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unluckycombo

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  • Just let the Killer T-Bag back at me. I wanna see a PH do a friendly t-bag back at me whenever I do a friendly t-bag to him, just like I do to my other Survivors.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2140586#Comment_2140586

    it's sunday. which generally means limited moderation and interaction with devs/community managers.

    it's also why posting feedback on a sunday is a bad idea.

    Ahhh, gotchya, thanks for the info!

  • @[Deleted User] said:

    well this is going to get closed now

    Lol I'm surprised it wasn't closed like a page ago tbh-

  • Uhh... Killer is always going to be more stressful, because you're playing a 1v4. This is like asking for 3v1 minigames to be less stressful for the 1 person in Mario Party, when that's kinda the entire point. The 1 has an advantage or set of advantages that generally make the game easier for them as a solo. The 3 (Or in DBD's case, 4) have less advantages overall, but they rely on decent teamwork to out preform. (Which is why really good comms can make or break games for a good team. One wrong call and it can all easily crumble, and that's also why Solo Survivor is so easy to verse and hard to play- same with a lot of SWFs in the game, if you're playing a decent killer with a good build and get good map RNG while knowing what you're doing.)

    Plus, there is a bit of a community factor as well. People like to make killer out to be this super difficult, uber-impossible mode to suceed in- when in reality, it's just a case of you have to practice to succeed, and Killer does have a bigger learning curve then Survivor, due to their unique powers and gameplay. (Obviously, both do still share a learning curve though of learning how to run map structures, learning how to read the flow of the game+the type of players you're versing, mind games, etc- but those can be applied to both sides.)

    Tbh I think Survivor is just more popular because you can play with friends, and everything is more fun with friends. And I know at least for me personally, I just don't really find the role of Killer half as engaging as I do Survivor. I usually find Killer to just be kinda boring and not worth the time, when I can be playing other games. I really like Team-Based online games, and Survivor, even Solo Survivor, really helps fill that for me in a really interesting and fun way. (Plus, I just find interactions with other Survivors funny. And I should note here that none of this should be too surprising, as I came from Overwatch with like... 2k hours before DBD lol. I really like team games.)

  • Eh, they're both equally frustrating. Especially solo Survivor vs killer.

    Personally tho, I'm going to say poor matchmaking is my biggest frustration.

    Between the two, I'd say I get frustrated more often as Killer, but I get more frustrated by the game as Survivor. (What I mean by this is most of my frustration from Killer don't come from the game itself- it's just me genuinely not enjoying the role or playing it, so I just tend to get frustrated and make dumb mistakes more often. As Survivor, I won't get frustrated as often, but when I do, it's usually because of things that are out of your control- like a full Basement Hag, or spawning next to a Bubba and getting facecamprd because you were both in a Dead Zone.)

  • Base SWF isn't the issue. Most SWF groups are beatable if the killer player is good.

    The only time SWF is a true problem is when a killer is out with a group that is much better then them at the game (Due to questionable matchmaking, which fluctuates depending on the time you play at due to peak hours and all) or they're a genuine, hardcore tournament-ready squad who is in queues. (Or, you know, you happen to get a decent SWF on a killer you never play and have a really questionable build with, which falls back into option one.)

    Imho SWF is fine how it is, and a lot of killers rn can hold their own fine against majority of SWF groups if they're a good killer with a decent build. And Solo survivors struggle hard...

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2128507#Comment_2128507

    Uh... hate to be the barer of bad news to you two, but Plunderers doesn't 'Gurantee' a key, and keys in chests are already p rare. Without Plunderer's, it's a 7% chance (according to my quick Google Search) and with it, it's 14%.

    It's currently bugged where rarer items are significantly more common.

    Of course, that can be effected by Luck Offerings, and other perks (Up the Ante, Appraisal, Ace in The Hole)

    Luck affects nothing but unhook attempts.

    Sorry, my mistake- I kinda figured they would, since the two concepts seem like they'd go hand in hand. And tbh I didn't even know drop rates were bugged till this thread- again, I almost always run Plunderers+Ace. They really need to fix that.

  • @BillyAndStu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2128507#Comment_2128507

    Yeah no theyve been bugged and key drop rates are way high. It been this way since the trickster update. Not saying its been like this but bhvr simply managed to highlight everything wrong with keys.

    I mean, in that case it's just bugged... sure, it shows a lot of the issues with keys, but at the same time, when it's not bugged chest keys aren't even half as big of an issue because of the drop rates. Idk, I've always found the bigger issue with keys being add-ons over what it does, but that's just me.

  • @BillyAndStu said:

    Here comes another killer complaining about keys. Fr tho can soneone explain why it is moris got straight nerfed 4 months ago and I havent seen a peep about keys? Ive had 3 games in the last hour where i had 3 survivors in a 3 gen (or some variant of it) and all 3 waltz out the trap door instantly because they found a key in a chest? I think my problem mainly is that in almost none of these games did they actually BRING the key into the trial with them. The game cannot hand killers moris. But 3 survivors can de rank me when i was on the verge of getting at least 1 or 2 more kills because the game just says "why not here ya go". I feel like if theyre not gonna nerf them soon they should at least be super rare in chests because its different when they bring a key as opposed to them being blessed by rnjesus. Sorry for the long winded post this is by far my biggest complaint playing killer atm.

    @ggezbaby said:

    yeah, it’s kind of bs that you can run plunderers and basically get a guaranteed key every match. or in most cases, you don’t even have to run plunderers. i agree, keys are rough. patiently waiting for the nerf they said was coming but not sure how they’ll end up doing that. i still think keys & moris should have been nerfed at the same time, doesn’t matter how much more “complex” it is to change keys. moris were generally the counter to keys.

    Uh... hate to be the barer of bad news to you two, but Plunderers doesn't 'Gurantee' a key, and keys in chests are already p rare. Without Plunderer's, it's a 7% chance (according to my quick Google Search) and with it, it's 14%.

