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xenotimebong

xenotimebong

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xenotimebong
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  • Yeah, I’ve watched Otz play Legion and he’s very good. That doesn’t make Legion better than Spirit. Any success he has with Legion he could also have with Spirit, and he wouldn’t have to try even half as hard lol.

  • Maybe they’re releasing it with the mid-chapter?

  • If you only compare their ability to get the first hit, sure. But Legion can’t use his ability to down anyone, just injure, and his power doesn’t help in the chase once the survivor is injured. If you play Legion against good loopers or even just survivors who play it safe at pallets and rush gens, good luck downing people quickly. Compare that to Spirit who basically can’t be looped.

  • I guess fast gens and non-existent chases are sort of balanced. Not my idea of a fun match though on either side.

  • Pipping is so easy in this game that one depip game really doesn’t mean anything, you can get your pip back easily in the next match.

  • @TheWind said:

    Is this the killer equivalent of calling survivoral candidates tunnelers or campers? I am legitimately asking what this means.

    Logically, I'd think that a try hard is someone who's trying to win. Isn't that... everyone? Killer is trying to kill you (I would imagine) and survival candidates are trying to well... not die. So ######### is a sweaty tryhard anyway and how is it different from any other player or insulting?

    I feel like understanding could do me some good so help a guy out.

    It’s basically trying your absolute best against opponents who aren’t. As a DBD example, a Spirit with full meta perks and an ebony mori against a team that are plundering chests and shining their flashlights on each other’s butts. Or a full stacked SWF with Object and a key against a moonwalking Myers.

    You wouldn’t call two competitive teams going head to head sweaty, because it’s expected that both sides want desperately to win and will use whatever tactics are allowed to do so. But if you had a charity sporting event and one side showed up for a fun, lighthearted game and the other side really went for it, that would probably be “sweaty tryhard” territory, just as an example.

    The problem with DBD is that there’s no casual mode and you don’t know what your opponent will play like before the match. So you can bring a full try hard load out expecting the other side to do the same, but if they don’t, they’ll be mad and call you names. But you can’t really know pre-match.

    I wouldn’t take it too seriously as an insult. I say it sometimes if I’m frustrated (just to myself, I don’t insult people in post game chat). The only time I think someone who’s being sweaty is genuinely being an unpleasant person is a smurf or de-ranker trying to bully new players. Otherwise, everyone has had a “sweaty” match after a string of bad ones. If it’s in the game and intended it’s fair play.

  • “I think I speak for the majority of this community when I say, this Hillbilly change is one of the worst ideas conjured by the developers.”

    No, not really. You don’t speak for anywhere near the majority of the community, most of whom just play the game without posting on forums, so please don’t presume to speak for everyone.

  • Yes, because killers only have one item that can spawn in an event node: gateau. Survivors have three: gateau, event flashlight, event medkit.

  • @Halun said:

    All the people saying "If you get there first, you win" seem to be ignoring the fact that they're registering a hit on the person before they technically get in the hatch. So how have they won?

    I don't care all that much, because this has never happened to me, but it does seem slightly cheap. Imagine if this happened at the gates? "Oh they got to the gates first, they win. Doesn't matter if you hit an injured survivor while they teabag. They still win". It just seems weird that a registered hit is ignored in a game where the whole objective for the killer is registering hits.

    Idk. I can understand OP's confusion/frustration.

    Survivors can still perform some actions while downed, including jumping into the hatch and crawling out of the exit gates. Injured survivors can teabag at the gates, get downed and still escape if they do it on the exit threshold. Same with hatch. Because the killer goes into an attack cooldown, the survivor has a window where they can escape.

    It might be annoying if this happens but it’s how the mechanics of the game work and changing that just for these annoying edge cases probably wouldn’t be a great idea.

  • Midwich has some really good pallets and some really good vaults. You just have to learn where they are and pay attention to whether the killer has broken the walls that weaken them. But it’s definitely got some strong areas if you know how to run it.

    With Hawkins you can chain stuff together. Most killers won’t bother breaking the pallets because they think they’re unsafe, so if you drop two near each other you can create a bigger loop that the killer wastes time on running around the pallets. Some of the catwalks have good vaults too. Also never run upstairs, it’s basically a dead zone.

