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gamerscrybecauseofme

gamerscrybecauseofme

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  • Lol they don't care about the players they have, what makes you think they care about your experience? No Dev or mod is going to take your post seriously. All they care about, is selling reworked mechanics to a very small group of gamers that like brightly coloured clothing and are happy to play this game for 4+ hours a day. Everything you're complaining about right now, has been repeatedly explained to the Devs and they have done absolutely nothing about it.

    This game also has a steep learning curve. It takes hundreds of hours to consider yourself ok as a player, but over a thousand hours to be knowledgeable in everything you need to know in order to play effectively on every map against every killer and survivor, understanding every perk, add on and offering.

    This game is dying, there's nothing new being added to gameplay. Just rinse and repeat of sloppy mechanics, cosmetics and a few double xp events. All the problems that were here at the start, remain today, with nothing of any worth being done about it.

    It's sad that your experience was bad, but no one of any significance cares about your experience, otherwise they would have fixed the problems that make this game a terrible experience for new players

  • Lol killers be winning almost every game and still be crying they lose 1 match in 20. Here's the simplicity of it, 4 brains working together and being tactical is always going to be superior to 1. End of discussion. Get over your ego. Take your L and love the experience. Then go bully some rando squad before they finish 2 gens.

  • I haven't frequented the forum for some time, so my apologies. I am just annoyed that bhvr already "addressed" her 3 gen potential, but did nothing really, as it's still there.

    Reducing her drones is irrelevant, if she can just replace them immediately after they've been hacked. That in itself should be how to change it, no drone in an area that a hacked drone is in for xyz seconds so it can't be used hold an area permanently hostage.

  • Made for this. If we just forget that the survivor has to be injured 1st, we can say what we like. If we then forget that the survivor will have needed to do a relatively risky action, heal close enough to a killer for the endurance to still be useful, I don't see any issue. Learn a ranged killer. Only thing that needs addressing is that the killer should know that made for this is active.

    Also, we have been saying that bhvr need to nurf the mechs that these perks cover, but oh well, killers disagree. Have fun 😊

    Remember, the only S tier killer is the rando in the lobby. Which could also be you!

  • I reinstalled and still get the same problem. At least this way none of us will endure some sweaty no lifer camping, slugging and tunnelling the weakest member of a swf

  • Hey Rizzo, thanks for the speedy response. If it's already a known issue, I will hope its fixed before the time ends.

    Would you know if its a display issue or counting progress issue? Or if you got a link please 🙂

  • I experience something similar with MMR. While solo queueing, I get completely terrible teammates, I either end up escaping by myself with near 32k or dying while the team do nothing. When I check hours played, upto 200 to my 2500 hours. I seriously hope that match making takes your in game actions into account, i do 3 gens, 3 rescues, clear totems, run the killer and heal my team but die, that shouldn't count against me if my teammates spent all game practicing their urban evasion skills and leaving scratch marks from across the map to come get me off hook in front of the killer.

    Killer games are as always, until you get a decent SWF squad, it's just too easy

  • @Axe said:

    if you have time to get healed you don't have time to get tunneled boy :)

    Takes less than 30 seconds to get healed, bad point. Try again. Nurf didn't change that.

  • @PlunderingPanda said:

    Don't worry about tunneling. Salty player's are gonna salt. The trick to winning is to have fun, and let the sweaty folks cry themselves to sleep after their temper tantrums are done. If you aren't having fun or can't have fun while playing, then that's a good time to find a whole new recreational activity that yields higher utility.

    For sure, I have loads of fun. As killer, I kind of miss the anxiety I felt picking up a player that might have it, as survivor it's a little saddening that killers are now free to tunnel, but nothing is more satisfying than being that survivor who smashes a DS on a killer

  • @[Deleted User] said:

    decisive strike is still one of the best survivor perks in the game. i assume the average noob survivor main heard from some streamer "decisive strike is trash now" and started blindly following this false notion. fact is decisive strike can still be used to prevent tunneling and it still can force a killer to change their playstyle just because of the threat of decisive strike existence.

    I will certainly agree that content creators do tend to attract the sheeple. I am not sure it's one of the best perks, DS before at least offered tactical options, now it's just anti tunnel only.

  • @MadLordJack said:

    DS wasn't gutted. It was made to do it's job and nothing else.

    Maybe so, but if less players are using it, because it of some loose interpretation of tunnelling (tunneling can be deliberately targeting a weakened player as well as deliberately targeting the player that closest to sacrifice) has caused an over nurf, then its not doing its job

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137355#Comment_2137355

    It isn't gutted. It is working how it always should have.

    If you are doing gens, you aren't being tunneled. If you are healing people, you aren't being tunneled. If you are unhooking people, still not being tunneled.

    The issue you are describing is caused by Survivors hearing "DS nerf" and immediately removing it from their builds.

    Not necessarily, just because you're doing another action, you're still being deliberately targeted because you're closer to being sacrificed. Besides, If less players are using it because of its nurf, then there is more tunneling as a result, which is the point of the thread. I just don't under stand the reasoning for it.

