should get a key every 8 chests or so.

    Play normally. Killer doesn't know you have a key.

    Look for hatch when gates power or when you are the last one left.

  • Thanks for accepting my answer. I want to add to it that when you do calculations for DBD everything is based on charges per second. Buffs/debuffs affect c/s. You then divide the number of charges required to perform an action by c/s to find out how long that action will take. Most things are done at 1 c/s base, so when something says X% buff/debuff you add/subtract it from 1.

  • Scott makes a super strong point about hypocrites though. Like I've played against players, on either side, that will do super scummy things. But then when the tables are turned and you do the SAME EXACT THING TO THEM they get seriously salty and call you trash. Absolutely no self awareness. The guy in the video is a perfect example, he complained about Scott camping and then Scott goes back just 1 day into his Twitch VOD and finds a game of him as Plague face camping a dude. Like at least when I play scummy I acknowledge it.

    Had a game recently as Spirit where a Meg brought a key. I generally have a rule that key = mori, so I put on an Ebony (since I have like 30 of them, I only have maybe 8 Ivory because they are actually rarer), catch her second then tunnel her off the hook and mori with 4 gens left. The rest of the game was a breeze, not because someone was dead but because I could tell these were not red rank survivors. I felt kinda bad, I played SUPER fair with the rest and went for 3 hooks no tunnels, only mori'd the last guy for fun because the game was over when I caught him anyway. Got a message from the Meg thinking it was salt he said...

    "######### this key challenge. That's 10 keys used I will never get it :("

    I felt REALLY bad. This guy was like rank 7 or 8. It was clear he wasn't very good at the game. He got like 1500 BP because I killed him so fast. I basically told him sorry dude I bring mori's for keys, nothing personal and no hard feelings. He kept on about the challenge, and I'm like "had I known you guys were all low ranks I wouldn't have done that, but there is no way for me to know and I've been nice to players with keys in the past only for it to bite me in the ass later."

    He was actually very understanding. I gave him some pointers for the challenge, specifically that he should run Plunderer's and Left Behind because bringing a key into the game makes him a target. He said he didn't have Left Behind but he will try Plunderer's, and I said you can get a key once every 3 games or so but you have to rush the chests at the start. He was happy with that info because he didn't realize that would work. Hope he got his challenge.

    Point is, I did something really scummy to this guy and basically apologized to him, explaining why I had to. He was cool with it, which most people aren't. But people need to have some awareness of the situation. If I bring a key I half expect to get mori'd. I'm not mad at the killer honestly. It sucks yes, but they did what they had to do. I have that awareness. And the problem with toxicity is too many people lack that awareness, which just makes them more toxic over time.

    It's like that whole thing where if you work in customer service that you put a mirror behind you, because people are less likely to be pricks if they see themselves acting like pricks.

  • Yes I notice this too. As survivor and killer it has screwed me over (particularly survivor one time, where I was running around and object and go stuck inside some invisible box, it was dumb AF).

    Also these walls are different for killer and survivor. There is at least 1 fat shame spot that only fat shames if you are Billy/Bubba and rev the saw, or Huntress and charge a hatchet. Like, how do you get fatter when you do this stuff?!?

  • Keep telling yourself that.

    @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1142631#Comment_1142631

    Yes, I used her to get a free carry to red rank, she is by far the easiest killer to play

    IW and Spine Chill are the only perks that are truly solid vs her, using a perk to make her mindless gameplay easier is pretty lame, hence why I don’t use it; it’s a crutch.

    idk why I’m arguing this, if people are proud of running stridor on her then they were probably never good to begin with

    Majority of survivors are complete potatoes against Spirit, so yea it might seem easy most of the time. But get those rare survivors that know how to play against her and give them Iron Will I bet you will change your tune very quickly. Like how often do you just stand still and the survivor slow vaults the pallet back into your face? Yea those are the potatoes.

  • Baby Freddy's use dream pallets. Snares are FAR superior. Pallets only work against bad survivors. They can be hard countered by Small Game and Map items, and soft countered by Windows Of Opportunity. Also they are completely worthless against SWF teams.

    If you get a survivor that can loop really well, dream pallets do nothing if the pallet is real. You get looped like any other killer. Plus once survivors know you have them, if they are smart they will start focusing on using window loops instead when asleep.

    Dream Pallets are also extremely map dependent. Maps like swamp or Rotten Fields have 0 places to put extra pallets, and require you to burn through real pallets to get use out of it.

    Snares on the other hand...

    1) Work on any loop on any map at any time.

    2) Actually cut loops shorter.

    3) Are much harder to counter as survivor assuming you place them in good spots.

    4) Are free and don't require an add-on.

    5) Can be used for detection on top of anti-loop.

  • I would say Legion, Hag, or Huntress.

    Legion has the most potential because they are very similar to the killers in Scream. Story would be easy. Edgey teens start killing classmates. It'd be like an alternate version of Scream.

