Avatar

xenotimebong

xenotimebong

About

Username
xenotimebong
Joined
Visits
4,224
Last Active

Comments

  • If this really is a decent nerf to Spirit, I wouldn’t be opposed to them also nerfing Iron Will. I know some people would oppose it but it’s always seemed kind of a bullshit perk to me, but because it was the only “counterplay” to Spirit I thought it should stay as it was. Now that IW negates Stridor and Spirit is seeing a significant change, it could stand to be tuned down tbh.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515139#Comment_2515139

    you have no clue how trash third seal and blood favor is. The perk could literally be non-hex perk and i still wouldn't use it over hex:ruin and devour hope. Thrill is just bad version of Hex:Undying. Its another perk that does not deserve to be a hex perk.. thanks for improving Cruel limits-tier perks.

    Community: Buff low tier killers and perks!

    Devs: buff low tier killers and perks

    Community: WHY DO YOU HATE KILLERS

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515227#Comment_2515227

    Its still an add-on that makes it so even though you successfully trapped the survivor your own trap can still stun you mid chase.

    That is an inherent downside to the add-on as survivors never have a reason to go back to where they just escaped from a trap.

    So if you run that add on and you get sent to a map with a lot of narrow hallways that can’t be easily bypassed, you shouldn’t set a lot of choke point traps. It’s an add on that you would use to assist you with traps near loops and vaults, and you would trap accordingly.

    Traps that block off an area like that are already detrimental due to that little-known survivor perk, Dead Hard. You won’t see many experienced Trappers using them a lot for that reason.

  • My predictions:

    • Billy is gonna get buffed - or at least some of his add ons are, I can feel it in my bones. Probably Ghostface’s too, I can’t even think of how they could be made much worse. And Trapper obv. They might nerf some of Trapper’s better add ons though since his basekit will be much better, I wouldn’t be surprised.
    • Hag, Spirit, Blight and Wraith add ons are headed for nerf town. Very few if any buffs here (except that one Blight pallet add on I guess, maybe some other meme tier add ons nobody uses).
    • The rest (Nurse, Myers, Oni, Pig) will be a mix of nerfs to strong add ons and buffs to useless add ons. Nerfs to Nurse range, tampered timer, topknot, infinite tier 3 and tombstone piece. Buffs/reworks to all garbo add ons, no guarantee they’ll actually be any good though (see Freddy’s current add ons as an example).
  • @DBD78 said:

    RIP Rusty shackles!

    I hope so. As a former Hag enjoyer, they’re stupid and should have been reworked a long time ago.

  • @Myla said:

    I don't know how anyone can argue that this is a good idea unless you're a survivor main. Just the idea of them entertaining a survivor hex totem is just bonkers to me.

    I was joking two years ago that they might as well let the killer cleanse the totem because ruin op but they took it literally lmao.

    Here: they make existing meta perks boon totems so you can cleanse BT, DS, Unbreakable, Dead Hard etc. and remove them from the match.

    Not saying I think they will or should do this but I’m sure plenty of people would be happy about boon totems if this was how they worked, lmao.

  • @DemonDaddy said:

    If a survivor is unable to play in this scenario, it speaks more for the ability of the player and teammates than the killer. It's up to survivors to avoid the killer and provide altruism, death by slug is a result of personal mistakes and failed teamwork.

    Yeah, just play better and coordinate with your solo teammates telepathically so you don’t get slugged to death 4head. If you’re not a pro survivor you deserve to waste 4 minutes of your life bleeding out, shame on you for daring to make mistakes in a video game.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511368#Comment_2511368

    The problem is that all 4 survivors just being good has way too much of an impact. Good teamwork should be rewarded but it shouldn't put all the killers besides 3-4 in an unwinnable situation as often as it does, especially if the killer player is also just as skilled.

    Its not that good survivor teamwork should mean little, is that right now it swings things way too much to the point the killer's skill doesn't matter much.

    Survivors have their win condition and killers have theirs, they should even out. Right now the only thing that really matters is how good the survivors are, the killers don't really have too much agency and that's a problem.

    If you have a good killer you should need better than good teamwork on the survivors side to beat them, so great teamwork. If its just good it should be a even split.

    Good vs good should be a 2k, but right now its a 0-1k. Not asking for a 4k, just balanced. Survivor skill should not matter more than killer skill, they should be equal. Teamwork is part of that skillset. So if 1 of your teammates is a 2 and the killer is a 4, then yeah the killer should win.

    If the 4 survivors don't equal the killer than the survivors shouldn't win.