  • Interesting response. The fact that I now run DS when before I didn't, definitely leans more towards the sudden need for it.

    I never ran it before, because being tunneled was around a 2in10 chance for me, now it's an 9in10 chance and I won't rely on random having BT to help.

    So yeah, definitely getting to use it, just pointing out that it was a bad move by the devs to gut it how they did.

  • I concur that something is wrong with pallets. It's always been a thing that a killer might as well swing at the pallet as dodgy hitboxes and latency usually ends up favouring the killer anyway, bit this is ridiculous, I am blatantly hit with it, I get no stun but the poor survivor gets hit/downed (I have also experienced this as a survivor too!) I hope this can get fixed soon.

  • @danielmaster87 said:

    Red rank killer (and survivor) here. The competitive scene of this game can be unforgiving. You win some and you lose some, but every now and then, human nature comes into play. I am 1 match into my current play session and I feel like getting off. Why? Because playing killer + toxic SWF = zero fun. I try to ignore it, and tell myself to just play for fun, but it doesn't work. If there is no chance of winning, I'm not having fun. That is especially true when sadistic people, who use this game as an online bullying tool, have to rub salt in the wound. When winning isn't enough for you, you've got a problem.

    But my biggest issue is: where's the pushback? As individual players, all we can do is ignore the toxicity. Toxic people will be toxic, but maybe there would be less of them if they were at least told that what they're doing is wrong.

    To my knowledge, the devs haven't said a word about unsportsmanlike behavior, despite the useless in-game report feature. Why not? Do they approve of it or what? Because frankly it's pushing longtime players, as well as new ones, away from the game. These toxic players, confident in knowing that their behavior is a back burner issue to the devs, if even that, is ruining this game and it's image.

    So I say: If toxicity is wrong, let's hear it. Give us something.

    You can't denounce something that isn't real. Toxic gameplay is a completely subjective term, there is no hard and fast rule about what makes something toxic during gameplay. So deal with it or don't play.

    Players cheating and exploiting bugs, isn't toxic, it's cheating, so send your recording to BHVR and they'll deal with it.

    Players talking all kind of offensive ######### in chat channels, isn't toxic, it's an attempt at bullying as it's done deliberately to upset the person recieving the message, if you're getting upset by strangers on the internet that have absolutely nothing to do with your life, then block them and report them via the complaints procedure of whatever platform you play on or chat application you use and they'll deal with it.

    #closediscussion #problemsolved #BHVRhavebiggerthingstofix

  • This is terrible killer play. This proves that bloodlust is very much needed on low rank killers, although I am not sure it would have helped you here, as you made too many mistakes and just played scratch mark following.

    Don't get me wrong, I am against bloodlust being removed, in fact I think it needs buffing slightly, as it's maximum impact takes too long to get to and at higher level play, chasing someone for 45+ seconds isn't a good idea.

    This video only really shows how good survivors can make a bad killer look helpless (which is why matchmaking needs fixing!!!) It proves very little else

  • Bloodlust is being removed?? Is there any link as to the Devs "thinking" on this? Sure, by the time bloodlust reaches level 3, the damage is already done, but any killer that has taken 45seconds + to hit a survivor, without breaking a pallet or going outside chase conditions, really needs that help.

    Why would the Devs implement breakable walls, to help those terrible killers in chases, only to take away the speed boost that helps them get hits and knock downs? This makes no sense at all!! If anything, bloodlust needed a slight buff, not complete removal.

    Someone please have a link to a dev stream or comment. If they remove bloodlust, then say hello to those killers being looped indefinitely while gens just get popped. Strange decision BHVR

  • @Alphaphalt said:

    We all know how killer games go. Find your first survivor, he runs in circles for 3 minutes, all the gens get done and they escape with Adrenaline/BT/DS/DH. This has become so bad that there are only 2 killers (Sally and Rin) that can consistently perform well in Red Ranks if they want to double pip and retain their Rank 1. Even worse - Rin was broken last update so unless you were Nurse your pip was a heavily weighted coin toss. Some killers such as Caleb and Triangle Daddy can sometimes beat a strong Red Rank SWF, but can't compete if they use the Genrush Strategy.

    This is why I think the game should try and cut down on this stupid running in circles strategy to win every game without thinking. Instead, we should focus on the Stealth aspect of the game. I think most survivors (who aren't pathetic bullies) can agree that the suspense of a killer almost finding you in a hiding spot is far more thrilling than running around a pallet 10 times rinse repeat. The fact that there are 10+ pallets which can each last from 30 seconds to a few minutes (Bloodlust takes way too long to kick in) pushes the "chase killer only" meta that has plagued so many players into only playing Rin Sally and sometimes Caleb.

    We want to play Amanda and sneak up on survivors.

    We want to play Anna and line up a sweet hatchet on a Zarina who didn't quite hide well enough.