    Hag would be the scariest killer to see on screen IMO. She is just freaky looking and her story is very freaky. I'm thinking like a Cabin In The Woods thing where one of them gets taken by the Hag and the other have to save them.

    Huntress would be interesting to see. She is one of the more formidable killers, like Bubba is in TCM. Big, scary, extremely violent. Not sure what the story would be, maybe some sort of modern day Red Riding Hood but the twist is that instead of a wolf it's Huntress.

  • Congrats! You have discovered what many of us have been saying for a while. Spine Chill is very strong against Spirit. Not to put you down, just making the point that many people would rather sit and say "YoU cAn'T oUtPlAy A sPiRiT" when at least 2 non-meta perks are SUPER effective against her.

    @BigTimeGamer said:

    I just always run iron will

    its amazing how many spirits are clueless monkeys against it.

    those who bring stridor are gross tho, I don’t use it on her out of principle

    "I just always run iron will"

    "those who bring stridor are gross tho"

    Are you serious with this? Stridor IS the counter to Iron Will. It's literally the entire reason I run it on Spirit, to beat those survivors using Iron Will. You don't need it for all the other survivors, you need it for ONLY the ones with Iron Will.

    "its amazing how many spirits are clueless monkeys against it."

    Do you even play Spirit? Because if you did against high rank survivors using Iron Will I would bet they give you the run around. Because Iron Will makes it insanely difficult to track survivors in phase, unless they are potatoes and run constantly or walk through grass. But get a not-stupid survivor with Iron Will and you will see why Stridor is so important.

    If you really can't see it, let me put it another way...

    "I just always tunnel survivors off a hook."

    "it's amazing how many survivors just let me catch them when I'm right there when they get saved."

    "Those that bring DS are gross tho, I don't use it as survivor out of principle."

    Not that I actually believe this, just making a point of how absurd these kinds of statements are.

  • DS, Adren, Unbreakable, Deliverance, BT

    Thana, Sloppy, Dying Light, Ruin, Pop

    Untitled Image


  • If you want to calculate debuffs, they are multiplicative. If everyone is injured with Thana and you have 6 stacks of Dying Light here is the formula for non-obsessions doing gens...

    [Note: The game doesn't round down or up, it just drops every number after the first decimal]

    80/((1-(0.04*4))*(1-(0.03*6))) = 116.1s

    Buffs are additive, then multiplied by the debuffs. So, same situation, but now you have Sloppy you want to know healing speed of the obsession when they have Botany Knowledge the formula is...

    16/((1-(0.04*4))*(1-0.2)*(1+0.33+0.33)) = 14.3s

    If they have no buffs and you have Sloppy but no Thana it looks like this...

    16/((1-0.2)*(1+0.33)) = 15s

    So if you want to mitigate the buff the obsession gets from Dying Light run Sloppy. It pretty much nullifies it, they heal only 1 second faster than normal.

    Also I'd like to point out that Dying Light is actually a good perk once you get about 4 stacks. Most obsessions will focus on saves/healing, which is what you want because they are the only one unaffected on gens. So obsessions fall into this downward spiral of altruism when they SHOULD be doing gens. If you are a Dying Light obsession you should rush gens and nothing else to actually counter Dying Light, because you're the only one that will be able to do gens.

    @WTBacon said:

    There may be a few exceptions, but almost every percentage in the game is additive.

    2 stack Dying Light (12%) + all injured Thanatophobia (16%) = 22%

    Coulrophobia (50%) + Sloppy Butcher (20%) = 70%

    Botany Knowledge (33%) + Resilience (9%) = 42%

    This is actually incorrect.

  • LOL that picture.

  • Stop touching little boys.







    But seriously they do need to fix this.

  • What platform is this? And region?

    I will say I do face a lot of Freddys (Xbox, US east coast), but after that I would say Wraith, Doc, Ghostface, and Myers would be the next most.

    We used to have a lot of Spirit's like 6 months ago, but since Ghostface came out he has slowly replaced them. Doc is super popular right now, both because of his rework and because of the Rift challenges. Myers and Wraith were always super popular for some reason.

    Though I will say I haven't face that many red rank killers lately. A lot of killers I go against are green ranks, maybe purple, so if I were to account for that things might be different. I'll have to wait and see what your other chart says.

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138317#Comment_1138317

    why should a survivor have immunity for 60seconds? even after another has been hooked .

    It's not immunity. Slug them and they aren't doing gens. It's not hard.

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138288#Comment_1138288

    did you also see the part of the video where he got hit by DS even after hooking another person??

    Yea that was also his mistake as it was not even 50 seconds. Check the time stamps when the guy was unhooked and when he picked him up. It was just under 50 seconds, then he acts all surprised he still had DS. If he just waited, or tried to pick up the Ash instead, he wouldn't have been DS'd. Otz made a mistake and was punished for it. It's no fault of the survivor or the perk, it's 100% his fault.

