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xTalon32

xTalon32

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xTalon32
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  • @DwightOP said:

    PIPS ARE MEANINGLESS!!!!! WHEN ARE PEOPLE GETTING THIS ALREADY??

    You are actually better off staying at lower ranks.

    I agree and disagree with that. It certainly feels less toxic at lower ranks, but there are more diverse killers at higher ranks.

    This is why I prefer to stay between 9-5 for rank.

  • @USELESS said:

    Ok, i think that is a bit of a strange topic to be saying as a killer main, but anyway.

    I really think that Freddy is a bit too powerful a survivor side of vision, and here some things that i think that could and need to be changed:

    • Amount and effect of the snares: Why do freddy can have so many traps that are basically 3 killers perks in one? That thing slow you down like the Clown's bottles, it have the same amount of traps that hag have and it is so easy to place that is a little bit too overpowered.
    • We can only use ONE and exact clock: I think that we should be able to wake up by any clock in the world since it only takes 60 seconds to fall sleep and if he hits you, you will automatically get into sleep world.

    Did you ever play against old Freddy? I'll admit I loved old Freddy. And while it is challenging to play against him now, it's not so bad that it's too difficult in my opinion. But, I will take a closer look tomorrow and get back to you with more details if I can remember to do so.

  • If you haven't joined the DBD discord, they have a dedicated channel for console peeps looking for groups :D

  • Exactly, the game isn't perfect but at least the devs haven't given up making it as fun as possible. Even though they stumble a bit.

  • @KiloOfSalt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1413541#Comment_1413541

    I just love that you have to loop him differently than other killers. You cant just loop untill the last second and drop a pallet on him or he'll hit you with his ranged. You have to play it just a bit differently which is a nice change of pace.

    Yeah, I still suck at that, so I'm getting used to it :D

  • @KiloOfSalt said:

    Unpopular opinion, but I love going against pyramid head.

    Awesome! I find him completely weak but that's what this topic is for! I want people to share what they like with no backlash for it :D

  • @lordtomato said:

    No hook progress when the killer camp, this is not a play style and should be removed, survivor won't die when getting camped. As a good killer, you shouldn't camp, it is suck and need to be fixed. Camping is stand still to make a survivor can't play the game then die. Seriously enough of camping, killer who camp sucks.

    While camping can be annoying for the person being camped, it actually doesn't help the killer at all since every other survivor can do gens to get 3-4 done before you die.

    The devs have repeatedly said that camping is a viable strategy, and while it's annoying, it's a very sharp double edged sword for killers.

  • Well to be quite honestly there isn't any other competitive asymmetrical pvp game. The only one that came close to "competitive balance" was Evolve Stage 2 and we see how that went.

    I'm concerned that DBD and BHVR are following in that games footsteps, and while the overall population of the game has grown since March for obvious reasons, I'm concerned about when that wears out.

    Recently the dev team had made changes to pallets and looping, specifically god loops. Which was a great change. I agree the game should be balanced to the top level of play, but unfortunately the most vocal portion of the community by a landslide is survivors simply due to the asymmetrical nature of the game.

  • @Aven_Fallen said:

    So you complain about people who complain?

    tstststs

    This made me laugh so hard I almost choked on my drink. D:

  • Ebony Mori: You can killer a survivor hooked at least once, only AFTER you hook another survivor. This excludes the last survivor on first hook as everyone will have been hooked at least once.

    This prevents killers camping and killing someone immediately and encourages you to hook another survivor BEFORE you go to find the one you hooked before.

  • I've always thought that the ebony mori needs only one change. And it's not a change that makes it useless or oppressive.

    Ebony Mori: You can kill any survivor hooked at least once, but only after you have hooked another survivor. This excludes the 4th player hooked as everyone will have been hooked once by than.

    By doing this, you would stop someone from using a mori immediately and encourage them to hook someone else before being able to kill the survivor they hooked.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412523#Comment_1412523

    I don't feel it outrageous to ask for more feedback on our feedback. History has shown most of it goes by the wayside. I understand it's another mountain of work. However, I still wish for improvement even if I don't have any better ways of doing it.

    And I understand that. I've been an admin and mod on a couple forums with similar feedback sections.

    The issue is it really isn't practical to respond to them all, but I'm sure the community team reads all of them. But you need to remember they have to sort through dozens if not hundreds of posts, a lot being repeat ideas and feedback. If you look, there is a pattern to the posts they respond to for the most part, and that's well thought out and detailed ideas and feedback.