    We want to play Lisa and scare survivors with our Phantasms.

    But we can't - because the meta right now is looping, and any killer that doesn't excel there isn't viable.

    No, I completely disagree about how a game goes. I have never experienced being looped for 3 minutes by 1 survivor or the gen rush you talk about.

    I will agree that looping is a bit of a cheesy way for survivors to buy time in a chase, but any good killer has to be aware of his surroundings when starting a chase, generally I won't chase a survivor for more than 30 seconds, as that is enough time to down them, but the time is variable and open to play. Most loops can be mind gamed, and is the killers role to trick survivors into a vulnerable position for a hit.

    It's agreeable that looping looks like a Benny Hill chase, when I play survivor it always amuses me to watch a chase.

    What do you think the solution is? Less loopable points on a map? Faster blood lust? Less pallets and windows/vaults? More walls or even less walls? When you start adjusting these things, you then start to hinder the survival chances of lower skilled or more accurately, the majority of the survivors. Just because some survivors are insanely map knowledgeable, doesn't mean that there should be game wide changes to address this. The idea is, the killer should know maps, loops, mind games and dead zones just as well as survivors.

    I do prefer the stealth option as survivor, as you say, it's a bit of a rush when you're hiding and the killer walks straight past you. However, I will loop and chain tiles together if I have to, but for me that's the killers fault for continuing the chase and wasting their own time. But I know players that just love being chased, why shoudld their fun be inhibited just because some killers don't have strategies to counter looping?

  • The only thing excessive about a 48 hour ban is the amount of disconnections someone must be doing to get a ban for that long. There's no reasonable excuse to get that many disconnects because; Consistent connection issues are the players fault, Leaving a match prematurely is the players fault, Rage quitting is the players fault. If there's an issue with the software, then you send a ticket into customer service and they will check the disconnect for software crash.

    Disconnecting seriously messes with the game balance for everyone left in the trial. Making it harder for survivors to complete their task and gain altruism points and pips, while making it harder for the killer to earn their bloodpoints and pips. Killer disconnections obviously end the game, but similarly the rest of the lobby are negatively affected too.

  • I love this place so much 😂 How can anyone read those statistics and instantly dismiss them as meaningless?

    Wait, I know, because it puts to bed all the bullshit the really terrible killers try to say about gaming experience. It's shows that a minority of survivors win! It proves beyond doubt that gen rush, depip squads and ultra nerded out SWF teams are too in the minority, as the 3 groups need to populate the 11% of all survivors that survive, while also remembering that another groups, just good players, also need to be put into those stats.

    Put simply, killers lose 1 in 10 games and in those games, they experience 1 in 4 of those groups, meaning that out of 40 games, they might lose 4 by the hand of one of those groups.

    Gotta admit, it's very close to the kind of stats I get as a killer, but I still boast to not being gen rushed and I have been hit by a DS twice all year, unbreakable happens, but I don't care as it's still just an injured survivor to get another scoring event from.

    On the plus side, maybe bhvr can look at all the nerfs they made to the survivors over the last year and look to rebalance them. Then they can go about fixing the actual problem with the game, the strength of SWF running the "watch the terrible killer stop playing" perks.

  • Is this, a joke?? Pig is DEFINITELY one of the 3 killers in the game that need some level of buffing. Unless her bear trap kills you because it makes you search every box on the map because the timer runs out, she is easily beatable. Her stealth ability is only better than wraiths, definitely not on par with ghostface or Myers. Her lunge is terrible, easily duked or 360'd.

    I don't play her as killer, she's not worth the cost, so I am not sure about the usefulness of her add ons. But from playing against her, they're not too strong anyway.

    This must be a joke, thanks for baiting me, I was so bored

  • I am not even sure what the issue is with the perks. The survivors have gone for perks that help against bad killers using their nooby tactics to attempt victory. Anti camp, anti tunnel and anti slug. You do none of that and their perks are useless. These are my favourite perks to against, absolutely useless for gen pressure and relies on the killer being complete trash. If anything, these perks being common only shows just how many bad killers are in the game, tunnelling, camping and slugging.

  • It's not meta, only top tier altruistic players would even use it. For it to be meta, the mainly useless potato survivors , that frequent the forums complaining about ebony Morris and iridescent killer offerings would need to use it. As rescuing survivors safely and effectively isn't something those players are even capable of, it's not going to be meta

  • This killer was quite bad, he should have got you at the start, but between the pallet and finding the other survivor, he made bad calls. Then he continued to chase the second survivor for too long, meaning he was quite a bad killer, although I do understand his need to get a hook. He used his power 3x all game, that's ridiculous, it's great use of the killers power that keeps killers viable during a match. The fact he had NOED says lots for his general killer ability.

    All that said, you guys completed your objective well. Your this is not happening and the other dudes price thyself were helpful. This game could have easily been a 4 man escape or a 3k, and sometimes games are that close, the simplest decision or one small mistake can change everything.

    GG survivors, 3 escapes v a below average killer.

