kabarekabal
kabarekabal
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- kabarekabal
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nvm, you reverted back to old MMR, and solo lobbies are unenjoyable again.
It's not just killers strong, but other teammates when playing as solo don't cooperate as well, which leads to a lot of time waste.
it sucks that the only way to win as a survivor against red rank killers is to play SWF.
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So a ghostface approaches, he starts stalking me, I look at him for about 1 second.
EXACTLY.
Ghostface gets a guaranteed exposed status on a survivor.
Bigest crutch advantage for a killer. That's not how ghostface is supposed to operate, he's supposed to stalk stealthily, when a survivor is unaware.
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@MasonMyers69 said:
Whoever interacts first wins, it's latency otherwise
Actually it's not, the killer can interrupt your hatch escape mid progress.
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@Ember_Hunter said:
https://forum.deadbydaylight.com/en/discussion/comment/532507#Comment_532507
It is possible, if you are being chased, get to another survivor or if another survivor is being chased, then just stare at him when he is not focused on you. Also enough distance will allow you to stare at him long enough too.
You don't seem to get it, you can just watch noob3's videos of him playing as gf, gf's expose timer doesn't get reset, whilst a survivor's reveal time does, so gf just breaks LOS briefly then goes back to stalking the said survivor with less time require to get him exposed, in other words, gf gets a guaranteed one-down on the survivor he's chasing.
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I just want his stalk ability to be fair.
It's clear that he's supposed to stealth-stalk you, not so aggressively out in the open, kinda like Myers can.
For those who don't know - Ghostface's expose timer doesn't get reset if he breaks line of sight with the survivor he's stalking, he can then start stalking him again and continue his stalking progresss from where he left previously.
Survivor's reveal timer gets reset on breaking LOS, but ghostface's exposure timer doesn't, and that's unfair, and clearly not how he was intended to work.
Right now a players playing as ghostface get a guaranteed exposure on a survivor they're tunneling because they just break LOS before a survivor has enough time to reveal them, then back to chasing said survivor with little exposure timer left to do.
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Rn I see major issue with him is that he gets a guaranteed exposure on a lone survivor because ghost's expose timer doesn't get reset, while he can make the survivor's timer get reset by briefly getting out of sight, and then going back to stalking the survivor until he gets the exposure.
What's fair about that? Even if you keep looking at ghost all the time as he's chasing you, you end up getting exposed anyway.
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His stalking needs fixing, it needs to be fair.
Survivor's reveal can get interrupted and his reveal timer gets reset, whereas ghostface can just continuously keep stalking you, and eventually gets an exposure on a survivor.
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Am I correct in understanding that survivor's reveal timer gets reset, whilst ghost can simply hide behind an object, and continue to stalk/expose without any expose timer reset?
I was playing against gf, and from various streamers it's evident that ghostface gets a guaranteed expose status on a survivor even if the survivor is always looking at him, because ghost's timer doesn't get reset, so he can get out from survivor's sight briefly and then continue his exposure.
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@Nephs said:
Iron Will only prevents the grunting sounds you make when you're injured, nothing else. If you want to prevent the random screaming, use Calm Spirit.
That said, Doctor doesn't need nerfs, at all, it's part of his kit and one of his only real strengths.
There's no way to counter hallucinations that appear within 5-10 sec (or at least that's how it looks like to me), so the last survivor alive gets screwed, with an already difficult escape opportunity.
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If killers get penalty because survivors use DS, then that's BS.
But DS is the only the anti-tunnel perks when you play solo, it'd be unwise to remove/rework it.
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They neeed to rework azarov's maps, they're way too open, which makes it too easy for nurse.
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DBD is an old game (from 2016), the amount of players is not as big as it used to be, so additionally filtering out lobbies for players is just gonna cause longer wait times.
Neither CS, nor other games restrict by "rank", but rather by ping.
DBD should do the same, open the ranks and only restrict by ping (which btw needs re-work, too often players join lobbies having high pings).
In other words, the game is old, rank filtering is no longer necessary.
Perhaps, soft preferring mode should be in the game, but not a strict one. Like if there are currently 2 players are looking for a game, only the one with a better rank will join the killer's game (based on the killer's rank).
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@Marcavecunc said:
No, no.. I mean in Kill your friends, you can be either survivor, killer, or spectator.
Spectator can only spectate the survivors.
It would be nice to have a way to spectate the killer from start to finish, not once you've been downed.
Only in Kill your friends, though, not regular game, leave it as is for the regular game.
I already told you why it won't be implemeted: swf
Here's some guy who managed to spectate survivors/killers using a glitch, and he'd tell his friends what killer is doing, which gives advantage to survivors and completely nullifies stalk killers.
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@Sole_Survivor said:
I agree. His speed in frenzy should be buffed without a doubt
Then his base speed should be scaled back to 4.4 m/s?
You can't have all the cake, m8.
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There's much simpler solution, just give last survivor either +15% buff speed to opening exit gate, or cut down the door opening time down to 15 sec.
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Incentivizing & encouraging not to DC is smarter than punishing for DC.