    Teamwork is part the win condition, yes poor teamwork should mean they lose because they failed the win condition. That's the nature of any team based game. But the question now is what's the killers win condition if the survivors are good? Because as it stands its: Hope the survivors are bad.

    We shouldn't balance around bad teams, then its just unfair playing killer because even if you're at the same level as your opponents you'll still lose way more often.

    If you don't like chancing on your teammates, then a team based game with random people isn't what you should be doing, you should get a group or play the solo role (killer). Also SBMM should be fixing that issue. We shouldn't throw balance concerns out the window because a teammate might be bad.

    Balance wise, 4 survivors = 1 killer is how it should be since that's 1 team = 1 team, that's balanced. Not 1 team > 1 team, that unbalanced.

    Asking for your teammates to not weigh you down in a team based game is asking for imbalance. You are not equal to the killer, you are 1/4 of the killer and so are your teammates. That's how it should be at least. I don't think we should be aiming for imbalance.

    Killer skill absolutely matters. And if the survivors are just good, not great, then a skilled killer will get more than a 0k. Not sure why you think middling survivors against an experienced killer would mean no kills.

    I’m still wondering how you’d go about nerfing survivor teamwork without just flat out nerfing survivors in general btw. Unless you do just want to significantly nerf all survivors across the board, in which case we fundamentally disagree so there’s no point in continuing to discuss it.

  • @Duskk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509352#Comment_2509352

    The fact killers have to run so many slow down perks to counteract the ridiculous gen speeds is a flaw imo. It shows just how crazy gen speeds are, especially if you do not play the top 3 killers.

    I definitely wouldn’t say you have to run multiple (or even any) slowdown perks, but if someone is complaining that the match went fast and they were running Thana then yeah, there are much better options.

  • Rusty Shackles, Pinky Finger, Alchemist’s Ring, Tampered Timer, All-Seeing Blood, Scalped Topknot, Nurse range add ons, all Spirit duration add ons. Then buff a ton of the ######### add ons that nobody uses because they’re bad.

    BNP could also do with a small nerf (deletes toolbox on use maybe? Reduce to 15%? Not sure). Also Weaved Ring and Milky Glass. Then delete or rework a ton of the ######### survivor add ons that nobody uses because they’re bad. They clog up the bloodweb so either buff or rework.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509382#Comment_2509382

    Why more often? Shouldn't it be 50/50? I don't see why one side being 4 people really matters, if both sides have equal skill overall it should be an equal match up, not 80/20 or whatever just because. There's nothing inherent about the game design that says the team of 4 should win more often at the same skill level and the devs have stated that's not what they want as well, they want 2K:2E, or in other words a 50/50.

    4 good survivors should = 1 good killer

    1 good team should = 1 good team

    1 side playing well should not be greater than the other playing well just because. I think that's silly. Its also pretty much the definition of unbalanced.

    If I'm a 5 on skill, and the other team is a 5 on skill, then why is their 5 > my 5? It shouldn't be.

    If the survivors overall play better then sure, I don't think any reasonable person has a problem with that, but if they play at the same level as the killer then it should be a 50/50 split. But its not even close on the vast majority of the killer roster.

    Because the survivors’ ability to work as a team is part of their win condition. Like I said before, if there’s one weak link on the survivor team it can lose them the game. You can’t realistically have the game balanced so that poor survivor teamwork means they die but good survivor teamwork means very little.

    I’ve gone against survivors in the past who had more skill than me, but they died because of a less skilled teammate throwing. If that’s fair because survivors are a team, then good teamwork also gets rewarded.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2508313#Comment_2508313

    Survivors are balanced around Ds and Dh. I bet if devs turn off those perks for a week lot's of so called good survivors will fall off.

    Those two perks guarantee result (escape, free vault etc) no matter are u actually good or potato with 1 hour experience.

    Edit. While game should be skill vs skill not perk vs skill.

    If the devs turned off DH survivors would just use Sprint Burst instead. And if DS was turned off most matches would just be the killer tunnelling one person to death ASAP, which frankly sounds as fun as taking sandpaper to the groin.

    But sure, I’d be down for that experiment if they also turned off Ruin and Pop to test the skill of killers as well.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510662#Comment_2510662

    I dont enjoy it that is why I am asking...do you enjoy it🙂

    If you don’t enjoy it then why would you try to look for reasons to keep doing it? It’s not a job, there’s no obligation for you to keep playing.

    Yes, I enjoy playing killer. If I didn’t I’d be doing something else.

  • Because you enjoy it??? What other incentive is there to play video games in general, exactly?

  • I like Spirit’s weapon the best, being honest.

    But I love Ghostface’s weapon wipe animation most, it’s the most satisfying to me somehow.