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114893#Comment_1114893

    … idk if you looked at the current rank reset bug that happen, but currently a rank 1 kilelr can get reset to like rank 17. It happened to me except I was reset back to rank 13.

    Also what hes saying is that he is facing basically red rank survivors after being rank reset into rank 17 or something because of the bug.

    Thanks for announcing that you can't keep up to date with bugs that happen.

    Thanks for the drivel.

    All that you said there, is of no relevance to my post, at all.

    1) 3k hours, means he played when rank reset dropped you around 10 places anyway, so your point fails.

    2) Again, if Mr whingey pants and his 3k hours is struggling because his "wrong" rank 17 is going against red rank survivors, then your point fails again.

    3) It literally takes 5 games to climb 2 ranks, it doesn't take long to get back into rank 1, while being matched against players that would have lower rank than you previously and especially if you're a competent killer. Maybe Mr cry to the forum, is one of those sweaty players that needs 100 games to pop into red, like most players that come here crying about "SuRvIvOr StUfF iS oP" So another fail

    4) I am also glad to meet you, his wife? Coming here and talking for him. Be sure to tuck him in with a bed time story about how the wikkle kiwwer got 4k

    Thanks for announcing that you can't read or understand context

  • The Devs are ######### player sided. Everything they change is for the satisfaction of ######### players, be it ######### survivors or ######### killers. Then when they do make a change, they don't quite get it either.

    Killers that are ######### constantly cry about how quick 2 gens pop, like it means anything at all, bhvr response, let's speed up toolboxes!

    Survivors that are ######### constantly complained about ruin, bhvr response, let's make it so it auto kicks gens the moment our laggy servers pick up that you've left the gen.

    And so on and so forth....

    So yeah, anything they change, is for the benefit of really ######### players.

  • @TWiXT said:

    So far the ONLY good idea for changing NOED I've seen while keeping it a threat but more balanced is:

    No One Escapes Death:

    A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping.

    Once the Exit Gates are powered, if there are any Dull Totems remaining on the Map, this Hex is applied to them.

    While Hex: No One Escapes Death is active your Movement as well as your missed and successful attack recovery speeds are increased by 3/4/5 % per active totem.

    The Hex effects persist as long as a related Hex Totem is standing.

    This way the killers don't instant down every survivor which gives healthy survivors their 3 second 150% movement speed burst after getting hit, while boosting the killers aggressiveness and giving them a better chance of downing a survivor before they reach the exit gate. Currently without something like NOED, hitting a healthy survivor half a map away from an open exit gate pretty much ensures that the killer won't be able to catch them before they leave unless they make a routing mistake, and this change reduces that safe distance to being only a quarter of the map away. It's still countered the same way current NOED is (12 seconds per dull totem x 5 dull totems = max of 1 minute of game time and a max possible minimum of around 24 seconds), and unlike current NOED it allows healthy survivors a chance at getting a hook rescue in the endgame.

    In order for a killer to get the most usage out of it they'd have to pair it with fully stacked STBFL, PWYF, and Unrelenting, which would make for a pretty terrible build meant only for the endgame and still under the condition that the exit gates get powered first. If NOED was changed this way, I can see it being more balanced and making the end game more intense without feeling like its an instant win or "crutch" trump card.

    The best idea by far for changing NOED, is not changing NOED

  • I absolutely hate getting caught by NOED. It always feels cheap and undeserved that my 1st hit ends with a hook and most of the time in random matches, my death because survivors leave at the first opportunity.

    What I decided to do, was run small game and become the totem hunter in every game. It helped me learn spawn spots and some interesting little hiding spots on the map. It also makes totem hunting quicker, as instead of blindly searching all around an area, small game allows me to leave areas alone until I get a notification. Added bonus, you get 1k bp per totem cleansed now.

    If for whatever reason, I wanted to run 4 other perks, then I bring a map. With them changing spawn points alomost every update and me hating NOED, I will do all I can to stop it.

    The other bonus, I get to clear whatever hex the killer may have brought in too, I also help get rid of haunted ground early in the game.

    What I don't do, is come here whining that something can't be done, when it clearly can, 4 things in fact

    1) Clear the totems

    2) Run small game to find them sooner

    3) Run detectives hunch to locate them

    4) Bring a map

    It's absolutely your choice. Do all you can to stop NOED from happening or risk being hit by NOED

  • @Witas said:

    I wonder... Lately there's been a lot of debate on how to make killers' life a bit easier (Cuz I think we can all agree that there is a problem, that killers have been in a pinch for quite some time now), everyone's ranting about how gens need to be slowed down and Im not necessarily disagreeing with those opinions, but I'd like to look at the issue from a different perspective. Im a killer main (I do play quite a bit of survivor too though. I just play DBD a lot, basically :D) who doesn't really "main" any particular killer, I play literally every one (I do obviously skew towards certain ones, but not to an extent where I can be called an Oni or Trapper main.) and from my experience, the matches are extremely polarizing. Sometimes I get crushed despite clearly seeing that the survivors are trash, sometimes I get crushed because the survivors are better, sometimes I crush people due to outplays or cuz I wanted to play Spirit or Nurse (I won't focus on the killer winning in this topic, cuz that's not what my post is about...Duh) and other times I get a thrilling and even match. Those are the matches I play dbd for, but they're not happening nearly often enough. It's obviously because games end too fast that killers get so many unpleasant experiences, but do they actually end too fast because the gens are busted ? I have a fine time whenever I play as Billy, Oni or Ghostface (I believe these killers should be used as a standard when balancing killers, they're strong and fearfull, yet have weaknesses.) and even when I play as someone moderately weaker like Doctor or Demogorgon, I rarely feel like I couldn't have done anything to win, I only really feel crushed whenever I play as someone like Clown or Bubba (But holy heck do I feel crushed.). Due to all that I feel like the issue lies in the killers, and how wildly their power varies. Playing Spirit, Doctor and Clown all feel like completely different games, with really only one of them being balanced.

    Doctor makes a great example of how decent killers can eliminate the Gen problem (atleast partially, a lot is up to the players, where I still feel like the killer has to be better on average than the survivors to regularly win.). Doctor was trash, there is no denying, but look ! They buffed him and now he's pretty decent, he's nowhere near the top, but nowhere near the bottom either, and I suddenly find myself struggling with gens less when playing as him.

    My conclusion is simple. It's killers who should be buffed, not survivors who should be nerfed, not only because holding M1 on a gen even longer would be boring, but also because strong killers are way more fun to play against !

    I don't feel good because I won against CLOWN, I feel agitated. Not only was my victory not earned, I also wasted 10 minutes of queue time for a game that brought me almost no excitement (which is a whole different problem lol).

    On the other hand, playing a tough game and barely escaping against a Billy makes me feel good about myself, it also indirectly makes queue times less aggravating, cuz a bit of a cool off after such a match is welcome.

    Unfortunately, there are multiple killers who need buffs. Clown, Bubba, Legion, Trapper, Wraith and Pig all need improvements to be fun both to play as and to play against, that's a lot of work, but BHVR has already shown that it's not impossible, Hag, Doctor, Freddy used to all be awfull, but are now decent killers, it just requires time and dedication on actually improving the game over adding more paid DLC on their side.

    What do you guys think ? Let's get a nice discussion going to give the devs some much needed guidance in the tough spot they've found themselves in !

    Why killers does badly in DBD

    1) It's the player, it's always the player.

    mitigating factors can include,

    2) competence of each side.

    3) SWF or randoms is a big factor.

    4) although, maps in themselves aren't an issue, it's the unfavorable tiles and random generating ie back to back pallets and loops, gens being spread out too far etc that can be problematic.

    5) the perks, add-ons, items being used in game by either side.

    I am going to completely disagree with the Dr being trash before his buff. But, his buff does prove that BHVR can make improvements to killers that actually work.

    Billy, Freddy, Spirit and (well practiced) nurses are too strong compared to the rest of the killer characters. What's fascinating is how they each do it differently too. The other characters all need massive improvements to their killer power to make them even close to the aforementioned killers. I will agree that hag is too a top class killer, if a little add on reliant, and needs to be the bottom standard when looking to buff killers. I think they could make a global killer improvement, of killers retaining bloodlust after pallet breaks. Not sure it throws the game to far out of whack.

    I am not convinced gen rushing is the thing all the sheep come here to bleat about. If your games are consistently ending in under 5 minutes, then you just plain suck at being killer, so either git gud or quit playing.

    It's completely pointless to blame possible gen speeds, when I have had games last over 30 minutes and usually for me, games last around the 12-15 minute mark.

    I think one of the glaringly obvious problems, which you almost said yourself, is how the game hangs on a knife edge between who wins and losses. It's literally about who can capitalise on the others mistakes, be it looping wrong, mind gaming, chasing too long or missed skill checks, more often than not, it's the small errors that can make all the difference.

    In all, I do think the approach needs to be improving the other killers powers, rather than nerfing gen speeds. I guess it will be good to see what they do to toolboxes, see what that does, if anything.

  • Is this a PC thing? I know the game crashes on console, but not that often. I am happy to take the 5 minute lobby ban, as I know others will get lobby bans and I also understand how frustrating it is to get ready for a game that then doesn't actually happen. Seriously,if your system is crashing that often, then you need to look at your system. I am struggling to remember the last time my console crashed.....

  • @Animator said:

    If you are going to improve Trapper by giving him the opportunity to deploy traps without raising them, would it not be more logical to give (or rather return) his old animation for setting traps? You agree that the new trap placement animation is the worst thing you could give him?

    Let the new animation be used when Trapper opens a trap on the ground without raising it. But this animation will be used when Trapper takes a trap and wants to put it again. It would be more logical and more interesting and more diverse.

    https://gfycat.com/giantmalecanvasback

    No. Do you see how long it takes to do that? If we get something that helps speed him up only to slow him down again, there really isn't a point. I don't know what your problem is with the current animation, but I and the rest of the sane trapper community don't want the animation slown down.