    Of course, that can be effected by Luck Offerings, and other perks (Up the Ante, Appraisal, Ace in The Hole) but you can also help negate chests if you're genuinely that afraid of it with both Hoarder and Broken Coin (Granted, I wouldn't recommend running either, purely because of my next point- but hey, if you hate chests/don't wanna deal with the chances, that's your choice.) Plus, usually to get better chances, you have to run two or more perks to dedicate to chests, which just means two less perks to worry about being hard-to-counter meta perks, like UB, DS, BT, DH, etc.

    Idk, I run Ace+Plunderer's nearly every Survivor game, and keys aren't as common as you'd think, even with the two. (And I refuse to run more then the two, because I don't want to sit in boxes all game...) Sure, I get them sometimes, but the amount of times you get them and either get to use them yourself (without letting your whole team die) or get to a point where you have to use them to escape are low. Pog, game saving keys are a rarity.

    Idk, to me it just sounds like OP got unlucky.

  • Practice and play other Killers. Spirit functions extremely differently from most of the roster, wherein you don't play loops with her like you might something like Wraith, due to the whole 'Stand Still, fake phase' tactic. Anyone can do well with any killer in Red Ranks. It just means you don't know how to play other killers well enough, causing other players to out perform you.

    Just practice on other killers- Wraith, Oni, Bubba, and Demo are great options for this- and learn how to play everything using their kits. Trapper is also good for this. Hag has a very off-the wall playstyle, so I wouldn't recommend her though- and the range killers are all a little funky in their own way. GF, Myers, and Pig are also great people to practice on, along with Billy. Plague and Legion can be great as well, though again, Plague is a little Funky with range and Legion is a hard sell for most people. Clown, Freddy, PH, and Doctor deny a lot of loops, but they aren't terrible. I don't even know how to describe Twins tbh. Blight is great like Billy and Oni, I just wouldn't learn J-Flick (if it hasn't already been patched yet) since they said it's gonna be leaving soon. Nurse has the Spirit and Hag issue, in which their playstyle is really weird compared to everyone else's, wouldn't recommend for learning loops.

    Good Luck! You can do it with practice!

  • Personally, I don't think Meg looks that appealing as a Survivor. She kinda just looks really confused most of the time to me.

    As for the bad rep, it's for the same reason people hate Megs, Neas, Dwights, Jakes, and Claudettes: New people play them, and are generally afraid to pull any kind of aggro, making them feel unproductive if you're a seasoned player who gets paired with them through bad matchmaking. (Baby Dwights are known to hide in lockers. Baby Megs are known to meander around the map most of the game, and be scared of anything that moves. Claudettes have a rep for being rude, hiding in bushes all game to wait for you to die, and self care when it's really not the play. Neas have the rep of being the ones that just crouch walk everywhere, no matter what, or are known to be the ones that try to be toxic, but are very bad at it and pretty much throw because of it. Jakes have a weird, mixed rep of being either really dumb or absolute memers with no imbetween. (As a Jake Main, I can confirm: I am very dumb, and I do like memes.))

    Personally, I don't mind baby players. I find them cute. I also still really like Jake and Nea. (Jake has been my main since Day 1. Absolute favourite boy, I'm still salty he didn't get a Seoul Cosmetic...) For me, I just think Meg has some really weak cosmetics compared to the rest of the cast for my tastes. (Claudette has this same issue for me tbh...) And that mixed with having poor experiences with rando Megs... and I just tend not to like them too much. I'd rather take the No Mither Davids or the Rare Jeff.

  • Originally, from what I understand, it was purely put in to help curb the use of hate speech/harrasment in end game chat. (Pretty much just banning words/phrases that were considered to be racist or super duragotry.) Ngl, I personally didn't even know that was a major issue until they made the announcement (1k hours and I never received anything too awful.), but I didn't mind it.

    Though, recently, I have been. From what I understood, the bot that bans the words is supposed to grow and get better, and has apparently gotten to the point where it's started censoring some more basic profanity- even though, from what I understood from the Twitter thread, it won't ban cursing.

    Idk, I don't mind a profanity filter for racially charged/super duragotry words or phrases, but I also don't think their built-in filter should censor me because my response to someone flaming me is 'I eat ***.'

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2111379#Comment_2111379

    His powers now are overkill. Teleporting, pallets and puddles on top of sleeping. They changed so much, that they have no idea how to nerf him now.

    Oh don't get me wrong, I agree that his powers are entirey overkill. Imho Freddy is currently a 'Jack of all trades, master of none' which makes him difficult to balance and a bit boring compared to other killers, who can generally fill the same niches better. (Want to teleport and place traps? Play Hag. Want to slow Survivors and shut down loops by slowing them or effecting them? Play Clown or Doctor. Want to sneak up on your targets? Play literally any stealth killer in the game. The list goes on.)

    But still, I do think that Freddy's current kit is more streamline and easy to understand from both sides. I kinda just wish that they could give him a better mix of both powers, where it was something that was easy to understand the basics of, but had a lot you can learn playing with and against it. (While also being at least decently fun for both sides.)

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2109621#Comment_2109621

    He just needed some QoL changes and not this whole rework.

    I think the main issue was, that since so few survivors faced him, they never learned what his power actually did.

    This entirely. I had started playing the game during the time of Legion release, and while I understood the basics of his power as a Survivor, there were a lot of things about it that were very confusing to me and didn't make much sense.

    I wouldn't mind seeing old Freddy make a return, even if it is only for nostalgia- but I do think his abilities are much more streamline and easy to understand in their current state.

  • Stylistically, other people are right that Trickster isn't really grimey enough for the game. They did attempt to make him a little gross by adding the blood on him and some visible dirt on the jacket, but compared to the box character of Trapper or even an earlier Killer like Wraith, and he's just oddly clean.