  • Agreed. Spine Chill is one of the best survivors perks in the game. Counters all killer stealth options. Gives you info on what the killer's focus is, maybe even what perks they have (eg. healing and it lights up? killer has Nurse's). Helps you avoid going the wrong direction in a chase. Let's you know if a killer is potentially camping.

    No it definitely is. It tells you if the killer is focused on you. Do you know how often miscommunication happens? "Killer is on me" when they really broke the chase and went somewhere else? Pretty often. And depending on the map, you can't always have eyes on the killer. Plus those situations where you have it and no one else does, you can call out to others when they need to leave a gen/heal/whatever. "Killer is coming to this gen we should leave" now the killer spends an extra 10 seconds looking around for nobody.

  • I agree with the OP. A major reason so many survivors use DS and BT is because of the fact that so many killers tunnel/camp. And while it is a valid strategy, it's also pretty cheap in certain situations (eg. doing it with 5 gens left). Survivors have no counter to these tactics EXCEPT DS and BT, or playing in a 4 man SWF. Hell, a lot of the time my friends or I use these perks it goes something like this "last 5 games we got campy/tunnely killers so I'm going to put on BT/DS". That's the conversation.

    And I play killer at rank 1. I won't sit here and lie, saying I never camp or tunnel. I do, but often only out of necessity. I'm pressured to do it, but I'm not going to get mad at survivors using BT/DS to counter me camping/tunneling either. I don't get mad at much of anything survivors do, I only get upset with things they say after the game. During the game anything goes that isn't abusing a bug. Really the only thing survivors can DO during the game that pisses me off is sandbag other survivors (like going out of their way to troll others, not running me to them if they are being chased once or twice). Or when survivors DC, that's annoying too. Both cases are survivors screwing over other survivors. I don't appreciate that in my games. But beyond those 2 things, anything goes and I'm not going to get upset at survivors for trying to counter whatever I am doing. I won't lie, it is a bit frustrating to deal with, but at the same time I'm not getting mad at the survivors or the game for letting them do that. Just like I don't get mad at killers anymore that camp/tunnel because I know that's just part of the game. And really I only get upset with killers that camp/tunnel out of spite for a survivor. That's scummy, because you're not playing tactically anymore you are playing to troll/harass another player. Even then I don't get so upset I come to the forums to ######### about it either.

    @ChickenMcthicken_5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1136995#Comment_1136995

    All second chance perks have counters. The ONLY combination I can think of that is braindead is DS combined with Unbreakable. But then again you can just not tunnel or if you obliged them to use one this perks they just play with 3 rest of the game.Also the hell you mean Unbreakable has no counter. Just don’t slug at all. That is such a Situational perk it’s kinda funny killer mains are crying so much about it. Well, I shouldn’t be surprised if you used Space Coconut incredibly flawed second chance perk videos. I enjoy his videos but sometimes his bias towards killers annoys the absolute ######### out of me, especially when he said the DC ban system is “good”.

    Adrenaline gives you a free health state for doing all five gens. You know The survivors objective. It doesn’t give them a health state for “nothing”. Is it annoying? Yes. But it won’t always work throughout a particular chase and the survivor won’t always survive the game just because of it.

    BT is pretty strong for sure especially endgame. What I do is always chase the survivor who unhooked him in my face just so I don’t risk activating it. I have gotten at least one final extra kill by doing this even in the endgame. You just have to hope they are far away from the gates.

    In terms of DS, it can only be strong if more than Two survivors have it. Though I will definitely appreciate if they change it for only one survivors being able to have it activated at a time: Like maybe the DS timer will immediately reach zero if a second survivor is unhooked. That would definitely make it much less abusable. Though this DS is a blessing compared to pre nerf DS. I still have nightmares about survivors jumping of my shoulder just because they want to. This DS is much more manageable or at least I thought so until I enter the forums and seeing daily complains about it XD. It’s quite interesting.

    This too. DS and BT have counters. Killers can sit here and say they don't until they are blue in the face, but they have counters. Either don't tunnel or slug for DS. If they jump into a locker leave them. If they do a gen or make a rescue in your face THEY ARE BAITING A GRAB. Don't grab them, just hit them down. Not hard at all. BT has counters too. Anything that gives you Undetectable fully hard counters BT. And then you can just not go for the injured survivor, go for the rescuer instead. If you get a hit on the rescuer before or as they make the rescue, that's a free hook right there. Sometimes I will hit the rescued survivor just to force them to waste time Mending. There are so many ways around these perks it's not even funny. Just don't play like a bot and fall for the traps.

    And yes it sucks when they have these perks at end game with the gates open, there is little you can do about it. But truthfully, at this point, you lost anyway. Just suck it up and take the L. Plus if you are smart you can still beat these perks given the circumstances. Like if the gates are open and you down someone, hook them as far from the gates as you can. Or maybe try to force out a survivor before you take the hook. Or use Blood Warden and catch them at the gate when they think they are safe.