    A lot of the posts there are short, lack detailed explanations and really just seem like someone is saying "change this because I don't like it". But as far as communities go, while BHVR is not without fault, they are more active with their community than other companies.

  • @Mandy said:

    That's what I am saying though @coppersly there is a dedicated role for Feedback - that's the Community Teams role. It's completely impossible and unfeasable to answer every single feedback post or every single post on the forum and no company would ever do that, or would be able to do that. Plus a lot of it would be saying the same thing over and over again. There's only so many times we can discuss the same topic and only so many different ways we can say the same thing - we give updates with the Dev Updates, we have a regular Q&A, we're on the forums as much as possible. Having further staff dedicated to answering feedback is impractical.

    Yeah, but most people don't realize the volume of work that a forum puts on a community team, especially one as vocal as this. So, there will always be people asking for more than the team can give.

  • @LetsPlayTogether said:

    So you complain about a mechanic thats basically to prevent the rev-misuse of his chainsaw? REALLY?

    Rev misuse? Do you call anything a killer can do to mind game you misuse.

  • @Nos37 said:

    "You could also gen tap, which wasn't nearly as slow as people say." - @xTalon32

    Gen-tapping was as slow as hitting a good skill check (and regressing 5%) every four seconds. Even if you could never hit a great skill check, you would still progress faster than tapping so long as you didn't get a skill check more frequently than once every four seconds.

    https://forum.deadbydaylight.com/en/discussion/comment/196950#Comment_196950

    Thanks for that!

    But at the same time gen tapping was awesome for me because the killer would walk right by the gen because there's no repair noise iirc.

  • I main survivor and I think this change was a bad decision. Every single time a killer has a power or addon that makes survivors have a hard time, it gets nerfed to #########. And survivors get more perks that add more second chances to their already huge arsenal of perks to abuse killers.

    Honestly, any time a killer gets some feeling of power, people cry about it and it gets changed.

    With this change, you may as well remove every killers ability to see hooked survivors.

    I can't stand how easy the game is for survivors now. It takes the fun out of it for me.

  • @Opex said:

    First of all... Nurse is D tier? She is legit the strongest killer in the game. At the same time clown is one of the worst killers in the game, in my oppinion actually the worst. Billy is a killer that can move around the map insanely fast and onehit everyone. Wraith is also very fast with no terror radius and hard to see, survivor cant even run away if he just is behind a wall and uncloaks and goes for em. Legion is pretty bad, but he / she can slow down the game in some kind of way so I think she should be at least C tier, might also be just my oppinion. I agree that Freddy is a very strong killer, he has insanely high map presure and can counter loops with his dream snarez. But I think he should be S Tier. Spirit is a insanely strong killer and very easy to play as well, I would say she is on SS Tier with the Nurse. I think Demogorgon should be A tier, many people say that he is pretty bad but I dont think so. He can end loops like the shack pretty quick with his ability, he can also just teleport where ever he wants on the map within seconds so I dont think he is that bad after all. Doctor should be at least A tier, he can end loops insanely quick and with his blast he can most of the time spot many survivors at once and apply some good presure by injuring everyone / slugging and so on. Hag should be C tier, she cant end loops very fast since she is only 110% but with her traps he can injure and kill survivors all the time as soon as she gets all of em up. Trapper is D tier and I agree with that, he is really fun and if you got a good map and are able to 3 gen in the mid - late game he can get pretty good. But compared to other killers he is not and also has 0 map presure, first 1 - 2 or even 3 gens are done before he can finish setting up his traps. Bubba might be pretty oppinionated but I agree with him being a C tier killer, even tho Tru3ta1ent showed that with some way to play and specific perks he can be pretty good and he thinks he is very underrated. But I would also say that he is about C tier, if not even D tier. I think myers is D tier. He is very slow in his tier 1 and against good survivors its really hard to get out of it. You need to stalk alot for tier 3 just to onehit for 1 minute, survivor can just wait for your tier 3 and than just keep playing as soon as you go back to tier 2. He also has almost no map presure at all and loses gens while tearing up. After that he is just a normal m1 killer with no map presure who even has problems to get to the part where he is a normal m1 killer, as I already mentioned its really hard to get out of tier 1 against good survivor who know what they are doing. I agree that Oni is B tier, maybe even C tier but more like B tier. He is like a billy just that he needs to collect some blood before he can use his ability for a specific time, he can snowball pretty hard in that time which makes him strong otherwise he is just a m1 killer. I agree that Phead is S tier, he is very strong and can counter dropped pallets and windows. He is also countering a lot of perks like DS BT or flashlight saves. And doesnt waste any time on bringing survivors to a hook. Ghostface can be very strong if you play him right, he has no terror radius and can just come around corners and surprise survivors, if they dont notice it you can also just 99 your stalk on em and as soon as you chase he can just onehit em. But I think he should be on A tier. I think huntress is S tier, she can just counter windows and dropped pallets and also just hit survivors on range. Just within a chase you can just throw a random hatchet to another survivor and gain extra map presure. Overall a very strong killer, her hatchets are also pretty easy to hit, just practice a bit. Plague should be B tier in my oppinion, she just spits on survivors making them injured, usually you cant use your ability against good survivors because they just wont cleanse instantly. Like yea you can get your ability with a the apple add ons but I am talking about the potential without any add ons. She can snowball pretty much with her first corrupt tho in the beginning of the match. With perks like thana tho she can slow down the game really hard. I agree that pig is A tier, she can presure the gens by simply giving the survivors traps. They wont do gens for a time and are just busy with getting rid of it. You can have some long times with NO ONE sitting on gens. She is also a stealth killer with no terror radius, even tho she is slow in that time.