  • @cluedup_survivor1988 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429486#Comment_1429486

    I hope they do something because when you spend up to 10 mins queuing to get some DC in the first couple of minutes it sure does make you want to stop playing.

    Yeah, I know how you feel. I’ve had more people disconnecting in my games since they disabled the penalties as well and it’s quite annoying. Hopefully it will be fixed soon. :)

  • They’ve temporarily disabled the disconnect penalties due to a security flaw that made them abusable. Once they fix that issue I’m sure they’ll reinstate them.

  • The Ruin change also caused a whole ton of other balance changes because reworking it exposes issues with other aspects of the game. The more common survivor perks like DS and BT would also require re-balancing other parts of the game if they were significantly changed. So until they figure out a way to fix those issues in a way that keeps both sides as happy as this community gets, they probably don’t want to change too much.

  • As a different person who plays both sides, I’m glad old Ruin is gone. It was a ######### RNG perk.

  • Yes, but they need to tweak what’s on the PTB.

  • @vandromar312 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427569#Comment_1427569

    Guaranteed they were the only ones complaining about it though. Now thier is just literally nothing that can stop a gen rush which is an automatic win if a team of 4 survivors wants.

    Games a farce in terms of balance right now, i just think the devs dont even care at this point.

    Killers complained about it! Seriously, every single killer player at the time complained about old Ruin because it felt necessary but was so easy to destroy, and because every killer ran it survivors would start looking for it the moment they spawned into the match.

  • Oni in his power is already extremely strong, I really don’t think he needs this.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427548#Comment_1427548

    The thing is, Billy might have been the most balanced Killer in a time where playing Killer was way harder. But if you change a lot of things over the years which help Killers and nerf Survivors, is Billy still the "most balanced Killer"? But I fear that this will not be understood that if the game becomes easier for Killer, Killers also need to be nerfed.

    I mean, just look at the Ruin Change. Killers are doing fine. But tell someone in 2017 or 2018 "Hey, we are changing Ruin".

    And this will also affect other Killers in the Future, even Killes who are not really said to be really strong. I mean, Huntress will get a Add On-Rework, this is clear. But also stuff like Tampered Timer of Pig or another Nerf of Spirit Add Ons is something I would see possible in the future.

    Thank you.

    Balance changes over time. Something that used to be balanced doesn’t necessarily remain that way if enough other stuff changes. People ask for an ever-shifting meta but they don’t want to devs to actually change anything to do it lmao.

  • The Ruin change was one of the better balancing decisions they’ve made, despite its unpopularity. Feeling like you had to run old Ruin every match was extremely annoying, especially since half the time it got cleansed in the first 30 seconds of the match anyway. It was too high risk and too high reward - i.e. bad design. Despite people absolutely freaking out about the change it was a very positive change for the long term health of the game.

    I remember when old Ruin was live, I used to play with a friend and when we’d start working on a gen and see no Ruin one of us would inevitably say, “Nice, easy match.” And it basically always was. Can’t say that now though.

  • I think they’ll make adjustments to Billy’s overheat, either increasing the rate it’s lost or decreasing the rate it’s gained. Maybe both. I don’t think it will go live as it is but I also don’t think they’ll remove the mechanic entirely.

  • I’d love a vampire killer. I feel like maybe it would be a bit too close to Oni’s power thematically? I’m sure they could find a way to differentiate it and make it work though.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424688#Comment_1424688

    No one played nurse even according to their own stats(Being the single lowest play rate killer if I am remembering correctly) But they gutted her anyways.

    Because old Nurse was broken. Hag isn’t anywhere near old Nurse.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424688#Comment_1424688

    "nobody plays Hag"

    People who play hag have no complaints, she is fine.

    Huntress unlimited range is next, cooldown on holding hatchet maybe?. 😎

    I say “nobody plays Hag” as someone who used to play Hag, lol, it’s not an insult. But statistically she is one of the least played killers so I really don’t think the devs would prioritise nerfs to a niche killer, though I could be wrong.

  • Nobody plays Hag so I don’t think they’d bother. Probably Spirit or Freddy if anyone.

  • Bubba’s add ons are mostly kind of boring to be honest. Increase speed, increase recharge rate, increase movement speed in a tantrum, reduce tantrum duration, etc. There’s one that lets you see the auras of survivors within 8 metres while revving, and one that causes survivors hit by the chainsaw to drop their items.