    Tbh tho I don't mind this. I personally really like the take on the design- it fits really well with what it feels like they were aiming for, similar to how Legion doesn't really look scary, but fits with what they're supposed to be, and it's realistic enough to cause a suspension of belief for new players.

  • Imho Dead Hard isn't really that OP. Strong? Yes. Annoying? Most definitely. But you can usually see it coming from a mile away, and once you've seen a player use it once, you know to keep an eye out for it. (You know, just like any other exhaustion perk...) To add to that, it's not like you can get away with being an absolute potato and do a 5 gen chase with this perk- it's super easy to mess up, you end up exhausted on the ground *a lot* and DH for distance is good, but it's strength really just depends on whether or not they got the stun (if they even threw the pallet), the tile they did it to, and what they do after... DH for distance doesn't do much if they only make it to a crap pallet, don't get the stun, and then attempt to play it...

    The perk is also countered by instadown's existance, so tbh I don't think it's terrible... especially when you consider how hard it is to get some of the exhaustion perks in this game to function (SB is fine but easy to waste, BL doesn't want to work from some falls but works on others, Lithe is good but requires a window and makes you feel like you want to leave your current loop- which can lead to you going to a worse one in a worse position or waste your exhaustion, Head On stuns are finnicky and hard to utilize, and stuns are currently broken, so good luck getting Smash Hit value. And all this still isn't including the occasional latency issue of DH, which causes either exhaustion on the ground, or your exhaustion to pop up and then disappear.)

  • Killers really don't need extra perks slots though just because they're against a SWF. Most SWF are beatable with just basic, normal loadouts on most killers.

    The amount of actual, really amazing, tournament-ready 'We will destroy you faster then you can blink' teams that make little to no mistakes to be capitalize on are extremely low. Most SWFs are just... friends playing together for fun. Sure, there are a decent number of sweatgroups floating around (something present on both sides, mind you) but majority of them are beatable by just outplaying them and having a decent-to-good build.

    Plus, this really needlessly destroys solos who happen to get stuck with 3 mans, or duos who wanted to play with a friend, and are now going to get stomped because they just so happened to be put with another duo who they can't even talk to.

  • I honestly believe that we shouldn't buff solo queue to the point of it being equal to SWF, and I don't think killers should be buffed in accordance.

    In my experience, SWF is stronger then a solo queue team for sure, but most of them are definitely beatable as most killers. It really just comes down to maps (which I personally love the map RNG) and descision making/skill on the killer's part. (Don't get me wrong, perks can help either side, but especially currently, almost all of them have counterplay.)

    I think the only time SWF is too strong is when they're all either tournament-level players, or they're really, really strong, coordinated players who are all running copy-paste meta builds. And having either type of team is rare.

    Imho if they buffed more killers to a Spirit/Nurse level, it would kill the game. I think it's fine that we have a lot of decent, average killers, and I just think that we should aim for fun and average in balance. Having one or two really good ones like Spirit, Nurse or Hag is fine (Heck, I think even Freddy would be totally okay to play against if they just tweaked some add-ons and adjusted his dream mechanic a bit on Survivor side) but that shouldn't be the standard.

    I also think that a lot of people are right in saying Dead Hard needs changed, but I also think that they haven't done it because it's a hard perk to change.

  • Imho it's a hit or miss. There's some really strong cosmetics and some real stinkers both ways.

  • BBQ is definitely one of those perks that has great counterplay that's reliable. As other people said, the best option is to just hide in a locker for 4 seconds to hide your aura during the duration of BBQ. But you also won't be revealed if you're within (I believe it's 42 meters?) Of the killer, which is just above your normal 32 meter terror radius- and definitely possible if you know how to stealth.

    But tbh, I'd mostly just suggest for you to bite the bullet and learn to run. Don't get me wrong, stealth tactics are important and you should learn them as Survivor, but being proficient in chases that way you can pull aggro for your teammates is super important for Survivor, and can make a difference to how many people get out.

  • If you don't want to run the meta, then don't run the meta? You don't have to run the Meta to play this game or have fun on either side. Doesn't mean every game is going to be easy or that you're going to do as well, but if you're still having fun with it then like... who cares??

  • Ngl, I don't mind a pre-built chat filter, but I do think the current one can take it a little far. Imho the current, hard chat filter should only be used for super harsh, racially charged things. I don't think general profanity should fall under that category. (And I've had it happen to me before...)

    It's an M rated game, and tbh I think we just need to have a bit more of an active report/ban system for that sort of thing (perhaps similar to the Overwatch system, where they tell you if your reports did something, but not tell you exactly what to at least helo boost morale) along with some sort of 'Good Samaritan' system or something- that way those thumgs up you can give other players will actually mean something.

  • I mean, I agree, it does suck seeing the same build copy and pasted multiple times, but it does happen on both sides. And imho it's kinda just an issue on how matchmaking works- with everyone being thrown into the same queue despite how they play. People who play to win are gonna run the best stuff as often as possible to win. People who play for fun will run whatever they want.

    It's just kinda hard when you mix those two groups together like the current queue does. Especially since, you can play either side, have more games with random perk builds or off-meta combos, but a few bad games against strong copy-paste builds can make you think you should start doing it too so you can play the game as well.

    It's hard though, because the community is too small to split queues. But there's definitely a noticeable divide in players. And I totally agree with you- I tend to run the same few builds a lot, but they're all off-meta, random builds. Occasionally a meta perk will sneak into a build, but I never usually have more then one on at a time. And I definitely have looked at a lot of peoples builds- as Killer and Survivor- and wonder how people can have fun running it so much.