    That was my oppinion about the tier list to all killers. I think you might be pretty new to the game because of a few choises, Spirit C tier and Nurse D tier? xD but that completely fine.

    Can you properly separate your block of text into paragraphs?

  • I think it should be applied, simply because both his trails and ranged attack are easy to avoid. And he ranged attack literally hits you with the same stuff the trail is made of.

  • @Koukdw said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405555#Comment_1405555

    You can't safe rescue if killer is proxy camping. That's why there's borrowed and ds.

    Well we have camping and proxy camping. Honestly where do we draw the line and say it's a bad rescue? A killer could leave, kick a gen plan on going for other survivors and then the hooked person is rescued nearby. Logically it's better to go for the unhooked survivor as it will help you more. But doing that you'll be accused of camping or proxy camping.

    I guess the real problem is that these days everything is called slugging, tunneling and camping. There's no set definition for them anymore. Which makes everything seem like those things.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405446#Comment_1405446

    Slugging? yes. Tunneling, no, that's why the second chance perks are there in the first place.

    That's what DS is there for, that's it. Also I should have clarified what I meant by tunneling as it has so many meanings now. I mean quickly reducing the number of players in the match, so going for an injured survivor that was unhooked rather than the healthy one. People call that tunneling now when technically it's not, it's their own bad rescue.

  • Unfortunately no one wants to admit that camping and tunneling has been made more and more necessary because of all the second chance perks survivors have now. Whether people agree or not, the game is incredibly survivor sided. If you look around on the forums the big three complaints are NoED, camping and tunneling. Yet, almost no one who complains about this stuff wants to know why it's happening. Their answer to killers is "git gud" or "gg ez".

    Camping and tunneling are almost required now because of many things wrong with balance. While I don't think "gen rushing" is real, the speed of completion is when you have killers that just can't do map pressure. You have SWF groups - not all - who are playing the game JUST to make the killers experience miserable. You have a lot of second chance perks that reward you for bad play. You get to ######### about NoED while refusing to cleanse totems and think that's okay. Lately a lot of survivors want to do less work for more reward, and that's not okay.

    Before talking about killers, I want to mention I think camping is a waste of time. And calling something tunneling is useless since survivors call anything tunneling these days. Going for an injured survivor that you unhooked in front of the killer isn't tunneling, it's your own ######### up.

    Killers get to manage time, gens, chases, totems, gens, hooking etc. They would get looped at god loops (which is being changed for the most part). They lose hex perks because totem placement is #########, and lit totems are the only ones survivors ever cleanse then ######### about NoED. They get called "tunneling/camping pieces of #########" because survivors unhook their friends in front of them and expect them to go for the healthy person. They have to counter multiple second chance perks which are countered by wait for it..... slugging. Then they have to chase you again because you had yet another second chance perk.