  • It's definitely one of the most killer sides maps. It needs a complete rework. They need to make it so more of the houses are available to go into. There just isn't enough looping points or safe pallets. They also need to give us access to the lofts in the houses too, but not the killer. In all, this terribly one sided map needs survivor buffs.

    *Sarcasm *EvErYtHiNgIsOpPlSnErF

  • @Doomspooge said:

    Seems kinda strange that so many are flipping out over the DC penalty thing and saying they're mad cause the game hasn't been fixed enough to warrant putting it in place. It's pretty much what everyone was saying about ruin and I find that a little funny to be honest. Thoughts anyone?

    The salty tears of trashy players. Good, the more people that can't play properly complaining they have to git gud, the better.

    The ruin nerf I can understand completely, but the DC penalities are long overdue. I have DC'd once during play, to give the hatch to my team mate who was right next to it against a billy who slugged us and spent the rest of the game getting chainsaw points. The penalty should also come with a significant de-rank penalty too.

  • @ZoneDymo said:

    Why dont all survivors just run DS, BT, DH and Adren/Unbreak ?

    Excluding not owning the DLC's obviously.

    Personally im not try hard enough to do it, I know how powerful it is but in my years of gaming I have found many many MANY players do gravitate towards that which just gives them the biggest advantage.

    So yeah, why dont you run that build all the time?

    I don't run meta perks on either survivor or killer. I run whatever I feel like running, depending on which killer I using and how I want to play. As survivor, it depends entirely on who I am playing with, what perks I have available for that character, how many and who is in the chat group, how I feel like playing that night. It helps keep the game interesting for me. Sometimes I will just use 4 random perks see how it goes 🤷🏻‍♂️

  • @Mellow7 said:

    I've had my fair share of games done in under 5 minutes by survivors rushing the gens optimally but this is just on a whole new level, 4 gens done in about 3 mins exact and Tru3 only engaged in about 2 chases which ended pretty quick up until the point when the fourth popped.The devs always say they want the game to be fun for both sides but the recent patches that have been going through prove otherwise and the lack of bug fixes on the killer side, it seems to me that BHVR doesn't care enough about their killer player base to even mention all the issues that have been present since these patches went through starting from the Cursed Legacy DLC that introduced the sound bugs.

    https://youtu.be/t9b5l72H1yk

    In all the games he plays, how many times does this happen? As a percentage.

    When you have that answer, you will know 1 legit reason why Devs do nothing.

  • @Aztreonam78 said:

    DECISIVE STRIKE

    - Hooking a different Survivor reduces the remainder of DS timer by 20 seconds.

    - DS deactivates when get interrupted (from a gen for instance so Survivors Will be less cocky) or when grabbed from a locker.

    BORROWED TIME

    - Introduce the Critical Health State which is applied if the Survivor under the Endurance effect from Borrowed Time is hit

    - In the Critical State Survivors have 20 seconds to heal themselves. The timer expires in eaxtly the same conditions the Deep Wound timer does

    - Survivors will have to find other Survivors to get healing or heal themselves with a med kit, Self Care or Inner Strength

    - These changes should happen to make Survivors use BT effect only if it is neccesary

    DEAD HARD

    - Reduce the speed boost.

    No, DS isn't supposed to work in a way that killers want it to.

    BT isn't supposed to work in a way that killers want it to.

    DH isn't supposed to work in a way that killers want it to.

    Just so you can understand the purpose of perks. Survivor perks give them an advantage to help them survive, all those perks activate under some kind of pressure from the killer at first.

    Killer perks help them kill survivors, apply pressure to survivors or limit their chance to escape. All killer perks work most effectively against bad survivor plays, with no penalty at all to the killer.

    Also, the 3 perks are all highly counterable by the killer themselves. Learn how, instead of making up really bad ways to nerf them

  • @Umbrae_pk said:

    Had a game where a doctor LITERALLY couldn't catch me, so I deserve the escape if I earn it, right? Wrong.

    The gens popped and he chased, downed me, THEN moried me without me being hooked once! Why can this happen? At least with NOED you can AVOID it from being activated, or shut it down if it does. With Rancor you have no choice.

    "Just escape you trash survivor main." I hear you thinking... I'd liked to but since the aura reading exists he spotted and targeted me.

    The sad thing is, I don't even blame the doctor for this, I blame the devs. For even allowing a perk like this to go through AND promote it by putting it in The Archive Challenges.

    Thanks, but no thanks.

    You know Rancor is being used by the killer anyway, because of seeing him as gens pop, so you do get a limited advantage from it.

    Killer perks are to help them complete their objective, kill survivors or stop the survivors main objective, to survive. That's why Rancor exists.

  • @OperationMintyHippo said:

    I'm trying to hold out hope for still playing this game, but it feels like the game is forcing me out.