  • @Dragonshensi said:

    By that I mean if there is a 3 man SWF and you are the odd man out well it sucks to be you. Just had a match with a Twitch streamer and his three friends. Saved them multiple times and healed them, but then they all left immediately once the exit gates were open and didn’t wait for me. I died. They could have waited and saved me and helped but nope. Only worried about themselves. I hopped into their chat and it basically boiled down to me being disposable. They lied and said “I thought you were right there!” What a load of crock. I wish it notified everyone when it’s a SWF. Cause even as Survivor I don’t want to play with them.

    My group always tries to help out randos, there's very few niche scenarios when we won't. (Facecamping Bubba without BT, Trapper/Hag's Basement, or the Survivor straight up throwing/Farming us most the game.)

    Sounds like you just got unlucky with your SWF group you played with. There's plenty of fun and good ones out there. I've played with some really funny ones as a Solo. The only ones that have really ever bugged me are the ones that throw for an Archives Challenge- but tbh some Archives Challenges practically require it or you're going to be running some of those perks for the next ten years, so I can't even be mad about it. More so a complaint about how some archive challenges are set up then SWFs.

  • DS nerf was needed, but I kinda wish they would at least change the totem bit of it. I've had too many games vs stealth killers where I'll go to cleanse some dull bones and just get beaned before I even finish them because I couldn't see them coming. Imho it should just go once you actually finish busting the bone, or like halfway through it.

    Also still wishing for an obsession every game...

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068940#Comment_2068940

    Tunneling is a direct result of the gen speed. If killers had enough time for 12 hooks, then they wouldn´t tunnel. But when 2 or 3 gens get finished by the first hook, the killer doesn´t has time for anything else.

    Also, tunneling someone out creates pressure on the other 3 survivors. If a killer tries to hook everyone once before going for the second hook, then its a guaranteed lose for the killer.

    I'm gonna hard disagree on that one with you chief. Sure, there are matches where people tunnel because they're playing killer, made some bad plays, couldn't apply the pressure they needed, and went for camping/tunneling at 2 gens left because it was their first hook. But in my experience? Those matches are few and far between compared to the ones where the Killer had started camping and tunneling at 4/5 gens left when the Survivor didn't BM.

    In most scenarios, there's a lot Killers can do against gen speed. Camping and tunneling won't stop if gens are slower.

  • @BSVben said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053011#Comment_2053011

    If one side is harder to play than the other then that is the absolute definition of unbalanced.

    Not really? At least not in a situation like this, as it's not so simple. Both roles are simple in their own way and have their own complexities. Obviously you're not going to be a god looper just from picking up the controller and hopping into a Survivor game because 'Survivor is just easy-peasy mode'.

    I think you're forgetting that this is a 1v4 game, and because of that the 1 (The Killer) is going to often feel like things are harder for them. And for good reason. Your playing against a team. If you make a mistake as a Survivor, your teammates can help you make up for it- as that's a part of the point of playing Survivor, is the teamwork. If you make a mistake as a Killer, unless you catch it and correct it yourself, there's no one to help you. You messed up, and if you can't help yourself, then that's it. It's just the nature of the game. I don't think that means that Killers and Survivors should be mean or nasty towards each other, or that Killer is underpowered (Because they're usually not if you're good unless you are against one of the five tournament-level teams, in which case, yes Killer is underpowered, and obviously some struggle more then others and need help overall.) But it does mean that Killer will probably always feel harder in comparison. Doesn't mean it's unbalanced or bad. And let's be real here- compare DBD now to DBD at launch, or even just a year or two ago, and it's a great time to be a killer player.

  • Red Rank Survivor (I think I'm currently rank 3, but I'm constantly hopping around just depending on how well I play a given night or on certain builds.)

    Rank 20 on killer. Haven't touched it in a hot minute. Used to be red rank here as well, just haven't played the role in a while. Generally just don't find it as fun, I definitely prefer the team aspect of Survivor more.

  • Lol the real survivor rulebook just compromises of a piece of paper that says 'If you sweat against a super casual squad who has a DC/or are just playing for fun, don't be surprised when you get more try-hard groups.'

    It's a two-way street. If a killer plays hard against a casual group and makes the game terrible for them, they might be more interested in playing harder themselves to not have a game like that again, because it sucks. Just like if a Survivor group sweats against a casual killer, casual killer might just sweat next time to try not to have such a sweaty game.

    Pretty much it's just a simple case of 'Don't give what you aren't willing to take back'.

  • Nah, stealth is fine, but as a Survivor, you gotta know when to pull aggro too. If you see a teammate getting chased who's on death hook while you haven't even been hooked once, it might not be a bad idea to swoop in for a good protection hit and pull the killer to chase you instead.

    You can also just cleanse bones, those are really fast and easy boldness points, but personally I don't find them to be very fun objectives.

  • Oh I still love the paragraph for Ash. His voice lines are great, and his cosmetics were a bop from the start. Also, I love Flip-Flop. It's not an amazing, meta-changing perk, but when you get that sweet, sweet Flip-Flop value off without using another perk, it's pretty pog.

    Besides, you can argue this same thing for a lot of the Survivor perks in licensed chapters- Hell, even Killer perks. I haven't seen anyone run any of Cheryl's perks unless they're new to Cheryl or they're going for a Unbreakable+Soul Guard play- same with PH's perks. Pig has a decent set of perks, but people running Tapp's are rare. Steve's perks are never really seen outside of Tournaments, you rarely see any of the Nightmare Chapter's perks... the list goes on.

    My point is, there are a lot of not-so-great perks floating around. Be it Killer or Survivor. There's a lot of chapters that you really don't have to buy, because the perks aren't great. Usually what makes them worth it though is because you get to play as your fav horror characters, or because you like the killer/Survivor. (This all applies to unliscensed chapters as well).

    Don't wanna buy them? Cool, just earn shards and buy their stuff from the Shrine.