    TL;DR - Survivors have so many second chance perks that they're only countered by slugging and tunneling. Camping is just bad for a killer unless the exits are open.

  • I love how toxic survivors are claiming everyone who has a problem with this is a camping/tunneling killer.

    I main survivor and I have a problem with PH not seeing cage auras. You may as well remove the auras of hooked survivors and gens while we're at it. This way more toxic survivors can say "gg ez" while playing a role that's already easy and is continuously being made easier.

  • @Kira15233 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405301#Comment_1405301

    I'm getting sick of waiting so long to get a swf red ranks on Switch or Xbox, seriously, even an indie game could do better and BHVR is AAA so I'm questionning myself

    When did BHVR become AAA? They've been contracted for work on AAA games but haven't made one themselves. Out of their original games Dead by Daylight is by far their most popular.

    Edit: I wouldn't call DBD a AAA rated game in it's current state. It has the potential to be one for sure, but it's not right now.

  • They're working on it.

    In fact, they're working on a MMR system for this game somehow. I'm not sure if it's going to make the matchmaking better or worse, but historically most changes make it worse for some reason.

  • Survivor: David, Claudette, Cheryl - because every survivor is the same but I like the looks of these ones.

    Killer: Doctor - People stress out when they play against doctor, and make more mistakes than usual, so I take advantage of that.

    Killer: Wraith - I like invisibility

  • It's all but useless now.

    As a survivor I hated running into old ruin, but it made me get better at skill checks. - People didn't want to improve so they changed it.

    You could also gen tap, which wasn't nearly as slow as people say.

    Overall I've been disappointed in changes like this that make the game easier. It's made the game from being about skill, to now being about not having enough second chances. The devs have gone from making sure mistakes are punished, to making sure survivors have second chances falling out their ass. The devs have gone from making killers feel powerful, to making killers feel like a bad day at work.

    I love the game, and the concept. But what's the point in a "horror" themed game that holds your hand every time you make a mistake.

  • @Snowstruck said:

    https://forum.deadbydaylight.com/en/discussion/167772/the-ph-change-was-necessary-why-exactly

    Because people were getting camped and tunneled because his power enables it.

    Of which the devs have said the people who do that are well within their right to do so.

    I'm a survivor main and the fact they made this change pisses me off. Just how much easier should the game be for survivors?

    Seriously, BHVR may as well remove the killers ability to see hooks and generators next. Because it "encourages" camping and tunneling.

    Anyways rant done, it's a stupid change but what can we even do about it.

  • @Swiftblade131 said:

    4 years of dealing with basically the same thing over and over, often ends with people not wanting to play.

    There is a reason people deem survivors to be more fun and what not. Solo queue survivor is terrible. SWF is unbalanced. And playing killer is a coin toss. Killer beats solos basically every time, SWF beats killer almost always. Which makes less people want to solo queue, it becomes as stressful as playing killer. So they hope to SWF, and I can't blame them. It's more fun with friends, you have people you can trust and communicate with, instead of random people that are usually twice baked potatoes. But this whole situation is what causes so many of the balancing issues. And nothing can be buffed or nerfed without severe backlash of some sort.

    It is an unfortunate truth, that killer can be very stressful and unfun to play, more often than survivor. It has gotten better over the years, don't get me wrong. I would be lying if I said otherwise. But that doesn't mean killer isn't still stressful and sometimes infuriating to play.

    The big draw for playing killer, at least for me. Is that it is much for unique than survivor. All the survivors are the same, the only thing is the perks and what they look like. Each killer is very different, and not just a skin. But with the imbalance, it has pretty much made me stop playing the game altogether.

    I feel SWF is an unfair advantage so I don't commonly play SWF. Solo is stomped to easily, which made me not want to play solo queue. So I go to killer, which has felt more like a chore than an enjoyable experience the last year or so.

    So I left instead of putting myself through this unnecessary annoyance.

    I will always have hope for the game though.

    Maybe next patch will make me want to come back. 10th times the charm?

    I agree a lot with what you say except for solo (most of the time).

    I only play solo queue because I liked the challenge. But the gameplay has gotten stale and boring. It's always the same problems, whether the killer sucks, the survivor team sucks (including yourself), or you have a "toxic" killer or survivor team.

    Unfortunately I stopped playing killer because of issues like these, and while I certainly wasn't the best killer I was decent. The same goes for survivor, and BHVR thinking that a MMR system is going to help alleviate this is quite short sighted.