    Also you can counter Unbreakable by using Thana and/or Knockout. Thana punishes everyone while the guy is slugged and they will more likely come to help him up, which means less survivors on gens, or the guy may burn his Unbreakable to get up faster and then heal to get rid of Thana. Knockout forces them to burn Unbreakable since other's can't find them to get them up. So the first time you slug them they use it, now you are good to slug them as much as you want. Also another way to avoid Unbreakable is to stop trying to go for 4 man slugs. Yes, sometimes you have to, but a lot of killers will go so far out of their way to slug everyone for a W because it's super easy to win that way. Otz recently had a Bubba speed limiter video where he had 1 hooked, 1 slugged, and 2 injured. He went for Nancy and slugged her to go for the 4k. Nancy had Unbreakable. He was in a position where could have EASILY picked up and hooked Nancy before the Nea or Feng (I forget) would have been able to come back and rescue either the Dwight or the Ash. If he did that he woulda won the game at 4 gens, a whole 5 or 6 minutes sooner. He got greedy and was punished for it by Unbreakable. Just don't be greedy is all. If you have some survivors slugged, take a hook instead of trying to hunt down the last guy. Ardetha had a similar video as Nurse where he tried to do this too and it failed. Again, GREEDY.

  • @Masterkit said:

    https://forum.deadbydaylight.com/en/discussion/comment/1134978#Comment_1134978

    yes i covered that aswell on my comment same happened with doctor rework and nurse rework aswell is not a real issue. because pinks even if are only 2 actually 3 because the ebony and actually 4 because of the pink gift wich could be an ebony aswell ARE VERY rare even on p3 level 50 like i dont know the procentages but pinks are not very common to appear on the bloodwebs espite of green wich appears all the time and sometimes you can get 2 or even 3 in the same bloodweb (hilarious)... i dont get many pinks i get ebonys but not many addons sometimes i may waste lots of points and i barely will get one or 2 ultra rares so if the billy has to waste like 200.000 points or more to get 1 man is a hell of a diff compared to what it is now... after 2 or 3 months wie would start to see the changes...

    On my p3 all perk Spirit I literally get an MDR at least once every other bloodweb. At this point if I decided to play every game with MDR/Amulet and dumped all the BP I earned as killer back into Spirit I could run those add-ons forever. Like every web has at least 1 pink item, usually 2. So yes it would be much much easier to get Carb Tuning Guides if they were pink and not green, as green item pool is like 25 items. While there are usually more green items, the chance of getting a specific one is pretty low.

  • @Heartbound said:

    Make it 60, 100, 120.

    Because reasons.

    I think 60/75/90 is more reasonable.

    If Blood Warden was stronger then gen rush would be mildly less of an issue. 2 minutes is kind of too long though, considering that survivors will just hide. 60s is too short since you're only going to get 1 good chase in, maybe another cheek hook if you're lucky. 90s seems like the sweet spot to me. You can legit extend the game and get more hooks/kills but its not so long that if they hide well everyone gets bored.

  • If they make it pink that would be fine. However, there is going to be the issue of a ton of players having stockpiles of them, and then it becomes easier to get since there are only 3 pink items a killer can find in blood webs.

    We'll see how it goes I guess.

  • Devs said they want to rework his add-ons, which makes sense since he doesn't fit the normal add-on layout of other killers.

    His base kit is absolutely fine and, outside of some QOL changes (if any), I don't see them changing it.

    I expect his add-ons to stay about the same. The only problem add-on is Carb Tuning Guide. I expect that one to get a nerf. Maybe also Moonshine, but probably not. Really his add-ons are fine except CTG.

  • Thanks here is one more.

    When you give another survivor Borrowed Time the perk icon will flash to confirm it.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126973#Comment_1126973

    I mean, at least you don't just passively gain madness now, and can snap to tier 1, right?

    But fr, hes still just as much as an ######### as he was before. Shock follow, down, shock, hook, shock shock, follow new, shock. Scream, follow, scream shock, scream, shock scream shock.

    Passive madness wasn't even the most annoying thing about Doc. The literally didn't address any of the REAL annoying stuff he does...

    1. Snap Out before Mending. Yea I love going down from DW because I can't do anything about it. Totally fair.
    2. Can't heal slugs. Two survivors left = free 4k. Just slug one and shock the other. You win. Against any other killer survivors can recover, even if the chance is slim. You have 0 chance to do this against Doc, first because Madness blocks healing and second because you're never going to get away from him to Snap Out.
    3. He can stop you from vaulting, which is entirely connection dependent. Why he can't just make you slow vault is beyond me. Freddy and Clown do this and they are incredibly strong in a chase because of it.
    4. Constantly screaming to give away your position.
    5. Illusionary Doctors also constantly give away your position.
    6. Red Stain add-on makes you even MORE visible. Like does he need all this tracking BS? Just let him see auras 24/7 already.
    7. More annoying skill checks. "Let's take the LEAST FUN thing about survivor and make it worse."