  • @fitch said:

    https://forum.deadbydaylight.com/en/discussion/comment/2508313#Comment_2508313

    So, survs team finish all gen in 5-6 min.

    Is it balance??

    I think you like survs buffet and broken killer game experience.

    Why do you think that? Because I have a different opinion than you? Believe it or not but I play both roles in the game, and I want the game to be fun and balanced for both. However, I’m also aware that we need to be realistic, and that you can’t just say “nerf coordinated teams!” without considering the core design of the game.

  • @Axx said:

    https://forum.deadbydaylight.com/en/discussion/comment/2508313#Comment_2508313

    That is not what I'm saying. What I am saying is that even if you are a good killer player, good survivors will still beat you more often than you will beat them because the game balance is focused on average skill level play. You have to rely on the survivor making mistakes you can capitalize on to do well as killer. Your skill alone cannot win you the game. I have no issue with people being good at survivor or good survivors winning. The issue I and many other people that care about this game at higher skill level is that a good killer player on the majority of the playable killers can't compete against 4 good survivors. Even when the killer player is good with a S tier killer, the survivors are still favored if they are good.

    But like I said, that’s because the game is a 4v1 that is balanced around a combination of individual killer skill, individual survivor skill, and survivor teamwork. If the survivors are a great team and individually competent, the core game design kind of dictates that they will win more often. Not all the time, provably they don’t, but more often.

    How exactly do you suggest they change that? Considering that if you nerf highly coordinated 4 stacks, you will also nerf every other type of survivor group, and end up with newer or less skilled survivors dying even more often than they already do. What changes would allow for amazing teams to win less and the other 98% of the player base that isn’t an amazing team to not just get rolled into the dirt all the time?

    I’m not opposed to balance changes for both sides, there are many maps that need improvement for example, and killers that would benefit from buffs to their power. But that wouldn’t be enough, good survivor teams would still win a lot.

  • @Pulsar said:

    I'm fairly confident that I am retiring from playing Killer. I'm upset and worked up, so don't expect logical ingenuity.

    I've tried to give MMR a fair shot, but most if not all of my matches have been miserable.

    I've played around 50 Pinhead games, 10 Freddy games, 30 Nemesis games, 2 Blight games and maybe 25 of a variety of other Killers. I have routinely received the exact same Survivors, regardless of the Killer I play.

    I have NEVER played Freddy on my account. I did not even own him. My first match with no perks and no add-ons and I get put up against a 4-stack I had just played as Nemesis. There is no individual Killer MMR, or if there is, it means nothing. I'm calling BHVR out on that.

    The final straw was today. I've been trying to play Blight for days, but queue's are so long that I can't seem to manage it. I finally got into a match. I took one chase and 3 gens popped. Took another chase and two more popped.

    Two hooks. 5 gens. Everyone gets out. Incredibly fun and engaging gameplay. Especially when I SAT IN A QUEUE FOR 45 MINUTES.

    https://us.v-cdn.net/6030815/uploads/84YIZ7KFMJO1/20210920-230553.jpg

    https://us.v-cdn.net/6030815/uploads/MN8IB1VXE6DL/20210920-230625.jpg

    https://us.v-cdn.net/6030815/uploads/IOFFK9T5LUXS/20210920-230630.jpg

    https://us.v-cdn.net/6030815/uploads/DWSQ52Z3YX1Q/20210920-230711.jpg

    Those are their hours. Here's mine.

    https://us.v-cdn.net/6030815/uploads/U5ADRXXA16YB/20210920-230715.jpg

    I don't give a ######### anymore if the game is balanced at high Ranks. Just make it fun because Jesus Christ, this system sucks and I am pissed beyond belief that it went live without any changes to the game.

    Sorry you’re having a frustrating time with the game. I’d really recommend taking a break, I got really frustrated with the game a few months back and stopped playing it for a while and when I came back it was much more fun. Try out a different game, I think DBD has a tendency to suck people in and become the only game they play and I think it causes a lot of frustration.

    That or switch to survivor for a while. I’ve done the opposite, gone from 60/40 survivor/killer to 70/30 killer/survivor because I’m having a lot more fun playing killer than survivor at the moment.

  • Thana isn’t really great slowdown. I’d maybe revisit your build to see if there are better perks you could be taking.

    Also, recording your games and watching them back is pretty enlightening. You’ll see things you might have missed, mistakes you made, and places where you could have snowballed or maybe pressured better. Also posting a video here and asking for feedback will usually get you some useful advice in terms of mistakes you may be making.

    Finally, gg go next. It was just one match. While annoying, it’s a drop in the bucket and you won’t even remember that match a month from now. Take a breath, have some water and move on to the next one.