    The reality is that the game itself is fundamentally imbalanced due to the asymmetrical nature of it. Trying to balance a 1v4 is a difficult task, and the more "complexity" you add in the form of perks and counter perks, moves and counter moves, the more difficult it will be to balance it all well.

  • The issue is that they already have compensations to the speed weakness.

    Huntress: Ranged hatchets.

    Hag: Traps you teleport to.

    Nurse: Phasing and teleports.

    Deathslinger: Grapple hook on a gun.

    Spirit: Invisibility with good speed boost.

  • @HarleyQuinn said:

    I’m thinking the live action so it’s not so cartoony though. Would it work? These guys are always running away from monsters 🧐 And Scooby Doo is a classic. It’s not your typical slasher horror obviously, but I’d still like to see it.

    With Scooby Doo as the playable survivor, since he's fairly intelligent (for a dog) and the entity would make sure he's mechanically inclined like every other survivor.

    I'd like to see Miner 49er as the killer, since his backstory could really fit into the killers the entity chooses.

  • Survivor perk: None

    Killer perk: Ruin

    Reason is because as a new player I hated going up against Ruin but it made me a better player, taught me that TOTEMS are part of my objective and gen tapping was a thing.

  • @xXCAM3R0NXx said:

    Many chases I get in, I just try to run through as many windows as I can and if a pallet shows up when they're close I'd wait for them and then try to stun them.

    But eventually I'm obviously and of course going to get hit and then downed. I've heard many people say 'get out of the killers eyesight' but it's easier said than done.

    How exactly do you get out of their sight as:

    - They're faster for one, so you cant run out of their sight

    - You leave scratch marks when you run so you can run around loads of objects they'll find you

    - If you try to walk to avoid scratch marks you're too slow and the killer will eventually look around and find you because you took so long to get out of the area

    Any tips x

    I don't know if this will help you, but I try to avoid getting in chases to begin with. So try practicing a more stealth like play style with survivor. While in a chase, remember you have 360 degrees of vision and the killer doesn't. So always try and keep obstacles in their way. You won't lose a skilled killer once they've started to chase you, but you can get them to stop chasing you if you waste too much of their time.

    In the state of the game now, too many survivors play recklessly. Opting to get just a little more repairs done before getting into a chase, rather than walking away and being cautious.

  • @dangitben said:

    https://forum.deadbydaylight.com/en/discussion/comment/1395386#Comment_1395386

    great to know they've "expressed interest" rather than actually doing anything

    I'm assuming you're saying that because you think it's easy to do. So go ahead and tell them how it's done without breaking stuff in the process.

    @dangitben said:

    https://forum.deadbydaylight.com/en/discussion/comment/1395395#Comment_1395395

    i think the killer playerbase would plummet if they fixed latency tbh

    Killer player base is already low, simply because of the fact it's not fun anymore and the game is so survivor sided.

    When I say the game is survivor sided I don't mean that killers can't "win". I mean the amount of ######### to micro manage and worry about just keeps getting bigger and bigger. It takes more skill to play killer than it does to play survivor now, which is wrong on so many levels. The issue with games like this - asymmetrical pvp - is one side has far more players than the other. So when the dominant side complains, they're more likely to get what they want, since it would be more of a blow to lose those players than the minority.

    Let's say DBD has exactly 10,000 players. Evenly split between survivors and killers. That means 8,000 people are survivors while only 2,000 are killers. Now let's say 10% of those players from each side complain about balance issues. 80% of the complaints come from the dominant side, thus disproportionately representing the community. Things change in favor of the majority all the time whether intended or not.

    Anyways, I'm sure you'll probably disagree with a lot of what I said but I thought I'd share my opinion.

  • They should really just change the game to what it should be...

    A game about survivors teaming up and bullying the killer, complaining when killers don't play their way, and saying things are over powered because their perks are countered. While the killer tries to manage time, map pressure, gen progression, sacrifices, defending totems etc.

    Oh wait... They already did.

    I main solo survivor and it's disgustingly easy. The only people that have trouble have used these 2nd chance perks and are reliant on them now or are new to the game and simply need to play more.

    I want killers to give me a ######### challenge, not run around hitting me with care bears and unicorns in your rose colored glasses.