  • Infectious is fine where it is. Sure, it encourages slugging, but it's also not hard to counter as a Survivor, and it's fair value for a killer. It's not like they just have to walk around to get free value out of the perk. They get rewarded with information for their down, and after you notice it the first time, it's up to you as a Survivor to minimise how much you stay with your team.

    Imho this argument is like if a killer were to complain about a Survivor getting a flashlight blind off on them, after they had already gotten blinded by them before, and didn't look at the wall or do anything to ensure it didn't happen again.

  • @jester20k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2004598#Comment_2004598

    If the killer or survivor is laggy, it should be punishing to them. This game literally punishes the person with the better connection. It's not possible to tell as a killer whether youre getting bs hits, I don't think anyway I can't tell but my connection is always good. I'm on ps5 so sometimes I'll whiff a hit but I chalk that up to aim dressing not latency because it always happens in the same weird jerky way usually causing me to hit an oil drum for some reason. It is completely obvious as survivor when the killer has a bad connection and is getting bullcrap hits, and it's not just me, when my swf gets one of these guys we're a complaining, and you can tell because they have a hard time picming you up or hooking (the animation will pause for half a second) because they're so lagged, sometimes they've pushed their ck nextion so laggy that at some point in the match they lose connection. Its unacceptable.

    ...I have a stable connection too. And I play on PC. I promise you, the game doesn't always punish the person with the better connection. It's case by case. As I said with that Hag game last night, she got punished very hard for her bad connection, because she missed easy hits, and would get literally stuck in the trap setting animation. The only plus she got was one grab that didn't matter.

    Besides, if you have a stable connection, then are you sure it's really just them having a bad connection, or is it you and your buds mis-timing things? Because especially with Killers like Pig, their swings can be decieving. And it sounds more like you guys possibly just mistiming things. (Which, no shame in it. I do the same thing with Freddys constantly.)

    My point is, you can tell when something is either lucky for you based on connection, or when you can get crapped out of something because of a connection. But, at least in my personal experience, it doesn't happen very often, and it's usually just a mistimed vault/pallet drop. Especially on killers like Pig or Freddy, that seem like they hit you from a mile away.

  • It goes both ways, and I've seen killers get screwed over by their lag. For example, had a Hag who teleported and pulled someone off a gen. They were down with me mere moments before they did it. They were so laggy though, that they missed multiple hits on me by miles, and I was able to pull survivors off the hook in their face because their internet was struggling so much that they just would get trapped in the trap setting animation.

    It's a screwy both ways, but I will agree that it's really frustrating on both ends where you get hit through something you shouldn't (Like when I stunned a Bubba earlier, and he never even swang on my screen, but I still got hit. Even though when I had gotten hit, he was in the middle of the pallet stun animation. Or when Survivors feel like they get a vaccum pallet hit on you that lands from what feels like a lightyear away.)

  • Personally, I think that his movement speed should be bumped up, and the spread from his knives should either be lessened, or at least have a bit more cohesion as to where they're going to go, so you can attempt to predict it. It would also be nice if Main Event wasn't on such a hefty time constraint. You have such a short activation window for it, and you lose it all so quickly, it makes it hard to use.

  • I wouldn't mind if kicking the gen did do more then it currently does, at it usually feels like a waste of time, but I definitely gotta agree that I don't think it should be more then like... 5%, purely because Pop and 3 gens are already pretty nasty against the average team if you know what you're doing on an even half-decent killer.

  • I'm sorry that this is the reality you live with, and I hope you do indeed get any help as needed, but I personally love the new chapter because of the realism in the lore itself. It's something that is creepy and terrifying because it's something I could see happening IRL, and to add to it, the killer and survivor's stories and motivations all make sense.

    I also personally don't know how it was written in the Korean translation, but at least in the English version, I never read his lore as sexual. At least, not compared to how I read Clown's lore. I personally took it more as a star who snapped, and the only reason he got as far as he did is because those around him let him. I saw it more as him enjoying the screams because of the fact that they were caused by him and only him and they were for him. After all, in the English version, it states that he was envious of the other people in his group because he didn't like how their fans were split between them. He went on an ego trip, and after having a hand in killing his group, this only got worse, along with a desire for blood.

    Personally, I also like how they kept with the 'K-POP Star' style, as it fits with his lore, and the fact that it just makes it all that much more scary. Adds a certain level of realism to it.

    I hope my post didn't make you more anxious or anything.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1984162#Comment_1984162

    Those techs are pretty irrelevant. You can know the timings regardless.

    "I don't think anything can really change people dodging because they see certain characters, or because a few buds are playing together unless they made it so you can't check profiles till after match. Same goes for dodging players who are all the same platform."

    They don't dodge things because it's an advantage. They dodge things because it's an advantage on top of a game already stacked against them. That is fixable with proper balancing.

    "Idk, I think there's plenty of games where the key has been fine when brought. Survivors can make a lot of mistakes and killers can make amazing plays to negate keys even being an issue until something like a hatch stand-off. (And at that point, I feel like we shouldn't be unhappy with 3k with a Hatch Escape. If hatch wasn't there, they'd be taken with eveyone else. End of story.)"

    Let me paint this from another direction.

    You're on survivor and y'all utterly destroy this killer. He got zero hooks, you finished the last gen, and the gates are open. As each of you runs out the exit the entity blocks the exit for the last guy. The killer gets to kill you for free just "because" as a pity reward. This shouldn't bother you right? I mean 3 of you already escaped right? What difference is it giving him one kill if the other 3 already escaped since you know you basically won.

    Sounds stupid right? I agree.

    That's what current hatch is.