    I can’t post screenshots unfortunately so I’m sure someone will be more helpful, but there’s nothing too crazy.

  • @Chatkovski said:

    And those of Hillbilly too. With the thanks and love of the people with a low connection and who cannot switch so easily between PTB and the current version. <3

    Somebody posted Billy’s new add ons on the DBD subreddit here: https://www.reddit.com/r/deadbydaylight/comments/hnjlwe/new_billy_addons_ptb_410/

  • I think this one is fair. The charge add ons were almost necessary on Bubba and a bit too strong on Billy. As long as the base kit changes for Bubba were a decent enough buff he shouldn’t need them anymore.

  • @Kebek said:

    Surge doesn't really need help, I use it regularly in red ranks and it's already amazing. There are other perks that need attention far more.

    I don’t disagree that there are weaker perks, but I think calling Surge “amazing” is a bit of an exaggeration. This would just be a quick and easy buff which would make an underused perk potentially meta, much like the change they made to Pop all those months ago.

  • @RockoRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424137#Comment_1424137

    Wdym? I believe it means actions like vaulting windows, vaulting pallets, doing gens, or healing. It’s an incentive to heal before you do your objective, and it rewards Oni if you’re able to force the survivor to drop more blood for your power.

    https://forum.deadbydaylight.com/en/discussion/comment/1424133#Comment_1424133

    Try him on the PTB if you’d like to see it yourself; it’s out now.

    I mean that maybe they worded the patch notes strangely and they’re only referring to fast vaults on windows or pallets, and you’ll still drop more orbs while healing/repairing/cleansing/etc. There’s no “incentive to heal” decision making involved with fast vaults because you’ll only really fast vault against Oni in a chase, and you can’t heal in a chase.

  • @Axelocke said:

    Cooldown on (most) killer perks are just dumb, like Trail of Torment and the mentioned Surge. Instead of being able to change up your playstyle with a perk build, they basically make it so your playstyle becomes a limited one time use cooldown.

    Trail of Torment has it especially rough with showing every survivor that you are currently undetectable. This removes all sense of paranoia and pressure from the perk, and would only work in super casual KYF matches.

    I’m not against cooldowns in principle. I understand why Thrilling has one, for example, even if I wouldn’t necessarily have made it that way myself.

    But Surge already has four limits on its usefulness so the cooldown makes it needlessly weak. I’ve been running it for the past few days to try and move away from the Corrupt/Pop meta but there have been so many times where I’ve downed someone near a gen and didn’t get to use Surge because it had a few seconds left on its cooldown. It’s absurd and just makes me want to not run this stupid perk anymore.

    Compare it to Infectious, which works on ANY attack, has no cooldown and has a range which is modified by terror radius. And getting information about nearby survivors is way more valuable than a measly 8% regression, imo. I dunno, I just don’t get it.

  • Maybe they mean rushed actions, like vaulting windows? Since you’ll typically only do that in chase and you can’t heal in chase, it’s not really about counterplay.

  • Seems kinda insecure but you can play the game how you want.

  • Hardest survivor adept is probably David’s. Other survivors may have useless perks but at least they don’t make you play the whole match broken.

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1423658#Comment_1423658

    I agree with everything you said.

    I also love Trapper, I went through a phase last year where I only played him as his ability to stop chases with his traps is amazing. I’m currently back playing as my #1 Miguel but I don’t stick to one killer, they are all fun to play as. I sometimes change my killer depending on the lobby. If it’s a lobby full of stealth characters, I’ll play as Legion etc. I just love that every killer makes you approach games and scenarios differently. You don’t find that with survivor because your perks don’t really alter the match that much.

    Yeah, I switch up who I play a lot and go through phases. I used to main Hag but she got too easy for me so I stopped playing her as much. I’ve gone through phases of Pig, Legion, Wraith, Myers, Bubba as well. I think when I get bored of Trapper I might start maining Plague, she’s a lot of fun.

    Yes! I love the fact that there’s more freedom with killer in terms of builds - a lot of people will disagree with me on this I’m sure. But the different killers and their different playstyles mean you can experiment with a ton of different builds. On survivor, I get bored and stop running DS and then get farmed until I put it back on, and like you said they all play the same. Every match starts to feel the same. At least when you pick up a new killer you have to learn their power and build synergies. There are still killers I’ve barely even played. I feel like there’s just more depth to the killer role and more to explore.