  • @danielmaster87 said:

    If you're running this perk at high ranks, you've learned nothing about how to play the game efficiently and effectively. You probably shouldn't even be at high ranks. You're healing at half speed. Why? Just find a teammate to heal you! I know teammates can be a little inconsistent with how good they are, but most people know to heal an injured teammate. Or you could use Inner Strength. It's better than Self-care at least. With the MMR system in place, we'll truly see who deserves to be at high ranks, because it definitely isn't clueless Self-care users. If I see you running it, I'll have half a mind to blame you for our loss because of the amount of time you wasted. What's next? "You're telling me Open Handed isn't meta? Not even Sole Survivor?" Nope, but at least they aren't a direct detriment to the team.

    This post makes me wish we'll be able to see our MMR so I can see how low yours is for your narrow point of view.

  • @EmpireWinner said:

    Huntress

    Is that big a of a deal no one is is left handed using their base weapon?

    As far as I'm concerned it's about as relevant as character orientation. But that's just me.

  • Honestly I didn't even find gen tapping to significantly slow down gen progression. Could just be me though

  • This is why I run Kindred. And then proceed to get raged at after not going for a save and them screaming you should have traded. Why? So you can leave me on the hook and rescue your friend?

  • @claudetterealness said:

    @BigBrainMegMain I never run DS but it isn't bad as it prevents tunnelling which is a huge problem in the game - the only counter argument to this would lit be bad killers piping up again

    also to people saying 'do bones' I only play solo it's a lot harder than you think to clear 5 totems & do gens esp when most the time I get rough teams, or someone disconnects etc but yeah do bones and ignore everything else

    Okay. Clearly you don't play solo enough. It's the only thing I play and cleansing totems is my #1 priority if I find them. NoED is used far less than people think. And saying that you should get special treatment because you have "rough teams" so you shouldn't have to do totems is opposite to what the game is about.

  • @CyanideBlaze said:

    I feel like a lot of killers and survivors seem to have this whole "The other side doesn't deserve to have fun" head space where they kick off the match and already hoes mad.

    Like how is it fun to play games with this kind of aggressive mentality? Do people still understand that games are meant for the fun of all participating and not just you, yourself?

    Aggressive mentality? You understand the game is about killing people right? If you wanted a game without that kind of mentality what are you even playing this game for?

    If any game, whether it's violent or not, has even a little bit of competition between players, drastically increases the rate at which people don't have fun. Because for some reason we've attributed having fun to be synonymous with winning.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1389857#Comment_1389857

    Indeed. I repair gens, unhook, heal, and break totems, all without being seen. Unless it's the Doctor.

    Yeah, as soon as I started playing stealthy my survival rate went up by leaps and bounds. Especially as a solo player.

    And doctor is my favorite killer to play survivor against, mainly because he flips how you need to play upside down.

  • @Orion said:

    Yes. Minus the "killer always knows where you are" bit. I'm usually the last one to be hooked.

    Probably because unlike most survivors, you play stealthy for the most part.

  • @Clevite said:

    If you consistently run Noed,

    You're not as good as you think.

    If you consistently run DS and unbreakable,

    You're not as good as you think.

    Finally someone gets it. NoED is great when you're new and learning a killer. But it stops you from improving if you rely on it.

    DS, BT, Unbreakable all do the same thing but with more power. If you consistently need to use these perks, you don't understand how to survive.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388063#Comment_1388063

    This is why I said that it is the END goal, because yes as a "killer" you are meant to "kill" survivors, but there is so much more to it than that. Of the 4 emblems in the game currently, only ONE of them relies on kills. And even then 30% of it is based on said kills.

    I also expect nothing when I play survivor. I'm also completely fine with the hatch mechanic on both sides, because it gives the best possible thing for survivors within a horror setting: hope.

    Without hope, there is only despair. If a survivor only has despair, then they will simply just offer themselves to the killer. There is no fun to be had from someone willingly offering themselves up for death. There is no hunt to be had from a hopeless sacrifice. As a killer, I want to hunt, not kill mindlessly and this is supported by the ranking system.

    Hope is knowing you have a chance to escape if you open an exit gate. Not knowing that if you only do 2 gens and wait for everyone else to die, you can escape for free. Yes, you still have to find the hatch, but it's still just another thing to give free chances to survivors.

    And if you like to hunt, then wouldn't you not want something to take priority over that like the hatch?