  • Survivor bad >:(((

  • @Axx said:

    https://forum.deadbydaylight.com/en/discussion/comment/2505432#Comment_2505432

    It must be nice to live in your own little world where you don't see the real reality. This is why DBD is in a terrible state. People don't care about how OP survivor is when played well because they benefit from the terrible balance. Why is it okay to lose just because there is little you can do and not because you played bad? That is like telling survivors, sorry, the killer just wins by default because we balanced the game in a way where the killer will win or down you no matter what. Remember OG Legion? They were basically that. Guess what. They were nerfed. Granted they needed to be nerfed, but survivor is basically the same when you get 3+ competent players on a team and especially when they are on coms. Wake up. Stop being delusional and bias. People should lose because they played worse than their opponent. Not because the game balance makes them lose.

    So are you saying that survivors who play well shouldn't win, but killers who play well should? I'm confused as to what point you're making, you say that survivors who play well are strong and that's unbalanced, so they should be nerfed, but also that you shouldn't lose if you play well.

    If you have a full team of survivors playing well with no weak links and few mistakes then they probably SHOULD win because the game is asymmetrical and survivors are balanced around teamwork. One weak survivor link can drop the whole team, is that also unfair? Do you complain that survivors often lose because there was little they could do due to their team, and not because they personally played badly? Or is the fact that survivors are balanced around a team effort okay when it causes the survivors to lose, but a problem when it causes them to win?

  • No. Because I still get teammates who rage quit, who refuse to touch a gen, who have no game sense and do stuff like loop the killer around the hook, and who just dip as soon as the last gen is done even if someone just got put on the hook for the first time and all 4 survivors are still alive. Solo queue is no different.

  • If you’re rusty and lose a few games your MMR will decrease anyway. So just accept that you’ll probably lose a few matches while you adjust to playing that killer again. I don’t really see the problem.

  • Problem with Pig is, she has some really cheesy builds that inflate her kill rate and would be even more obnoxious if she was buffed. Run Tampered Timer, Rules Set No 2 and an RCPD offering and you can guarantee head pops (and a lot of post-game salt). Or even the Face Mask on a map like RCPD or Lery’s or Midwich can get you some easy second state hooks without even needing to camp, as long as you know you’re not facing a 4 man.

    There’s also the fact that she has built-in slowdown which makes her much more deadly at lower ranks where survivors don’t know how to loop.

    So I do think she will be touched at some point, but it can’t be easy for the devs to decide what to do with her when according to stats she has a decent kill rate and they probably don’t want to just give her a flat buff. Hopefully MMR will show that while she’s strong against less experienced survivors, she performs much worse against survivors who know how to deal with her, and they can balance that somehow.

  • @[Deleted User] said:

    I'm seeing this a lot in solo queue when there are 1 or 2 gens left and it's a really bad habit players have. The killer has zero gen pressure when they are chasing another player. Players are healing each other while the killer is chasing another player, and then trying to start gens again when the killer hooks the player they were chasing and is able to patrol. This makes no sense.

    The only time you are going to have to work on gens late game is when the killer is occupied by another player in a chase. I don't understand why players are spending 32 seconds to heal each other only to get injured right away on a 10% gen they could nearly have finished if they had just started it in the first place. It's better to work on the gen and then immerse away from the gen to heal each other once the chased player is downed. Jump in lockers if you're that concerned about BBQ. Teams rarely ever finish the last gen in a 3v1 because they get stuck in a constant cycle of healing and never touching the last gen because they spend the entirety of late game healing each other and never touching a gen.

    Especially if you haven’t been hooked all match. I get teammates who are desperate to heal me and I’ve not yet been hooked, I’d really rather just commit to the gen.

    But on the reverse side, survivors who don’t heal when they’re death hook but instead do something like group up in the killer’s terror radius and work on an unsafe gen annoys me too. If it’s an M1 killer or they’ve proven they can’t last in a chase, anyway. Let someone who isn’t almost dead take the heat, please, and you play it a little bit safer.

  • Plenty of people said Spirit was bad when she released and wanted her to be 115%.

    A lot of people defended Mettle of Man and said it wasn’t that strong when that released.

    DS got people calling it trash when it was initially reworked.

    Nurse was going to be dead and weak and unplayable after her nerf. Lol.

    While some people can have a decent idea about how weak/strong something might be when it launches, most people have no clue and instantly call something trash or OP despite having no idea. I’m glad the devs don’t listen to knee jerk panic about changes/new releases, honestly.

  • Mostly fine and good. Some games I lose because of mistakes I made or because I didn’t bring slowdown perks, most games I get 3/4 kills. Managed to unlock a few adepts too.