    I try to play as killer (purple rank), but the time it takes me to cross a map where the survivors spawn, they've already got one gen nearly completed. And if I guess incorrectly they will finish it before I get there because literally everyone spawned on a gen. So that's one gen lost. I chase one person, lose another gen because it is completely across the map and I cannot apply any pressure to it and if I do then I risk losing a gen where I currently am to the same situation. Hook that guy, lose another gen to prove thyself and toolboxes. So that is 3 gens for one hook. Maps are too big to apply pressure paired with how fast gens go. I ended up just DCing because I didn't have any perks to recover, and based on other details of the match I knew there was no way I would get 11 more hooks within 2 gens. The survivors were all red rank and all had at least the minimum amount of clue about the map setups and could easily soft loop pallets and windows. Plenty of pallets to use still for 2 gens left.

    Maybe I was just having an off day, switched to survivor (red rank), and once again, sit on gens, loop easy pallets while your team got gens done under 2 minutes. I don't feel rewarded when I do well as a survivor because there's no effort required to play. My chase wasn't even that long. But I never got hit, they switched off, but then I just went back to sitting on gens. They ended up DCing.

    I. Don't. Blame. Them.

    Can't play this game anymore. Survivor is too easy and killer is too stressful. :( I love this game but I don't like what's happening to it.

    Clearly, you're not good enough to play in those ranks, especially if this is how most of your games go. It's ok, just learn from the many mistakes you're obviously making in game. While accepting this reality, the game favours survivors at the start, it then favours killers the longer it progresses. You can't waste time being looped, you can't waste time chasing survivors around dead zones take a look at your perks and how useful they are to your playstyle, maybe try other killers, learn how to mind game survivors.

    Don't pop in here jumping on the gEn RuSh Is A tHiNg bollox. It's only a thing against bad killers and the very minority of games where you play against optimal 4 man SWF squads (remember, if anyone plays optimally, it's going to be tough to go against unless they play optimally too)

  • @ZoneDymo said:

    I mean, I know survivors cry about NoeD even though they can just get rid of it before it even can do anything by destroying 5 totems.

    Im pretty sure killers DREAM of such a function on their side, man that would be nice to have, destroy 5 of X and just completely take away a second chance survivors perk, lovely

    Just to understand what you're proposing.

    Instead of the killer doing what he's supposed to do, he can then run around the map, destroying players perks instead?

  • Just remove the timer completely and have it activate for your what would be your death hook, which would also include being the last survivor to be hooked.

    Killers mains giving their opinion on how it needs to change, will only serve to significantly weaken it for their benefit.

    Survivor mains want to keep it as is, because it gives them options on how to use it, making it strong against killers.

    If it's changed to give the survivor a last chance to escape before death, it still keeps it's value as strong perk that disrupts killer momentum, while it also removes the current "abuse" killers feel survivors use it for.

    I am also for making the skill check harder, as let's be fair, to a survivor, hitting the skill check is relatively easy.

  • @MVR5533 said:

    Idk though my thought is if the killer is against 4 suvivers an the pick four different perks that's 16 perks for a team of friends killers against so I would say killer deserves at least one more slot... I love playing suviver and killer tho I always can say suvivers don't fear killers an this is supposed to be a horror game so I think you should make it more likely that suvivers get scared an I think killer with one more perk slot an objectives being slowed down a bit in game wise I think suvivers might be a little more scared it okay if suvivers escape just think thier should be a way where they should be more nervous an be afraid like if it was a horror movie when im killer I see that when a survivor See's me coming at them thier not scared they will stay on gen then run an try to finish it right thier with killer around lol tho that's my though

    Slightly off topic. Of course, as survivors play more and grow in confidence, they will become less fearful of killers, that's natural. However, the base instinct of trying to survive against a persistent opponent, brings its own emotional energy. Just as much as killers like chasing, survivors like evading, using the map, jukes and pallets to help assist them against a faster moving and lethal killer, that has his base attack and power to assist him. I don't buy into the need for killers needing more against survivors, across the general field of play, but the game does take a different a sharp turn away from killer competence when facing 4 man SWF squads of competent players.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1078434#Comment_1078434

    If by "working as intended" you mean "immunity for 60 seconds during which you can do gens, open gates and unhook other survivors and number no circumstances have any effect on it",

    Then yes, DS in fine. But I dont think its "working as intended" at all

    Can you read? Amongst other words detailing how, affect and action to make the perk work for the survivor, there is this peach of a sentence.

    "After being unhooked or unhooking yourself, Decisive Strike will become active and useable for 60 seconds"

    Absolutely none of the other wording, defines or limits how a survivor wishes to use that perk. Giving the survivor, complete autonomy on whether they wish to use it aggressively or defensively, whether they want to run around finishing the gens, clearing totems, opening gates, performing rescues, jumping into grab points, body blocking the killer, looping him or whatever else they want to do in that time period, is of no matter at all. Just to be clear, the one thing the perk doesn't say, is that its purpose is to stop a killer from tunnelling them. So yeah, it's working exactly as intended and doesn't need looking at ever again. Those survivors literally needed that perk to complete their objective, to survive!