Right now, the safety pip is too much to the right, meaning you need to some of the 4 emblems, so if you get downed and then sacrificed, you de-rank. What's stopping you from dcing if you get a feeling the game is going to be quick and you're going to de-rank anyway?
You can often tell that if you get 3 hooked and still 4 or 5 gens left to do.
So amount of work for safety pip needs to be lowered, so that survivors would be encouraged to stay knowing they won't de-rank if they put in a bit more effort, so perhaps increasing emblem pips for struggling on the hook would be a good idea as well.
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There's a very simple and even a fun solution to this that many not only see as a compromise, but as a novelty feature: introduce 2 killer games specifically for swf mode.
So swf survivors can only match up with swf killers, so a separate lobby for them.
And the amount of survivors from 4 to 10 (trust me, 8 is too low, even for swf).
Idk about gens, but devs will figure it out.
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It'd also allow for abuse/exploit, since swfs can co-ordinate. I believe that's the main reason they wouldn't allow it.
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>"you have to actually work"
that's the thing, at games under rank 7, there's no opportunity to do "work" because killers know what they're doing, and with 20 sec default opening gate, it's nearly impossible to escape during endgame.
There should be better chance of escaping, the stats would probably be below 30% of successful escape <- that's unbalanced. Average killer already earns more bloodpoints per game than an average survivor.
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@ABannedCat said:
Rememebr that this is an assymetrical game. The survivors have the numerical advantage, while the killer has the power advantage. 1v1 should always be killersided.
And it was, killer through game process, such as chasing survivors and being able to roam freely, was likely to find hatch first, and then he'd camp nearby or if he has certain perks - could quickly find the remaining survivor. It wasn't easy before to escape through hatch with a pro killer. Now it's nearly impossible.
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@TheAngryPickle said:
Urban Evasion + Left Behind + Poised + Perk of choice. When you're last man standing, if the killer is hatch humping and not closing it, 99% gens, then figure out the shortest path between gens that leads away from the killer, and run from gen to gen, popping it, then head to the outside edge of the map on your way to the next gen, repeat.
Poised prevents scratch marks for 10 seconds after popping a gen. Assuming you can stay out of line of sight of the killer, you can run for 10 seconds for every gen you pop this way, and have Urban as backup. Worst case scenario, you get an EASY 8k objective points, plus however much bold points you get should the killer find you.
The amount of playstyles available to you with perks is huge, you have no excuse. If you want to enjoy the game more, build your perk loadout around countering things you hate the most, and just get better at looping to break dependency on crutch perks like MoM and SC.
I'm a Survivor main and I'm ######### tired of weak ass crybaby survivors who ragequit the first time they're caught. Stop bitching and get better.
"then figure out the shortest path between gens that leads away from the killer, and run from gen to gen, popping it"
only someone who's ignorant of game process in higher ranks would say that, once a killer, such as nurse figures out where you are, it's game over for you. There's no "running around popping gens", the hatch was the only viable exit, but now that's gone.
I'm yet to see a lone survivor to escape with closed hatch, unless killer allows it.
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That would mean to stop issuing "fun, cool" cosmetics such as Pizza delivery for Ace Visconti character, "cool, stylish" haircuts/clothing for near etc.
Instead clothing more suitable for stealth/outdoor gear.
Also, repairing gens all the time is tedious and boring already, it's time for a new objective like hide and run from a killer. Like several killers spawn behind survivors, and everyone should get through a maze to a certain location in order to escape, and if some smartass decides to hide behind, then from behind there will be some kind of surge of wights/undead/hounds that would tear anyone alive to shreds.
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Well in that case his speed should be reduced down to 4.4
There's already unbalanced nurse killer, which everyone's using along with perks like hex ruin. There's no need for more.
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OP, matchmaking that accounts for build system, perks, is too complicated.
There's much better solution, DBD is getting old, so players diminish in numbers, therefore just do whatever devs think is good for rank match making, but(!) allow any rank to join any game if such a player was in searching status for too long, as I'm sure most players would rather play any game than not play at all.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/462550#Comment_462550
They nerfed his speed in ff and his ability to down with it. His terror radius increased his cd on his power is increased. A missed hit triggers cd. He requires full gauge to injure.
In return he has 115% ms and he has a longer duration. But go on i want to hear how he didnt get nerfed. Because i don't see a single thing else thats a buff minus crap add on changes.
Legion is a hot garbage killer who brings nothing unique to the table. Lazy changes no new tools just a basic m1 killer everyone give a clap to the incompetent balance team who couldnt figure out how to create a nuance killer with no redeeming value.
His base speed was increased now 4.6, with missed attack, you'd still be able to down whoever you're chasing, because the injured survivor needs to mend. So, basically if you're not noob, you have a guaranteed down on whoever you're chasing, which tbh makes it unfair to a survivor being chansed, as there are very few situations in which you successfully get away from a legion.
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Or as it happened in my case, once she learnt that the gate was progressed a little bit, she just camped around, knowing I wouldn't have time to go for another gate and open it, as the endgame timer was running out.