    Experience of the survivors I face fluctuates. I’ve gone against people with 3000 hours, people with 1000 hours, and people with 500 hours or less, and there doesn’t seem to be a noticeable pattern to it. Hours don’t necessarily mean that much though tbh. Also faced a ton of people whose profiles are private or who are on console so I can’t check.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2505583#Comment_2505583

    Ah yes, I'll do that while I apply huge map pressure, chase and down survivors, carry and hook them, kick gens for regression and destroy pallets that have to be broken due to god loops while trying to track 4 lots of survivor perks so I can try to counter them.

    It's a nice attempt to copy killer but this games a 4v1 so naturally the killer has far more to focus on as base not just gens and saves, and even then that's split between 4 players unlike the killer who does every task alone

    Sounds like a lot of excuses not to do bones.

  • @Pirate said:

    https://forum.deadbydaylight.com/en/discussion/comment/2505593#Comment_2505593

    nice solution, lets put it in the queue of BHVR things to do: this should be done around by the year 2054

    EVERYONE who doesnt see a problem is just using it himself/herself and is to afraid to loosing an advantage.

    What makes you think your proposed solution is any more likely to be implemented? And what makes you think it wouldn’t break some entirely unrelated aspect of the game, like everything else that gets released?

    And no, I don’t play on stretched res. I just don’t give enough of a ######### about it to think the devs should waste time developing a way to ban for it, I’d rather they actually fix the issue if they don’t want it in the game.

  • Or, and I know this might sound wacky so hear me out… how about the devs just update their game so changing your monitor resolution doesn’t give you any in-game advantage???

  • Just do bones. Problem solved.

  • MMR hasn’t even been live for 2 weeks so I highly doubt they’re making balancing decisions from it just yet.

  • @Anara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2503475#Comment_2503475

    Deadzones everywhere ? Are we playing the same map ?

    You said this map is horrible for killers, my last game is 4K with Clown in this map with only two generators done.

    I said Clown... if this killer can do 4K in this map, all killers can.

    And people have got 4ks with speed limiter Bubba on Haddonfield. Doesn’t mean the map isn’t unbalanced or annoying as hell to play on because you can win on it sometimes.

    This is a bad argument in general. I killed some survivors as 1 blink Nurse at 4 gens a while back, does that mean 1 blink Nurse is good? No, it doesn’t.

  • @rha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2502239#Comment_2502239

    This can't quite be, it would mean that there are few high MMR survivors and many high MMR killers. Considering how much people are screaming that killers desperately need massive buffs and how braindead easy auto-win survivor is, I'd expect there to be only few killers and many survivors at high MMR.

    You would think so, wouldn’t you? Since killer is literally unplayable because every other survivor is in a highly organised, gen rushing sweat squad you’d think that high MMR would be filled with survivors and that high MMR killers would be exclusively god Nurses, but funnily enough that doesn’t seem to be the case. I wonder what could explain it, it’s a puzzle to be sure.

  • I don’t think most of the actual game developers read the forums. There are one or two who do and comment here and there, but as it’s not part of their day to day job description, if they do then they typically do it on their own time.

    There are community managers that monitor the forums (and other channels) for feedback and then feed it back to the company, probably more diplomatically worded.

  • @dspaceman20 said:

    I would like to try it out and be in a swf without comms. How is it and do you enjoy it?

    Yes, I usually play solo but sometimes play with people and don’t go on voice chat for whatever reason. It’s pretty nice having teammates that you know will try to save you from the hook in a semi-competent fashion, and that you know won’t do dumb stuff like stand and teabag a stalking Myers at a dropped pallet. I’d say overall I enjoy it, and SWF with no comms is definitely stronger than solo but there are limitations to how coordinated you can be, obviously.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2502351#Comment_2502351

    1 person running self care is already dead weight. it's like a 3v2. From experience, people who run self care are also awful at chases and go down in 2 seconds.

    Not sure what that has to do with my point but OK?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2500399#Comment_2500399

    Like people stopped using self care when the killer had sloppy. They still used it.

    It was less common in my experience. You would still see Self Care obviously, but now I regularly have matches where there are 3 Self Cares on the post-match summary, and that used to be a lot more rare.

  • You used to see a lot of survivor mains being outspoken about not running DS before it was nerfed, because it was acknowledged by a lot of people to be kind of dumb (especially when paired with Unbreakable). After its nerf more people consider it a dedicated anti-tunnel perk and therefore a lot more fair, so you’re not gonna see as many people disavowing it. Just like you won’t see most killer players apologising for using Pop on a low tier killer, or similar.