    None of this stuff was addressed at all. Some of it was (or is getting) buffed.

    But yea, no passive madness anymore. He's so much more fun to play against now. /s

  • Remove stick wiggle on console. My sticks break fast enough. Mario Party 1 was over 20 years ago, have game developers not learned since then? Make it alternating button presses instead (player can pick 2 buttons in control options).

    Make phase 2 hook opt-out instead of opt-in. By this I mean you automatically struggle unless you press and hold a button to let go (choice in options).

    Let console players equip perks/items/add-on using just D-pad and buttons. This whole "fake mouse pointer" is annoying AF. This goes for any game that uses it. We get it, you ported the game from PC. Time to commit to what actually makes sense for a controller.

    Remove the mori channel and just make mori it's own button. We don't even use all the buttons on console for killer so this wouldn't be an issue. This is to both make mori easier to perform and remove the ability to mori spam (an actual serious issue on Xbox).

    Prioritize vault actions over lockers when running for survivors.

    Increase the time between a survivor opening a locker when another survivor is inside. You can actually trap the survivor in a locker by spamming the button.

    Let us to preview combinations of store items before purchase.

    Make Spirit take out her weapon in Rift previews.

  • I'm gonna have to call bull snot that 0 red rank survivors used Head On. That perk is super popular for good players.

  • @Lyfe said:

    https://forum.deadbydaylight.com/en/discussion/132687/when-is-dedicated-servers-coming-back-to-xbox

    You realize with p2p as killer you host the game right? Meaning there is no lag for you. P2P or server also shouldn’t have any correlation with FPS performance. I play PC way more than Xbox but played on console when it got dedicated servers. They were not very good in my experience as survivor not once did I get below 120 ms. Meanwhile on PC and console P2P, I manage a constant 60ms and as low as 48ms respectively.

    This.

    You are host on p2p as killer. That means you won't experience lag. If you see survivors lagging, trust me it is hurting them more than it is hurting you. On dedi's your problems will actually only get worse, since you are no longer host.

    If you are whiffing that's on you. Frame rate isn't great on console, I agree, but sensitivity is actually just fine. If you have it at 100 you can 180 very quickly. We need an aim acceleration option but sensitivity-wise things are fine. Increasing it actually won't make a difference because you already turn plenty fast.

    Here is a tip... stop trying to aim like a shooter. You don't need to fully track a survivor with your camera to hit them, it just has to kind of be in the ballpark. If survivors try to do that little left/right shimmy just strafe. Don't turn your camera or you will whiff. If they try to 360 either wait for it or stop for a moment just as you see the do it and they will 360 into you. The only time you need to actually track a survivor with your camera like you were playing an FPS is as Huntress (and Deathslinger I guess).

  • Want to preface this with a nerf actually... Keys no longer instantly open the hatch. Instead the survivor must channel an action for 8 seconds (like doing a totem). Now the buff... Broken Key can open the hatch if you are the last survivor.

    Killer perk buff.. killers no longer disturb crows when using Spies From The Shadows.

    Survivor perk buff... sabotaging a hook within 16m of the killer when they are carrying a survivor will count for Mettle Of Man stacks.

  • I think we will get some sort of new "early game" mechanic, similar to how EGC is an end game mechanic. Something to slow survivors down and give the killer a chance to get some pressure started. Like Scott Jund's idea for early game, but I doubt they will do that only because his idea is a tad janky and I don't see it helping much in the long run.

    What I would like to see is some start game phase where the gens have to be activated before you can work on them.

  • I don't main her but my build is Ruin, Thana, Infectious, BBQ/Whispers, apple, and Corrupt duration.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128978#Comment_1128978

    "All the things I listed are pretty MAJOR changes to the game. Things are very different now than they were before. That was my point. Nothing that changed was minor. You especially can't argue the Ruin change was minor. That's a big massive change to the game right there."

    You are missing my point again. I did NOT argue the Ruin change was minor at all.

    I am NOT saying the game hasn't changed a lot. I AM saying the games balance hasn't changed much.

    Those are two very different things.

    "Increased speed on hook/kicking pallets or gens."

    Extremely minor.

    "Buffs to killer perks to make them more meta (eg. Pop)."

    You mean literally just Pop, not etc.

    "The only major nerf to killers has been the Ruin change, but overall they have been buffed quite a lot."

    List the buffs, there aren't a lot.

    "DS change did not at all make it stronger."

    Also not what I said, at all. What I said was that it is still very strong and one of the best perks in the game. Those are two very different things.

    "You can easily play around the current DS. Just don't tunnel a survivor off the hook, or slug them."