  • @TheLastGreatStar said:

    I started playing this game back in 2017 and for the first year I was strictly a survivor main. I just found it to be scarier and more intense being a survivor, but when I started to become a good player the game started to lose a lot of the horror aspect for me and I found myself becoming bored in some games. Don’t get me wrong, I can still play survivor now and have fun, I just don’t have as much fun as I did back in 2017. I think the main issue is that I mostly play solo and I feel like I always draw the short straw and get the worst teammates and I don’t want to be the only person doing gens, putting up decent chases etc. It just becomes frustrating losing games because your team die ridiculously fast.

    Playing killer gives me all the power as I don’t have to rely on anybody but myself. I’m currently a rank 1 killer and rank 2 survivor and for the first time I can say I’m actually enjoying playing as a killer more. I’ve got my Miguel to P3 Level 50 and I have my favourite load out on him and he’s just a total blast to play as. I’m not completely giving up on survivor, as I do still have the odd fun game and some days I really enjoy my games, I’m just finding that as time goes on I’m becoming more of a killer main.

    Has anybody else gone through this? It could be the opposite way around. Going from killer main to survivor.

    Yep, this is me too. :) I started playing in 2018 and was about 90% survivor/10% killer for a while. Now I’m a red rank Trapper main and have waaaay more fun playing killer than survivor these days and play it a lot more than survivor as a result. If I get bored of a certain killer I can switch it up, which keeps the game fresh. I get tons more bloodpoints. I don’t have to lose because my team sabotaged me, if I lose it’s usually because I didn’t play well enough. But that said I kill 3/4 survivors in most of my matches and rarely have balance complaints, to be honest. It’s definitely kept the game fun for me.

  • @LethalPugy said:

    Couldn’t you use kill your friends?

    Only if your friends actually play this game. :( We need a solo custom game mode.

  • This video is slightly outdated, but still full of useful information. Skip to about 5:45 and there are a ton of useful tips: https://youtu.be/0UoymuGcBzY

    A good way to get better at killing survivors is to play some survivor. You’ll learn what they do and you’ll also see common killer mistakes, and learn to avoid those.

    I’d also recommend looking at some loop guides on YouTube. There are certain loops that the survivor needs to run a certain way to get a fast vault, so if you chase them the opposite way you cut down on the loop’s efficiency.

    But honestly, the biggest thing is just practice. You get better at hearing and seeing survivors, knowing what they’re likely to do, and how to deal with common things over time. You’ll learn to identify certain survivor perks and how to counter them.

  • Yeah, I would love if they increased the caps, even just a little. It’s frustrating being chased most of the game and capping out boldness super fast, then not being able to get any more points from a good match because you don’t have the down time to touch gens or totems or do saves/heals.

  • Personally I don’t hate playing against Legion because I don’t care if I’m injured, so I just don’t heal all game. But when your teammates constantly do stuff like throw down pallets against a Legion in frenzy, Self Care every time they get injured, and go down after a 5 second chase because there are no pallets left since they wasted them all and they don’t know how to loop windows... blah. They’re just kind of boring matches to be honest. Either you have a team of pepegas and no gens ever get done, or your team knows how to beat Legion and you rush the gens in 4 minutes. Not very fun either way. At least most other killers have a more interactive power.

  • Yeah, I notice this. If the person gets hooked and screams at the same time as the skill check noise notification, it’s easy to miss. If you’re not totally focused on the match (which you’re less likely to be if your teammate just went down so you know you’re safe), you’re probably going to rely on the sound queue.

  • DS and Unbreakable is one of the strongest perk combos in the game. There’s a reason survivor teams that want to win run this combo, and you’d be giving them the Unbreakable half for free.

    I really don’t think this would be balanced. Maybe at lower ranks, but in my experience killers at lower ranks don’t really slug. But this would have pretty major balance implications for high ranks, and would make the game even tougher for killers.

    If you want to address slugging, you need to address both the reason it’s prevalent (gen speeds and map pressure) and the reason it’s more powerful against solos than it is against SWF (lack of coordination). But every survivor having built in Unbreakable would be WAY too strong of a base kit change, sorry.