    I'll have to respectfully disagree with you there, because I genuinely don't believe the game is stacked against killer for the average player. In my experience, the game is only truly stacked against you when you get bad map RNG (which goes both ways, as Survivors can get bad map RNG as well), you make a misplay somewhere or do something pretty major to lose you the match, or you just get paired with people who are better then you. (Which, again, can happen on both sides.) Sure, you can get a squad that is great at the game and uses all second chance perks. But I mean... just look at more seasoned and experienced players who have gone against those teams in their matches, and still came out with a decent kill ratio because they made better plays.

    My point is, yes, Survivor is the power role at the top percent of the game. However, the amount of power that Survivors have is based on their own abilities to play well, and communicate. And that's just not there in most matches, and the amount of teams that are insanely good and practically unbeatable are rare, and few and far between. Not every SWF you go against is a a toxic sweat squad who want to bully the killer into a DC. People just remembers those games more then the ones where the entire SWF was following you around in a conga line as they worshipped you for memes and let you get a 4k.

    And your example was a pretty bad one. Keys weren't free wins. If you 4k at 5-3 gens, they weren't getting out, especially if you slugged the last guy for the 4k. You can also run perks like Franklins to mitigate them entirely, unless the team is super coordinated. (Which, once again, is a rarity, and can also buy you time.) If keys were in effect, then it's because the Survivors did their objectives. Hatch doesn't spawn at 5 gens. This also isn't even mentioning the fact that the extact scenario you mentioned is one that can happen quite a bit for Survivors. When a killer gets a down when all gens are done, and no one has BT (Because not everyone runs super metabuilds 24/7.) or maybe even DS (Or, it's a killer that can defend their Camp well) that Survivor most likely isn't going to escape. And honestly? Just like losing that fourth Survivor to a key or hatch escape when you decimate as Killer, because that was the only reason they even had a chance of escape when you decimated them, I personally don't mind the last guy who got hooked dying to the Killer, especially if it's me. And especially if the Killer had struggled all game. Nothing feels worse then a 0k. And, without that, then just like with playing Survivor where the Hatch becomes your only possible escape, it becomes the only possible way a Killer can get a kill. And personally, I don't think we should judge or be negative about that. Just means we should get better when you're the killer that has to camp for the 1k, or you and your group need to play better next time if it came down to hatch escape.

    Idk, I just really don't think either are that bad. I don't think we should promote the idea that a win for killer is only if they get a 4k, or a win for Survivor is only if they get a 4man escape. Imho something as low as a 2k or 2man escape should be considered a win. Feels like the community doesn't agree with that though imho.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1984084#Comment_1984084

    No, it's not. Franklin's is a trash perk for meme'ing. You wouldn't actually bring Franklin's if your main concern was winning.

    Also, the only thing we know of being reworked out of those lobby issues is keys. That's it.

    Lobby Issues??? What???

    I don't think anything can really change people dodging because they see certain characters, or because a few buds are playing together unless they made it so you can't check profiles till after match. Same goes for dodging players who are all the same platform.

    Plus... you can see what's coming in pre-game unless there's a last second switch... Flashlights mean that they're either going to be annoying or play like fools. Medkits mean they probably just want to heal, and you can use the window item technique against them. Toolboxes mean they're probably going to try to push gens hard in the beginning or they're going for a sabo daily, and you can still use the window item tech versus them.

    Idk, I think there's plenty of games where the key has been fine when brought. Survivors can make a lot of mistakes and killers can make amazing plays to negate keys even being an issue until something like a hatch stand-off. (And at that point, I feel like we shouldn't be unhappy with 3k with a Hatch Escape. If hatch wasn't there, they'd be taken with eveyone else. End of story.)

  • The killer is built to be a selfish role. When you play as killer, you play for you. You don't play as a team. If you fail, you have no one to rely on. It's you versus the team. It's why killer feels like a harder role then Survivor- if you mess up as killer, there's no one else who can help you correct your mistake. Personally, it's a part of the reason I don't like playing killer, as I like the teamwork aspect. As for your post though, there are valid reasons for camping, slugging, and tunneling.

    • Slugging

    Slugging, in my opinion, is the least agregous of the three, and necessary for the game. Killers like Oni, Nurse, or T3 Myers can get a lot of info from perks like Infectious Fright. If it procts, it's better to spread pressure. For Oni and Myers, they have to get as much done in their small windows of time for their max power as possible, or they're wasting it. They have to slug if they want to even dream of getting full use of their abilities. Slugging to bait out things such as flashlight blinds or pallet saves are also valid strategies.

    • Tunneling

    Usually not half as necessary as tournaments would have you believe, but the fact is, if you want the game to be easier, you just have to get the weakest link out fastest. As many have said before, it doesn't take skill to sit and hold M1 on a gen. Once again, I usually don't think it's necessary, but sometimes it is against good teams, as without it, the game is insanely difficult, and possibly borderline impossible. Sometimes it's also just a case that... No one wants to get a 0K. There's nothing worse as killer then getting crapped on all game by people much more skilled then you, and not even be able to get a kill from it. It's demoralising, and sometimes, camping is necessary to not feel like absolute trash after the match. And sometimes... Well, if the killer comes back to hook, and can't find the unhooker, but could find the guy who just got off hook, they probably are just going to take the next hook state because they can't find anyone, and no one helped.

    • Camping

    Few reasons for this one. One can be just securing a kill when it's end game. Gens are all done, and it's either patrol hook or attempt to patrol doors, hook is usually the better option. The killer might also just think there's someone around hook, and takes a minute to look around for the survivor that was never there (Definitely has happened to me before as Killer...). The team might have a history of hook bombing, making it better to just stay close because you know the unhooker is around a corner. Killer might have left, couldn't find anyone, and then returned to hook because they saw crows fly near it, or they knew the unhooker was coming. Camping is a strat that also usually doesn't really need to happen, like tunneling, but there are niche reasons why you would, and reasons that are understandable. (Like camping an endgame hook.)