    Wrong. Any killer playing regularly at rank 1 with many hours will tell you the amount of times they are hit with DS when not tunneling at all and how abused the perk is.

    "Or, if you are Spirit/Nurse, just eat the DS and catch them in 10 seconds. I literally just had a game the other day where a David, fresh off his hook, decides to jump into a rear locker in the basement. I had slugged his rescuer, and I was going to slug him but since he did that I just ate the DS, and then caught him in a single phase. He was dead at that point. It's really REALLY not that hard to play around given the circumstances"

    Yeah...on Nurse or Spirit...we are talking the average game with every other killer that is not able to do that.

    "I can't take anyone seriously that argues new DS is better than old DS. It's not."

    Because that isn't what I said at all. You aren't reading closely at what I am typing before you jump to responding.

    "I am NOT saying the game hasn't changed a lot. I AM saying the games balance hasn't changed much."

    Yes the balance has change a LOT. Hence why I said that playing killer today is way way better than playing killer in the past. It is EASIER aside from the Ruin change which was a pretty big hit to that.

    Survivors have far less super safe options. Exhaustion perks were nerfed, particularly Balanced which changed things a lot. There are fewer pallets, and less of the remaining pallets are safe.

    Your statement is just flat out incorrect. Sorry.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128945#Comment_1128945

    Deep Wounds is laughable and not worth mentioning. DS is still way too strong and it's rework has it still sitting as the best perk in the game. Nurse and Spirit nerfs aren't weakening the survivors so that's pretty irrelevant to my base point about survivors still being near just as strong. Pallet Vacuum was probably the closest thing to being significant but still hasn't stopped the amount of loops a survivor can make. Ruin change just like Nurse and Spirit is an improvement for the survivor side not for killers so also irrelevant to my base point. Corrupt didn't get improved, it was just the next best option after Ruin. Pop being more relevant isn't negating the games balance. Nemesis/PWYF isn't significant enough to change balance. Spirit Fury/Enduring was already around back then. Sabo rework coming is a buff to survivors, not nerf, so again, irrelevant to my base point. Toolbox nerf is nice but irrelevant in terms of the Marth experiment as they didn't use any items for the challenge.

    I think you are missing the entire premise of my post. My post is not that the game hasn't had many changes, which is what you keep going towards. My post is pointing out there hasn't been any significant enough changes to better balance the game for killers specifically, that would make Marths experiment less able to be repeated again. The point is that survivors are still near just as strong.

    His experiment is currently completely repeatable and entirely relevant.

    All the things I listed are pretty MAJOR changes to the game. Things are very different now than they were before. That was my point. Nothing that changed was minor. You especially can't argue the Ruin change was minor. That's a big massive change to the game right there.

    "My post is pointing out there hasn't been any significant enough changes to better balance the game for killers specifically."

    Oh yes there totally have. Pallet vacuum for one. Increased speed on hook/kicking pallets or gens. Buffs to killer perks to make them more meta (eg. Pop). Killer is way easier now than it ever has been. The only major nerf to killers has been the Ruin change, but overall they have been buffed quite a lot. DS change did not at all make it stronger. DS was obscene before. You literally couldn't even pick up the obsession unless a hook was 5 feet away. And you could be hit by DS at any time by any other survivor without any tell that they have it, so long as they wiggle enough. You can easily play around the current DS. Just don't tunnel a survivor off the hook, or slug them.

    Or, if you are Spirit/Nurse, just eat the DS and catch them in 10 seconds. I literally just had a game the other day where a David, fresh off his hook, decides to jump into a rear locker in the basement. I had slugged his rescuer, and I was going to slug him but since he did that I just ate the DS, and then caught him in a single phase. He was dead at that point. It's really REALLY not that hard to play around given the circumstances (because yes, there are times it may SEEM overpowered if the gates are open and the guy was just on the hook, but that is a very specific circumstance and at this point you lost the game anyway, so it really is moot).

    I can't take anyone seriously that argues new DS is better than old DS. It's not. You can play around it. You can't really play around old DS. You could juggle survivors, that was literally it and that was an AWFUL option to counter it.

  • @Blueberry said:

    There's been some minor balance changes since then but it's still pretty accurate for current times. None of the changes since then were significant enough to invalidate them yet.

    Minor?

    Deep Wounds became a thing. DS was completely reworked. Freddy and Doc were completely reworked. Nurse and Spirit were changed slightly. Nurse had her add-ons reworked. Pallet vacuum was removed. Ruin was reworked. We have a new meta featuring Pop, Corrupt, Nemesis/PWYF, Spirit Fury/Enduring. And next update we are getting a sabo rework and toolbox nerf.

    Things are VERY different now than they were then. Depip squad experiment isn't even relevant anymore. The only thing it still kind of proves is that 4 man SWF is very powerful and that gen speeds are too fast, which you really don't even need an experiment to prove.

  • Doctor.