    I’ve also seen plenty of survivor players on these forums (and outside of them) talk themselves up because they don’t run exhaustion perks, or DH in particular.

    Outside of those particular examples, I totally disagree with your post in general. There are plenty of survivor mains who will scoff at a 4 man running all meta plus a good map offering, just like people will scoff at a Ruin/Undying/Pop/Corrupt Nurse with good add ons. But less people will give a damn if some solo Meg is running DS and a brown medkit, just like nobody will care about a Trapper running Corrupt.

    There are also PLENTY of killer mains who will doggedly defend the honour of a full slowdown, range add on Nurse. Let’s not pretend the anti-slowdown killer mains are anything other than a minority.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2500427#Comment_2500427

    I cant possibly see in the words "darn I tunneled" that this could be a complain? xD Its probably the most sarcastic thing I ever write and ppl still manage to think that is serious. Also I believe you completly misunderstand the post but ye its fine.

    “Darn, guess I tunnelled” is complaining that you got hit by DS, lol. You don’t say that to open a constructive dialogue in the chat, you say it to vent because you’re annoyed. Just like if a survivor said “darn, guess I should have cleansed all 5 totems” I’d read that as them being salty about NOED.

  • @Jasix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2500399#Comment_2500399

    Uhhh - Killers NEVER run Sloppy - ok LOL.

    I generally run Sloppy + Thana - 20% increase in amount it takes to heal... or don't heal and take that 20% inefficiency to gens.

    I usually run: Sloppy, Thanatophobia, Nurse's, and Pop on my Doctor & Legion and it serves me very well :)

    Seriously, when I play survivor I see Sloppy maybe once a session. The vast majority of the killers I face run info perks and gen slowdown, not anti-heal. I’m not saying nobody runs it ever, “never” was obviously hyperbole, but it’s WAY less common these days than it used to be.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2500399#Comment_2500399

    How many survivour do you think ratio wise use self care in a smart manner vs a light scratch 2 peope on hooks must self care. If killer are coming back to hook run iron will or lucky break. Well make it from an ally is insane. But nah megs gonna self care in a corner while the rest of her team dies.

    The amount of survivors who dont realise how bad there throwing a game self caring even when anti heal is present is so bafflingly huge.

    I think most survivors use it badly, yeah. It’s really frustrating watching a teammate Self Care away an injury from a Legion, for example.

    But like I said, anti-heal ISN’T really present that often now. There was a period a while back where every other game had a killer running Sloppy. Now, you rarely see it because everyone runs max gen slowdowns. So I think that’s why it’s become really common again.

  • @BenZ0 said:

    Would be a 2k but sadly I got 99 ds on a slugged survivor, thats why: "darn I tunneled". Even though it was a nice game as you see from the points, survivor mains still find a way to get salty and start insulting you. So sad there are so few ppl out there that cant just acknowledge a nice game. Ofc the chat went further, in the end the guy insulted me in German and cursed my mother.

    Edit:* My ruin undying got destroyed in the first min of the game.

    https://us.v-cdn.net/6030815/uploads/0DYFEDUFK6C2/20210915232209-1.jpg

    https://us.v-cdn.net/6030815/uploads/JW7J3ZCJ0YSM/20210915232225-1.jpg

    I don’t really get it. If you don’t want to bicker with people in the chat, why make a passive aggressive comment? Either say gg, say nothing, or make salty comments and expect people to be salty back. I’m not defending them being rude or insulting your mother because they obviously shouldn’t do that, but you don’t really have room to get annoyed by people complaining when you complain first, you’re opening the door to it.

    Some people are just dbags who will say awful stuff because they’re mad, I know, but honestly I rarely get end chat salt because I either say gg or nothing 90% of the time. I would highly recommend saying nothing and just leaving for the lobby if you get tilted by a match.

  • I just don’t think it’s a priority for the devs and that’s why it hasn’t been fixed. Honestly, how often does this happen? It’s fairly rare in my experience (happens every now and then but the circumstances that have to come together for it to happen are uncommon), so tbh I’d rather they focus their efforts on stuff that has a bigger impact on the game (balance changes, queue times, optimisation, bug fixes, reducing the grind, etc.).

  • Killers never run Sloppy anymore and they seem to run back to the hook 90% of the time and interrupt altruistic healing, so Self Care came back into favour a bit since it lets you patch yourself up without any real hit to efficiency as long as you don’t use it like a baby Claudette.

    The cure for the Self Care epidemic is Sloppy Butcher.

  • @Jasonisanicefella said:

    Dear BHVR,

    I have been a dbd player since 2018, I started on PC (around 200 hours) and then moved on ps4 so I could play with my friends (around 1600 hours on ps4).