    I'm just gonna say, and correct me if I'm wrong, but it sounds like you just haven't played much killer. Don't get me wrong, all of these are crappy to go against as Survivor. But the Killer does usually do them for good reason, unless they're just straight up toxic.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1980963#Comment_1980963

    Hatch was introduced to avoid a stalemate where the match doesn´t progress, because the last survivor isn´t doing gens.

    Since we have the EGC we don´t need the hatch anymore. Just trigger the EGC once there is only 1 survivor left.

    We most definitely do still need hatch. Hatch is about the best option a Survivor has from... Well, surviving that situation, and most of the time, I still feel that the killer is more likely to find the hatch first. (After all, Killer had probably already been traveling the map more, moves faster then Survivors, and can slug for the 4k...) Doors generally aren't a valid option, since, (and maybe it's just me) but it feels like door spawns have been closer then before, and, unless it's been reverted, last I remember the Door% thing wasn't in the game any more.

    Idk, I think keys are fine unless they're a last minute swap into them. You either know they're coming, or someone dedicated their whole build and was doing a secondary objective to get one. First option means you can prepare for it, second means they spent less time on gens and aren't running strong perks. Add that in that decent key plays either require you to have had Survivors split up and bum rush gens from the start (which is rare), be coordinated and some teammates dead, or the killer to have just had an absolutely awful early game... I don't mind them. Most of the time I just see them used for one guy to get out, if used at all.

  • I definitely think that the PTB should be used more often and we should use it for more changes like what Tru3 and Otz mentioned, however...

    I genuinely don't know if they can incentivize enough players to try those PTBs to get the data they need. PTB queues are already crazy, and there's no good incentive to play it besides just playing the new thing that's coming early. Imho if they want to do that system, they're gonna need to give out Auric Cells or Shards or something as a participation prize.

    There's also just the fact that the numbers they get from the PTB are probs different then the numbers we see on live, purely because consoles don't have access to PTB.

    I would love to see the Devs try this system and just try something new with their current release formula. I could definitely see why they would be apprehensive to try it though.

  • Nah, I don't think any one perk is OP on either side.

    I know on Killer side, there are a lot of players who complain that DS is OP, and sure, it's powerful and can be weaponized, but I think it requires a lot more then a team all equipping DS for a killer to not be able to beat them. (Plus, I personally think DS is a necessary evil, even the nerfed version... can't tell you how many times I'll play Solo/Duo, killer can't get a down because he's getting outplayed, gens pop too fast since it's pretty much impossible to spread pressure without downs, and their first down will get tunneled out of the game because they panic with there being 2 or 3 gens done. An obsession being in the game helps negate that.)

    But I do think there are some perk combos that are strong. I wouldn't say OP, because none of them give you a free win, but strong and make the game super easy if you know what you're doing.

    -DS+Unbreakable

    (The obvious one, but it does grant great protection for Survivors. Wouldn't call it an easy win though, since it's super easy to waste and still get screwed from.)

    -Undying+Devour

    (Super great combo. Falls most often to coordinated teams.)

  • @Bond4ever said:

    https://forum.deadbydaylight.com/en/discussion/comment/1971965#Comment_1971965

    Bud, we're not talking about hag.

    And hag has a lot of disadvatange (spirit has WAY LESS disadvatanges)

    • Hag traps get hard countered by flashlights
    • Hag is a 110% (Spirit is a 110% too but her power makes her really fast)
    • You can easily counter them by crouching

    And hag takes a lot of skill.

    Don't forget that you can break a Hag's web, and you can see her and Trapper both place traps! Trapper also requires you to go to wakanda for most of your trap, and they require set up time. You can also do fun baits with Hag traps.

    Spirit can kinda just... go. It's not hard for her to get the first hit or subsequent hits. You can't bait because you don't know where she's coming from, or if she's even still on you to bait. Add this in with the insanity of Stridor on her, and her counterplay is pretty non-existent unless she's bad or you're in a coordinated group.

  • ...Huh?

    There can be neon styles in games and still have a horror theme to them. Doesn't mean it's not still horror. Not everything has to be dark and grimey if it's to be considered scary.

    I mean, just look at the game's lore. Imho, the scariest thing about it is Clown. He doesn't look or feel scary to verse in game past the initial stuff, or unless you have clourophobia, but man his lore is freaky.

    My point is, you can give killers and characters neon-themed outfits and designs and still make it spoopy. (Heck, they've even done a neon-style before. Just look at Yui's teaser trailer. Started off super fast-paced and neon, but we still got a decently grungy survivor and the Oni from it.)

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956293#Comment_1956293

    Technically, as I've said before, there ALREADY is a casual game option. It is called CUSTOM GAME. There you and those who go in with you can set any standards and nobody has to rely on anyone for their advancement. The games don't cost them Add-Ons or Offerings, or Gear.

    ...You mean the custom game option that also doesn't progress my bloodwebs because I don't gain BP? The custom game option with a messed up spectator mode? The custom game option which requires me to go out of my way to find other players to play with, in a game where the ranking system merely displays how much you play and not how skilled you are? The custom game mode where you don't gain anything from the rift or shards either?

    And... the custom game mode where I've seen actual Competitive Tournaments play in, and have been pushing for making that game mode more accessible for use in those same Competitive Tournaments by access to seeds in order to reduce randomization for the purpose of a more fair and balanced high-level Competitive system? (As, currently, map RNG have a huge effect on the game, even just in normal games, so the effect it has on those games is just insane.)

    Yeah. Okay. And... why should I have to segregate myself into a custom game mode, which doesn't help progress my characters or the Rift? Besides, one of the things I personally enjoy about the mixed queue is how random everything is. Doesn't mean that I'm not still a casual player who will put fun above all else.