    I just find issue with how we've gone from 4v1 being even for "power distribution" (for lack of a better term), and now we're seeing more and more that survivors can work alone and beat the killer. The game has gone from "teamwork or die" to "I should be able to work alone and still win/escape".

  • @TheMythAJ said:

    I’ve always been curious as to why killers find some perks to be so game breaking... Why is DS such an issue? BT? Unbreakable? Feel free to add any other perks that are extremely effective that you all have problems with.

    This is an attempt to understand the complaints, not an attack. At most I’ll just respond with what I think are simple counters, ways around, etc.

    Personally I hate using any of those perks as survivor. And it's because they punish the killer for playing how they should.

    DS - While the perk itself "discourages tunneling" it has promoted a reckless play style.

    Unbreakable - I think it's totally fine to have a perk like this. It doesn't promote bad play, it counters slugging.

    Borrowed Time - Protects an injured survivor from damage for a time.

    None of these perks alone are necessarily game breaking. But when 2 or more of these "game breaking" perks are used together, I do see it as a problem. And I don't blame survivors for using them, BHVR put them in the game. But now playing killer you don't feel like a hunter/killer, it's a game to see if you can get some kills in between all the stuns, 2nd chance perks and other bullshit BHVR put in the game to make surviving easier.

  • @cloakz said:

    So today I was playing Xbox dbd with some friends and we kept getting purple rank killers using noed, I counted and we got 15 killers in a row with noed, I thought not a lot of people used it especially in purple ranks. What’s going on?

    NoED punishes lazy survivors who can't be bothered to cleanse totems. So, if you suspect someone of using NoED put some priority in finding and cleansing totems.

  • @Peanits said:

    This isn't something we'd really want to do. If you are intentionally giving someone the hatch, you're doing the opposite of what you're supposed to do as the killer. That's not to say that you aren't doing something nice, but the emblem system and bloodpoint system aren't meant to reward you for being a nice guy, they reward you for playing well.

    That said, part of the reason why it's such a nice thing to do is because you're sacrificing something for yourself to give to someone else. You're giving up points and giving them points instead. If you were rewarded all the same no matter what, it would create an expectation that you should always do it. You don't lose anything by doing it, so people would naturally assume you're being selfish if you hooked them and denied them points. That part, more than anything, I'm not crazy about. Suddenly doing what you're supposed to do makes you a bad guy.

    Survivors already expect you to let them escape.

    After all, that's what the hatch is for, yet another 2nd chance for survivors to escape. It serves no purpose other than to add more stress to the killer to find it and give survivors another chance to escape because of bad teamwork.

    I started playing survivor for the challenge, and over time it just disappeared. While I agree you shouldn't get points for letting someone escape, you - collectively BHVR - have already designed the game to make survivors think they should survive. Killers are already viewed as bad guys for slugging, camping, chasing rescued survivors, etc. I'm sure you read a lot of the forum threads even if you don't reply to them. So this mind set of a lot of players on the forum is clear.

    @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1387933#Comment_1387933

    The game is balanced around 2-2, everybody has said that the tutorials are deceptive and don't cover a majority of the game, your "goal" as a survivor is also to SURVIVE, yet immersed people who hide all game and contribute nothing are punished.

    Kills as killer are a REWARD, not a right. They are an END GOAL, not the entirely of what you're focusing on. Your true goal for a majority of the game is to protect generators and stop them from being completed.

    Outdated thinking like yours are probably the reason (or one of) the hidden MMR system is being implimented! Other killers aren't adapting to deal with their current situation, they just want to see skulls at the end rather than live in the moment of gameplay.

    The best way to stop gens from being done is kill survivors. So really the objective is to kill them. Because there's no timer on the match, so it's either they die or escape.

  • @Orion said:

    Removing survivors' second-chance perks will make them play better and increase survival rates. There's a psychological effect wherein people who feel safe behave more recklessly than those who feel unsafe. My thinking is that survivors feel too safe with all their second-chance perks, so they screw up more often than if they didn't have them.

    I honestly agree wholeheartedly with this. I've barely played with any second chance perks, but I noticed when I do that I take risks I normally wouldn't take, and it affected my play level afterward.

    My unpopular opinion: NoED is a perk that capitalizes on survivors being lazy or uninterested in their secondary objective. It's NOT seen as often as people claim, because it's not as strong as people claim. It's only strong when the survivors aren't good.

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