    70% of my matches are as a survivor and 30% as a killer where I main Legion, Spirit and Trapper.

    I am a decent player, I know the maps and I can go on good chases, although I am obviously not a Monto or an Ayrun.

    In the last three days I have been defeated, as a survivor, 21 times in a row.

    I don't think this has ever happened to me before.

    I have played quite extensively during the latest MMR test, at least 30 survivor matches, all around purple ranks.

    I play on average 7/8 matches of dbd per day.

    I think you had more than enough time to assess the way I play this game.

    I normally run perks like head on, Q and Q, Flashbang and BT (if playing duo) or adrenaline if solo.

    Or if I am getting lots of stealth killer I run detective's hunch and spine chill instead of flashbang and BT.

    I don't think I am sweating, I like to goof during matches, at least to an extent... so why am I getting all these unfair matches?

    The amount of tunnelling I am getting is unprecedented, and I am frankly not having fun.

    I should be supposed to win every now and then, at least I hope.

    Can you please explain to me what to do in order to enjoy a normal game?

    If you want to escape, you can’t goof during matches, simply put. You’re playing goofy but the killers you’re facing obviously aren’t, so you keep dying.

    If you want to play goofy, accept that you’ll die a lot. If you want to escape, accept that you have to actually try for it. I don’t even think your build is a problem necessarily but you can’t waste time in lockers, randomly doing dull totems or just running around. If you want to escape, five gens need to be done before you die. That means you need longer chases, more gen time, and/or more efficient teamwork.

    Of course you can tailor your playstyle to the playstyle of your opponent. If the killer is playing casual you can play more relaxed, but if they’re obviously trying to win then you have to try as well if you want a chance to escape.

  • @Impose said:

    boring camping killers are at low mmr big guy.

    I doubt it. Low MMR survivors will almost certainly feed campers easy kills and boost them up the ladder.

  • @anarchy753 said:

    People use the same perks too much.

    "NOOOO, YOU CAN'T JUST USE META PERKS!"

    People use a different perk because it starts doing something useful.

    "NOOOO, YOU CAN'T DO THAT EITHER!"

    It’s because Hoarder on Pinhead essentially is a slowdown perk like all other meta perks. The playstyle when you run it is to keep chain hunts going as often as possible, which literally pulls survivors off objectives.

    Survivors hate slowdowns so I don’t know why anyone is surprised that people would ######### about a niche perk that is made into a slowdown perk by one killer’s power. Like, don’t tell me killers wouldn’t be annoyed if the next survivor launched with a perk that turned an existing survivor meme perk into another second chance or exhaustion perk.

  • @Flopiyutiop said:

    Hello everyone, I've had an idea for quite some time and wanted to share it with the community. I would like to know what you guys think of it and in the off chance it catches BHVR attention I will make it as easy to implement that it can be. It will be a bit long, so, I'll put a TLDR at the end.

    Introduction

    I've played this game for some years now and always felt that there was quite the imbalance between the pace of each game. Sometimes, the killer gets someone in less than 40s in and is able to stop effectively 2 more gens after his hook, other time it's 60-80 seconds and 2-3 gens get done. Also, sometimes survivors spawn all together, and sometimes it's 2/2 or worst and you got the infamous 4 split spawn. So, these outcomes are partly due to rng and partly to the killer skill. That means, you can end up in one of the worst scenarios, mainly because of pure rng. However, the decisions the killer player can take vary greatly between each outcome.

    If the killer catches someone early he has two choices, leave the hook and find someone else or camp/proxy the hook.

    • If he decides to leave, he needs to gain in 60s : one hook state + something else (whether it be gen regression, STBFL stacks, map presence...) to be in a net positive than just camping that surv to second stage.
    • If he decides to camp, at worst he loses 3,5-4 gen (with the infamous 4 split) or 1-2 best case scenarios. And that's for 3 health state and 1 surv dead. So, the only counter to a killer catching someone early and camping him is a perfect decision making from all the survivors involved (no suicide on the hook, no wasted time trying something). Basically, it can only be achieved by playing 4 men surv or kindred with competent players.

    In that regards it seems that if you catches someone early it's almost always better to camp. To counter that, the survivor objective can be done really fast. But, the faster the gens are, the better value you will get from camping instead of controlling the map.

    On the other hand, if the killer catches someone "late" (ranging from 1 min to 2-3 depending on the quality of the opponent), there are almost no choices, it's either camp or proxy camp/tunnel.

    Therefore, in almost every match with survivors who can do gens, strategies that are anti-fun and uninteractives will be used. To counteract this, camping needs to be made less appealing (and pressuring gens more appealing).