    Idk, I just don't think that KYF is an actual, acceptable game mode for your average solo casual player. Not when you have to go through so many steps to get a game or find others to play with, and not when the game doesn't really have a strong, built-in Competitive Rank system. Being Rank 1 in this game means nothing. Having 1k hours in this game means nothing. To add to that, what a 'Win' means in Dead by Daylight is as fluid as water, making it hard to know what the standard should be for a Competitive scene. In Overwatch, you Win, Lose, or Draw. No imbetweens. DBD is a lot more complex though with it's asymmetrical nature. If there's two dead, two out, we can assume that's a draw, since there seems to be an aim for 50-60% kill rate. What about 3ks where the last person escaped through hatch? How should how many gens are done effect the scoring? These are things the old rank system tries to accomplish, but I just think that there were too many variables for it, and the pip system would punish what should definitely be considered a 'Win'- like killers 4king at 5 gens, or 4 man escapes with one person running the killer all game both being scenarios where players would lose pips because they were too good. So, that's probably not the best sign of someone being a great player or winning.

    My rambles aside, DBD is a complicated game. I just think that the best way to push a Comp system would be by encouraging more community Tournaments (like they have been recently with the Japanese Tournament), and also giving more options for seeds and more bug fixes for KYF. The game can't seperate it's player base further with more queues right now. Players who play Competitively versus Casually, playing in the same queue right now really isn't a major deal for the game in it's current state. There's a lot more pressing issues then that, considering that BHVR seems to be struggling to retain both sets of people rn.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1953018#Comment_1953018

    Ok, so YOU don't see this as anything but a casual game. YOU don't feel disconnecting is as big a deal as doing it in Comp matches of other games. Why is that? Are those other games MORE important to you, and thus aren't casual? What about the people playing THIS game who DO find the matches important? What I'm pointing out is this is a rather selfish way of looking at it, i.e. because it isn't that important to you, it shouldn't matter if you disconnect; screw those other people. Or as Cartman would say, "screw you guys... I'm going home."

    Wow, someone is quite fond of putting words in my mouth, aren't they? Let me break this down for you a little:

    Yes, I do see this as a casual game. I don't see people disconnecting from it as big of a loss of that in other games. And, unlike your narrative of 'Aha! This player hates their teammates and just wants to DC every match' (Which, I will admit might not have been your intent, but to me, you did come off as quite righteous.) this isn't because I'm wanting to be selfish or encourage selfish behaviour. It's because the way that the queue works, the system is unfair to both types of players.

    Unlike other games with Competitive scenes like Overwatch, you don't log in to DBD and go into a Competitive-Only queue. You don't log in and go to a Quick Play or casual equivalent. You play against random people who might be playing casually or competitively. You might have a Huntress that is a literal Demi-God who can hit cross-maps like there's no tomorrow in your game, with a full meta build to boot, while you might get an Ace on your team who just wants to try to make friends with the killer. The expectations between the two are vastly different. I think it's fine to play the game competitively, but you shouldn't force a casual crowd into that environment either. Especially since the current, DBD 'Sponsored' Comp system is a Rank system that they themselves admit that doesn't actually show your skill, and a... questionable MMR system.

    I just think that, if the game wants us to treat it as a Competitive game- a real, super Competitive game, like Overwatch- they should have more support systems in place for Tournaments, and support a more competitive scene. Which, BHVR themselves seem mixed with, as the game currently kinda feels like it's in an identity crisis of sorts.

    No. This doesn't mean I'm selfish. I personally don't DC. I don't encourage it. I don't think everyone should play the game casually, or have to play like me. But I do think that we also shouldn't force everyone to have to play competitively without other options, such as a casual queue. If you want to take every match like it's an E-Sport Tournament, be my guest. But I don't think I should be called 'Selfish' just because I don't think I should have to in average queue, and think that if we want that sort of environment, we need to push for more Tournaments at more skill levels to be held. (Because by God, with the low player count right now, if queues get split, I think the game would die.)

    I should also note that overall, I don't DC. I don't encourage it. But I'd also rather a teammate DC then constantly sandbag me, work with the killer to get me killed, blow up my generator, sit AFK in a corner, or just kill themselves on first hook. At least if they just DC, the bandage is off and over with. If they mess around and troll with the team, it just wastes everyones time- which isn't fun for me as a casual player, and for people who do take the matches seriously, I've seen them have freak outs in post game chat over those people. At least if they DC they can't bother anyone.

  • I personally don't think they are. I mean, if someone wants out, they're just going to kill themselves on first hook and make the game worse for everyone else anyway.

    Besides that, I don't really think they're necessary since I just see this as a casual game. Sure, it sucks that someone DC's, but I just don't see it as bad as someone DC-ing in Comp matches of other games.

    (Obviously though, not encouraging DC-ing. I don't think it's good for someone to DC every game or anything- but I don't think having the DC Penalty really does anything to alleviate that problem or make it better, besides forcing the people who want to DC to kill themselves on first hook and throw- which still ruins the game for everyone.)

  • Convincing my buds to play 100% Orange Juice with me instead of DBD until everything is fixed :)

  • That... doesn't mean that there's not an issue with hits right now? Hitboxes/Hit Validation (Whichever it is, I'm not a Dev) are wonky right now, and plenty of clips show it. Sure, you got 2 minutes where hits happen to work fine (Granted, I still think 1:00 looks wonky as all get out, but I digress). That doesn't mean it's not a consistent enough issue for it not to be addressed. I seem to get at least one wonky hit a game. Whether it be me being smacked from 10 feet away, getting hit from outside of lunge distance even when closer, or getting hit through vaults and pallet stuns after I'm already far enough away from them, it's not good. I will also say that, at least in my playtime, Deathslinger has probably had the least miserable hits out of everyone I versed. Michael as well.

    I just think that to say 90% of times, everything is working fine is overshooting it. I just think there's too many consistent issues for it to only be that 10%. (And even if it was just that 10%... that's still a major issue that needs fixed.)

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