  • I must have missed something, when I play, gens seems to take forever. I often wonder if survivors even know how to find them and what to do when they get there. When I play survivor, I think the same ######### too. Nerf ######### teammates

  • I think he has a point. There's nothing worse for the killer, than him playing sloppy and being punished for it. Can you imagine what would happen to a survivor that dead hards at the wrong time? Obviously, that poor injured soul isn't going down in the next 3 seconds. Or if they get mind gamed at a loop and bump into the killer? There's no way he would be injured or downed. Or if survivors just ran around the map all game, it's not like the killer would be able to track them or anything. So seriously, because survivors suffer absolutely no consequences at all for playing sloppy, neither should killers.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077525#Comment_1077525

    "Sweating into a rank you cant play" ######### does that even mean lmao.

    The problems here are

    • DS should deactivate if doing gens, just like when opening gates. So 1st DS shouldnt have happened.
    • You cant slug people at exit gates, so DS has literally no counter in this situation.
    • Downing or hooking people has no effect on DS, OP downed 2 people and hooked 1, between Kate's got unhooked and picked up, her DS should be inactive after that.

    Also what is your problem with M&A, Ruin and Nurses on Hag?

    Sweating into a rank you can't play in, is simply try harding to gain ranks. If you imagine that it takes 5 games to gain 2 ranks for competent players, it can also take 20-30 (even more) games for a bad player to gain 2 ranks. Understand?

    The problems here are...

    There is only one problem, bad killer moves during end game. Nothing else. Not a thing. Everything worked as it's supposed to for the reasons it's supposed to work, your subjective ideas about what should happen based on the limit of your player skill and general intelligence are completely meaningless.

    Seriously, what's wrong with running new ruin? Ok, end of chat.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077525#Comment_1077525

    Okay, maybe not the friendliest response but I appreciate the input regardless 😄

    If it helps you, I am happy. I just get tired of reading how OP and toxic everything is, when it really isn't, at all.

    Bad players blame the game, when they really just need to learn from mistakes, rather than trying to make changes that will devastate play. It's already a fine balance between winning and losing as it is. Mistakes are punished hard in the game, learn to make fewer mistakes.

  • If this is the level of play all the GeN rUsH iS a ThInG, DeCiSiVe StRiKe Is OvErPoWeReD players talk about? Haha you deserved to get a 4 man escape.

    4 survivors still alive at the end, I mean wow, you sweating into a rank you can't play?

    You pick up a survivor, that intentionally baited you for the DS hit. I will mitigate this with being unsure as to how long he had left on his DS timer, but I will guess it wasn't that long.

    You then down the next survivor, great! Then down the recently unhooked survivor, who was also baiting you for their DS hit.

    You then proceed to hook her, right next to the gate! With another hook option further away or just slug her a little further away.

    You then took the other survivors quite obvious DS strike, though tbf, there wasn't really many good options for you at this point, regarding Kate, but picking her up was just stupid as it gave time for the 4th survivor to unhook the survivor on the hook you just put her on.

    You then down and pick up the survivor that was literally unhooked 5 secs ago....with quite obvious repurcussions.

    The other survivor breezes past you, customary thanks for being a nooby killer teabag.

    Where as, I would have left sailor boy with his ######### flashlight skills on the ground. Downed the meg and the Kate, would mostly likely have slugged the meg at some point between the back of the mound and the further hook. I would have then gone back for meg 2, who would have either been trying heal sailor boy or ######### around, depending on his proximity to the exit, I would hit meg 2 or picked up sailor boy, hooked him/slugged him other side of the mound. Maybe meg 2 would have stayed close to meg 1/sailor boy to heal/rescue them, leaving you open to the possibility of downing her too. You turned a very potential end game 3 kills, although definitely 1 kill, into a 4 man escape, thanks to your own bad decisions.

    Survivors are only as overpowered as how crap the killer is.

    Also, what the ######### was that perk loadout?

    Chew your own fingers to the bone, they don't deserve to be holding your playstation pad.

    Jokes, I wouldn't have done any of that, those survivors would have died long before the gate was open.

  • Trapper. Bring your purple and yellow bag.

    Iron grasp, agitation, mad grit, monstrous shrine.

    Trap the killer shack and surrounding pallets/vaults.

    Go get your 60k.

    Just hope there's no DC.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077182#Comment_1077182

    I was gonna disagree with you and how rude that was. because we all know nea is a killer and killers should be nerfed so I can escape every time without being hooked because being hooked hurts. And I dont need that kinda stress in life playing survivor

    but fang and yui should have wall kick moves.

    And if we gotta buff nea for wall kick ninja moves then that's what we gotta do.

    If we are nerfing killers, then maybe the potato sack survivors seem to crawl out of could be placed over her head

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