  • I’ve also had this bug on PC, it’s extremely frustrating.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1421519#Comment_1421519

    100%

    If I remember right, we got hit with the Ruin nerf and only heard about the map changes weeks or months later. I think there were some killer changes in there too. But the biggest issue was that we were hit with the nerf with the knowledge of past actions by the devs expecting to wait several months of gen rush (which we still are) with no word on actions taken or planned to be taken other than "we're going to watch and wait"

    Communication is the most important aspect of any relationship and Player/Developer relationships are no different.

    https://forum.deadbydaylight.com/en/discussion/comment/1421531#Comment_1421531

    Possibly, but there's certainly room for transparency isn't there? We don't have to know every aspect of the decision making process, but it wouldn't hurt to be a little more transparent in regards to their decision making process right?

    If you think people wouldn’t use their answer as a bludgeon to beat them with you’re kidding yourself. If they said that they base their decisions on data people would scream that their data is bad. If they said it was player feedback people would scream about rank 20 survivors. If they said they picked their next task based on a multitude of complicated factors but the biggest reasons for their decision were X, Y and Z there would be thread after thread about how Behaviour only cares about those things because they’re things survivors care about and Behaviour hates killer players.

    Look at the forums whenever Behaviour release any kind of update on upcoming changes or features. They’re filled with threads giving absolutely no leeway or benefit of the doubt whatsoever. A lot of people here hate the devs and hate the game and yet obsess about it constantly. That’s not the sort of community that invites transparency.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1420115#Comment_1420115

    I heard they are nerfing the Pig's crouch speed (rumor?). Is that a joke? :)

    Do you have a believable source for that?

  • @SpaceCoconut said:

    @Almo @Peanits If you're generally happy with how Billy is, why did you choose to nerf him at all? Obviously a lot of time was spent to create the changes for the overheating mechanic from the overheating visuals and the coding required for it to work.

    But where is the news about changes that the players have been clamoring for for possibly much longer than you've thought about nerfing Billy?

    -Underused perk improvements

    -Generally weaker Killers

    -Changes to keys and mories

    -Nurse fixes

    -Totems

    -Sound issues

    and other oft requested and talked about issues on the forums.

    My question is simply "why"?

    Why were resources spent on changing Billy when there are requests from the community for other more pressing issues like the ones I've listed already.

    The Clown's movement speed penalty while throwing was removed while still leaving a slowdown bug in place and doesn't exactly help his issue creating "pressure" . Trapper still needs work but you mentioned before that the trap reset change happened because it was easy. If you were still working on Trapper, why have no changes happened since then to help with his other issues when clearly more effort has gone into this "minor" nerf for Billy that required an entirely new mechanic to be created.

    Is something similar to the "minor" Billy nerf in the immediate works as a "minor" buff for Clown and Trapper?

    To be fair, we're getting Bubba changes and it looks like you used the overheat mechanic for his tantrum without the overheat mechanic visuals and cooldown, then simply increased some numbers for him. Maybe additional Trapper and Clown changes are in the works and you simply haven't said anything just like these changes.

    We don't know, but when things like these unnecessary or non-essential nerfs are announced, it really does feel like you don't listen to us at all.

    Even if you totally listened and buffed Leatherface.

    Please explain why this change was decided upon and why it was implemented before other longstanding and debilitating issues.

    As an aside, I don't care about the change. I don't play Billy at all.

    I'm more interested in how and why you make decisions and why you choose some to be prioritized over others.

    I simply want to understand why, because many decisions that are announced often sound nonsensical to those of us who play the game at as high of a level as our skill will allow.

    They’ll never answer this question because you’re asking them to explain the internal workings of their business.

    Besides which, “why are you doing X and not Y?” isn’t a particular easy question to answer when they probably have to balance a ton of things - data, player feedback, management expectations, allocation of resources, cost, how long a particular task has been in the “to do” pile, and so on.

    How do you prioritise tasks at work? Would you be comfortable explaining it to an online forum of people who know exactly who you are and where you work why you make every decision you make? I wouldn’t.

  • They haven’t released stats for months despite numerous changes to killers, maps, perks, etc. That doesn’t mean those changes have had no effect on the game stats.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1420955#Comment_1420955

    https://us.v-cdn.net/6030815/uploads/2LSAN91DFFXR/image.png

    coldwind are even more safe and no one complains about them, it just proves hoow people trust something because a lot say so

    ? They nerfed all the Coldwind maps in a recent patch... so that info graphic is outdated and irrelevant lol.

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