    "We want to rework him to make him more fun to play against." = TOTAL FAIL

  • I do. It's still good not as much as before. Killers never seem to expect it anymore.

  • YOUR FACE!!!!

    Untitled Image













    J/k I've seen worse faces.

  • @Rex_Huin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126239#Comment_1126239

    The must have had stats from Ruin-less games before they took it away.

    I don't believe the idea that they took it away so they could then look at solutions. Even they are not daft enough to take away the Band-Aid with nothing to stop the blood coming out.

    In their world they already had a solution which was 'New Ruin'. To them that was a rework not a nerf. That was the great fallacy.

    There is a methodology in game design where you make sweeping changes to see how the game truly works.

    If you want to see the true impact something has, double or triple the effects (or conversely cut the effect down by half/a third). This will paint a better picture of the true nature of the game than if you just incrementally increased/decreased the effects by 10% every update as the actual impact of such changes will be much harder to pinpoint.

    Also they said they were changing Ruin as a first step. You can't make too many changes at once or else you don't know what change had what effect on the game. It makes total sense to drastically change one thing (Ruin), let things play out for a few months and monitor the impact on the game, then take the next step. Results for this don't happen overnight.

    And I'm pretty sure they have an idea what the problems are, but you can't just assume things. You need data and evidence to support it. Otherwise you end up changing things haphazardly which have negative effects in the long term. Like yea, we all know gen speeds are the problem. But just increasing the time it takes to do gens is not a viable solution when 1) gen times are tied DIRECTLY to hook times, 2) increasing gen times has a disproportionate effect on lesser skilled players, and 3) there are so many variables you need to account for that any changes made can have serious cascading effects that were unintended. So they need to take a scientific approach, nail down exactly what it is about gen times that is the problem, find a solution that solves the problem without causing more problems, and do it in a way that doesn't fundamentally change the game. That's not an easy task and the actual solution might not be so intuitive that it's really as obvious as some many think it is.

  • @Rex_Huin said:

    They are a weird bunch.

    They seem to take a softly softly approach over a lot of changes then sometimes they will just make a massive change seemingly out of the blue.

    Ruin of all things - the rubber band which held the whole wonky concept together in some semblance of balance.

    Well, if you are going to try to fix the core issues with the game, it makes sense to start with the "band aid" on the top and work your way down. Like any changes they make to the core mechanics is going to be heavily influenced by Ruin, so as a way to eliminate it's trickle down effects on core mechanics, you want to nerf it. Now they can more clearly see what the game is like at base, and therefore they can find better solutions to the issue.

  • Did the killer have Knockout? Because that would explain why they never came to save you, they don't know where you are.

    After you recovered you should have tried to crawl towards other survivors.

    If you feel this is a common problem, start running Unbreakable.

  • As killer, Ward, Haddonfield, or Rotten Fields.

    As survivor... Shelter Woods, and only because I run Balanced Landing. But my "hate" for that map even is pretty low, it's more like "crap I can't use my perk", where with killer maps I hate it's like "this game is going to SUCK".

    How to fix?

    Ward, make the map smaller and nerf the loops in the main building. Particularly the window loops and remove that damn double pallet by the front door. Breakable walls should help this map too, but the size still needs to be cut down.

    Rotten Fields, make the map smaller. That's pretty much it. Remove like 50% of the corn and shrink the map. Also add the new jungle gym tiles that appear on other maps like Ormond or Yamaoka (do this for all Coldwind, Autohaven, and Macmil maps too).

    Haddonfield, just make the fences not so long and fix some loops. Remove the windows to the balconies in the main building and just make them doorways. Also remove like 2 tiles from the map to make it smaller.

  • Demo has big feeties.

  • Just going to say that...

    Good players DO NOT make good designers.

    Listening to them to identify issues with the game is a good idea.

    Listening to them to get ideas how to fix those issues is a bad idea.

  • @BulletsNonstop said:

    I Really think they ought to do something about melee range if killers though. So many times I’m clearly on the other side of a vault and I’m smacked into the ground so hard as if the killer just threw the hammer of Thor at me. I can’t stand that. Don’t put vaults in the game if they don’t benefit anyone else but the killer.

    Dude this isn't a balance discussion.