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Can you tell me logically, why should a survivor be screwed completely after endgame has started (2 min rundown), to have an RBT on him placed by pig (which could be done deliberately, for instance Pig can down and then wait a little if she knows last gen is left), so that the survivor has to first get healed, then run around the map looking for unlock <- this will be nearly impossible, unless killer will allow it.
So some survivor(s) get screwed completely, which I'm sure will ruin the game experience for them.
So basically RBT doesn't work if you place it after the 2 minute endgame, what's the complain here exactly?
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What?? They didn't nerf legion, increased feral frenzy time makes it an already hard task to escape (no looping/vaulting) from legion next to impossible.
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If you look at stats, Nurse highest dcs from survivors.
That's because her blinks are way unbalanced, if you're halfway decent, on most maps, you can quickly win the game, which is frustrating to the survivor players.
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@Frozenscum said:
Take Kindred and aura will be shown? There is tool in game already.
Some killers can easily camp from distance - Nurse, Wraith, Cannibal, Hag etc.
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tbh, legion was brought down to a level he should be, if you hit several targets, survs are kind of screwed.
Most killers are way unbalanced vs survivors for average players.
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@frikerf said:
Okay, so they remove her rbt, what now? What do you suggest they give her in place of her trap that rarely actually works?
What do you mean "rarely" works? It's much better than Freddy's sleep, because it takes longer, and you're kind of exposed because the jigsaw box locations are known to killer, plus if you're running out of time the ticking can be heard from a distance.
Like I said, it's already next to impossible to escape for an injured escapee. They should be getting free adrenaline, which doesn't solve the issue, but at least mitigates it a little bit.
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@AlexAnarchy said:
https://forum.deadbydaylight.com/en/discussion/58875/camping-hook-progression-balance-update
Already been tried out by the devs and survivors abused it so the devs said no and never brought it up again.
How did they abuse it? You shouldn't judge it by select pro players, this solution will work out normally in general ranking games, wherein strangers play with each other.
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>In exchange for that, after 60s in a chase, the Survivor gains the Exposed status effect.
You had me until this.
You propose stealth, and then suggest the opposite of that? No thanks. There are way too many perks/addons that remove stealth option for survivors already.
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Much simpler solution: keep current unbalanced settings of survivors vs killers in invite-only mode, whereas in general ranking mode, nerf the killers, who're way unbalanced to play against for stranger-survivor players.
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@OP: "When killer is in terror Radius of the hook then hook progressions stops until the killer is outside of this radius."
Easily surpassed by tunneling at a distance with a direct sight, and being able to quickly come/kill the injured surv. and place him again on the hook.
E.g. hillbilly, spirit, nurse, wraith etc.
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For all the dismissive comments from players who have played this game 1+ year.
I started not so long ago, and I can say with 100% that majority of survivors lose vs killers. Killer players have huge advantage in that they don't need co-ordination with teammates in order to have a chance at winning. A lone killer who relies on himself only, therefore it's all purely up to a player's skill.
Whereas with survivors more often than not, it's pure luck to get very good players who play their cards right in order for at least 2 players to escape.
The game is unbalanced for the majority of players who play as survivors, because most of them have average skills and do not co-ordinate using mics in regular rank games, which drastically reduces odds of winning against killers.
I'm not talking about friends who use mics, I'm talking about regular ranking games.
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Hex ruin should have a time period for which it works in order for it to be fair to newbies/average players.
Pro players know how to efficiently find and destroy a hex totem quickly. And they understand the importance of it, having had huge experience playing the game.
As for hook camping, the simple solution would be slower entity progression the closer the killer to the hook is.
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Agree with OP.
I notice that a lot, like at least 30% of the games, which is far too many.
A simple solution to this would be to have slower entity progression the closer the killer to the hook is. Like, entity wants the killer to go hunt, not wait around.
Often killers combine tunneling with hex ruin, which almost always guarantees a win in an average (so in majority of lobbies) lobby, wherein players don't use mics with each other to co-ordinate efforts in order to win, which is how survivors are supposed to play like.
DBD devs should just make the stats open (killers vs survivors stats), so that everyone can see how unfair this game is for the majority of players who plays on the survivor side.
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@Mister_xD said:
https://us.v-cdn.net/6030815/uploads/540/M02910EGA6HJ.png
she is already getting looped and genrushed.
what else do you need?
DBD devs would know the stats of the plague vs suvivors, in majority of games, imbalanced killer makes it too hard for average players. The game should be catered to them, not the minority of survivor-friends who use mics and can coordinate the game efficiently, which is how survivors are supposed to be, whereas a lone killer doesn't need coordination with other players in order to increase odds of winning, thus every single one player playing as killer already at a huge advantage.
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Have't read everything.
But regarding gens, you're making it too complicated. This game needs to be oriented for the general population, not select geeks. Plus, making it too complicated just makes it a pain in the neck, rather than an intellectual challenge.
Per stats, which the devs of DBD can confirm, killers have higher ratio of wins than survivors escaping, which by itself an indication that the game is imbalanced towards the killers' favor.
I also would suggest to decrease everyone's speeds by 0.2 so that no one traverses the map too quickly, and there's a chance for everyone to react.
Not everyone is a highly skilled gamer with good reaction.