    Which leads us to my main point : Why not just...

    REMOVE HOOKS

    I've thought about it for some time now and came to the conclusion that the easier and healthier solution would be to remove hooks altogether, wich will just make the camping problem vanish because, well...no more...hooks...so..hum...yeah. Moving on... I would suggest switching the hook system to a simple respawn timer for survivors.

    As if : they get down and the killer can perform a short action, as Pyramid Head, to get the survivor out for some time. It could be either scaling on the gen count ( like 40 base up to 1min20 at 1 gen) or the hook count (we could also implement ways for the other surv to speed up the process in exchange of their time). If making a new animation for it is too much for the studio, they can use the mori animation but keep it consistent between killers.

    Then, after their time is up survs would respawn in a random locker (to prevent creating a new animation and respawn camping) and be injured or not depending on balance issues.

    If this is their 3rd down, the killer can perform their mori to get them out of the game for good (another solution could be to have survs share the hook count but It would be mandatory to change gen time at the same time).

    If the killer downs a survivor during the end game collapse with at least 6 downs, he can mori him disregarding the number of time the surv have been downed ( to prevent the situation where the surv will respawn in a random locker and the killer gets nothing from endgame downs, while preventing a 0 down turning into a 4 k by bypassing to many stages).

    If the killer manages to down all four survivors before the first one respawn, they win (same as 4 man slug, but easier to prevent by keeping up in the chase). In a matter of fact, if we want to get rid of slugging at the same time, we can force the killer to do the "hooking" action automatically when they down a surv (so the only way to 4 men slug is to down the entire team in less than a minute).

    The hooks related perks now are downs related perks.

    These solutions come with many benefits:

    • NO MORE CAMPING
    • The killer doesn't need to waste time picking up and carrying too a hook, allowing him to gain 15-20s on average for each down, which should help them get to the gen quick enough to use gen regression.
    • The killer will know exactly how much time he got before losing pressure. As of now, if you leave the hook, you don't know if someone is gonna save immediately and rush a gen in 44s or if the surv you caught will just rot in place for 2 mins.
    • In the same spirit, a downed surv will know he won't be outed in one down because he's been matched with 2 urban evading, wall crawling ninjas.
    • BT, DS and maybe unbreakable (if we force the killer to "pick up") will be rendered useless, shaking up the meta.
    • Survivors could see their teammates pov while out of the game as the feature exists with the spectator mode, allowing solos to see their teammates build and position, and newer players to learn from others.

    If this was implemented without any other changes we could see if the time the killer is not spending hooking is enough to pressure the map. Then, if it's enough and since the killer cannot cheese his objective anymore, we can tweak the survivors objective completion time to be more in line with the killer one.

    TLDR : Camping and slugging is the bane of solo q existence because they are the most effective killer strat against uncoordinated teams.

    One way I propose to get rid of them is to replace the hook system with a respawn system. When the killer down a survivor, the surv is out of the game for some time and will be respawned into a random locker once the timer is up.

    This will force the killer to pressure the map instead and help him to do so by removing the time it takes to hook someone. Since, the killer objective can no longer be cheesed and is now more linear, then we can adjust the survivors objective completion time to be in line with it.

    This would require a total overhaul of a lot of gameplay mechanics.

    For example, there are multiple perks that would be rendered useless and have to be reworked completely (Unbreakable, Make Your Choice, Knockout, Agitation, Deliverance, Devour Hope, BT, etc. etc… this list could keeping on going for a long time).

    The balance of the game would be thrown totally out of whack because hooks are what pressure survivors. You talk about the killer “pressuring gens” if they don’t have to hook, but gen pressure doesn’t necessarily mean literally running to a gen and chasing a survivor off it, it means giving the survivors an important reason to leave. Three stacks of Devour Hope pressure survivors off gens. Survivors slugged or hooked pressure other survivors off gens. You get the idea. Either way, making survivors respawn when downed would throw this all out of the window.

    So I don’t think it’s a terrible idea in its concept but I don’t think it would ever happen. It would make DBD a totally different game.

  • @Triadequinaxor said:

    Because i know every PC port of a game is a piece of crap, get a pc and get a life long abundance of good games

    What if they don’t have over a grand to drop on a new PC plus peripherals? What if they’re in a small apartment and don’t have room for a PC setup? What if they have other commitments that make a huge gaming purchase unrealistic, like kids or bills or caring for an elderly relative? What if someone gifted them a console already? What if they have accessibility issues that make console gaming the better option for them? What if they just enjoy the console gaming experience and want to play on the platform of their choice?

    Things to consider.

1 2 3 4 5 … 50