  • @BulletsNonstop said:

    You guys are all killer sided like crazy around here. How is it you guys complain when killers have so much at their disposal to smack survivors with ease. If they gave killers anymore buffs I think I’d stop playing the game as survivor... or just altogether. As a killer you only have 4 people to worry about that don’t even fight back. Your fast, you can see gens highlighted, you have god like melee range to body slam Anyone on the other side of vaults or pallets or anywhere within a football fields length in front of you. It’s nonsense. Trapper needs a nerf because his traps are not only all over the place but... they reset themselves every 5 seconds so I can’t do a generator that only has one opening? That’s broken as hell. Killers get cheap shots one hitting survivors into down state and camp hooks , it’s just not really fun. I’d love to get on these teams that gen rush you where are they at? I really don’t see the problem with that because after all isn’t that the ONLY thing they can do to get out alive/survive or whatever? That’s what the goal is? I mean, I don’t want to come in and die all the damn time because killers feel entitled to getting all 4 people. You don’t have to, nor should you be able to and if you do it should be more challenging than it is now. 1-2 kills should be more common and realistic per match. All 4 happening on a consistent basis with no clear REAL strategy than to come in and static shock people out of hiding or lay traps that set themselves or be undetectable (although I do find that spine chill helps out most with this, although still not fair when they’re coming out of uncloaking or around tight corners and one hitting you - that’s really not fair at all) I think things like that need to be reworked so people have a chance. Because in its current state killers are plenty able to lay people the f out lmao

    I guess you missed the part where I point out I'm a survivor main.

    I have at least twice as much playtime on survivor as I do killer.

    Also this thread has nothing to do with game balance. Whether a killer camps you or not, you have no right to say nasty things to them. I don't get angry at things killers OR survivors do outside of purposely glitching.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1121290#Comment_1121290

    It could be that there's nothing a survivor can do that can take away the killer's ability to play the game. Killers can decide to camp, tunnel, and slug, and let's be honest, most of them do all of those things these days, and the game is over for that survivor or survivors.

    I can't tell you how often a killer will leave chase of an injured person to go straight back to the hook to tunnel, if they even leave at all. Or how often I make a save and the killer walks by me to tunnel the person I'm trying to protect. Or maybe I unhook a Meg and she goes left, I go right, the killer has a 50-50 chance of chasing the person who was just unhooked, see it's me, and immediately leaves to go tunnel the Meg I just saved. All that combined with the fact that our wait times are much longer, it's incredible frustrating that killers choose to do this things ALL THE TIME.

    That being said, no, no one should send nasty messages. I get nasty messages from other survivors, for frick's sake. But if I played on PC, I'd just not read the chat. I can turn off messages from strangers very easily when I play DBD. It boggles my mind that so many PC players complain about the chat when they can just leave.

    As I said several times, I'm on Xbox. I can't ignore the messages unless I want to completely disable them, which means I can't ever get messages.

  • @DAMNFASTDEAD said:

    https://forum.deadbydaylight.com/en/discussion/132887/its-not-what-survivors-do-that-make-me-want-to-avoid-playing-killer

    I am inclined to believe that what you are describing is simply the consequences of our choices. Nothing more.

    Whether or not you play at being scum is up to you. It's not a question of "must." If you control your emotions, you have complete freedom.

    Also in terms of winning, I don't necessarily see the killer as the loser, even if the Survs were able to escape.

    Let me give you an example:

    If I play the killer, it's not because I like killing or think I have to. I play killer because I like to hunt and I put that in the game in the foreground. And I'm just grateful when the other side sees my intention, we have some fun together and generate points.

    That doesn't get me the win, but I do win a few people who remember me well or with whom I make friends.

    Going into the matter doggedly does not seem to be the right solution to me. I have found a solution for me in which the "church stays in the village" (a German saying).

    If there is 1 gen left, the map is split, and I have 2 people in the basement, YES I am going to camp that because I have no choice. If I leave the basement, they get saved, the last gen goes, and everyone escapes. Likewise if there are 2 gens left and X survivor is on death hook, yes I'm going to go after them and finish them off. Doesn't matter if they were just on a hook, I see an opportunity to swing the game in my favor I'm going to take it.

    I don't do things out of anger when I play the game. I do what is the most appropriate tactical response to minimize losses. Like if you are playing a shooter it's generally wise to target certain players to gain a tactical advantage. Whether that's taking out the strongest player early, or continuously going for the weaker player to have a numbers advantage, it's done for TACTICAL reasons.

    @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/132887/its-not-what-survivors-do-that-make-me-want-to-avoid-playing-killer

    So you don't like people that are complaining about issues, yet here you are complaining about issues.

    People play games for recreational reasons, have fun, free their mind by doing something else. If people aren't having fun, it's obvious that they will raise their voice. But the real issue is not the people that are complaining about issues, it's that those issues exist in the first place.

    Also, not sure about your reasoning. Jeez, one could use your logic and apply it to the real world: the criminal HAD to do it, you just lack the ability to see that they had no option but to do some of the things they did ...

    Pretty sure you'd convince every jury with that.

    Ah the old "complaining about complainers". Aren't you complaining about me complaining about people complaining? Yes thought so.

    As for the comparison to real life I just LOL. This isn't real life, it's a game. Games are played with strategy and tactics. There is a difference between needing to take certain actions to win a game and needing to commit a crime. And yes, you can be acquitted if you can prove you had no choice. Hence why people get let free if they kill someone in self defense. THEY HAD NO OTHER CHOICE.

1 … 30 31 32 33 34 … 147