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leno

leno

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leno
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  • I played very late last night and in my 10 killer games 36 of 40 survivors had ds unbreakable combos. Every game was 4 man swf which was expected. Only 2 survivors didn't have ds. I just wonder how can you not be bored running it all the time? I don't use any gen slowdowns so the games are very fast and that's fine by me but I just don't get what you get out of these games? If you can't run the killer efficiently you're going to lose anyway so this combo allows bad habits and doesn't make you better survivor.


    You can even depip easily when doing this so I don't get it. Even if you escape you might only get max 15k points. Killer always has action packed games and plenty of bloodpoints. I respect good survivors and there's so many other perks in the game that can work with SWF groups, why anyone doesn't use them? I wish there were more guys like cope and zubat.

  • If I play killer after 11pm, there are LITERALLY nothing else. I can mostly play only late at nights because of my work. If I try to switch to survivor queue lasts 10-20 min and I mostly encounter intentionally deranking killers or just new rank 20 killers regardless of my rank.


    One day I had a day off from work and could play around midday. Very chill games in both sides and matchmaking worked well, actually quite fun, nobody was sweating and was noticing a lot of different builds on both sides. Noticed a few 2-man swf but I don't think there was any 4-man. Nice to actually play killer when I can use different builds and still have fun.


    I really think the time you get to play the game heavily affects the outcome because of what kind of playerbase is around. I think this explains also the different views people think is going on in the game. Also explains the favoritismn in either side regaring which side is easier. If BHVR doesn't take this in consideration when trying to balance the game, they're just very dumb. Simple as that. I mean it statistics wise because you just can't sum all the games up, that's not how it works.

    I watched recently a few streamers around the world and the majority players I see them facing are just potatoes, in both sides. I notice a few really exellent survivor and killer streamers who would do well againts any team but geez, there are some considered "good" who would not make very good content at "late nights". I guess it explains the streaming time. I guess what I'm getting at is that if you want to have any fun on most killers at late nights you need heavy slowdown perks, there's no other way.


    A long answer to you but I guess I just had to have said that somewhere ๐Ÿ˜‚

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793579#Comment_1793579

    Huh? I do play killer plenty. Sometimes I'm in the mood for survivor and sometimes for killer.

    Yeah sorry, I just meant that in general about matchmaking problems. I didn't mean that you're survivor main.

  • The solution would be that if there are no killers matching your rank available, you simply won't get match at all. You're forced to play killer as well and vice versa. I started playing in 2018 and the matchmaking was working good back then. I don't get why someone wants to play just the other side, you're missing half of the game ๐Ÿ™„


    I always play whatever gets me to play the game and not just wait. I have a limited time available and I don't want to use it just idling. Lately I pretty much can only play killer. It's up to the players how this system works, boys and girls.

  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1528165#Comment_1528165

    It seems there wouldn't be penalty on the person who is not running prove thyself and not in the person running it.

    Yeah, I didn't mean my literal phrasing there. Just state accordingly that no repair penalties people near you, I'm no lawyer ๐Ÿ˜

  • Wouldn't it be more clear to just state there's no repair penalty?

  • NOED


    Adrenaline


    Smaller killer hitboxes so you can't run small loops for ages. It's just so stupid and boring. Just a waste of time and not fun for me either playing a killer or survivor.

  • Ok I dind't know that. Anyway, I don't think that was the cause because it happened early game and I only lost the fountain near the hook.

  • I generally use BBQ, POP, Brutal strength and corrupt intervention. I use BBQ just for bloodpoints, it's not really that good with clown. I recommend using thrilling tremors instead, it goes very well with POP because of the info, you actually get double value.

  • I play mostly huntress and I haven't used IRI head over a year. That's because for me I actually feel that I'm better with hatchet + basic attack combo, then I still have 6 hatchets. It's of course easier with insta down, but If I need to pressure there's no time to reload all the time and maps are what they are.. People forget that If you face a good survivor you only get close range hits, if you get hit over 16m hatchet, 95% of the time you messed up as a survivor that's the truth. Also if you get a bad map as huntress and survivors play optimal you just lose no matter what.


    As I said I don't use IRI heads so I'd gladly change my 132 IRI heads to something else. I'd really like IRI head that removes the telltale sound for survivor when I'm drawing the hatchet. Would that be ok? Another option would be to remove the insta down but it has added broken status effect for a minute or something?


    As for those range ideas mentioned in the topic, I guess in general they are okay but I don't believe developers can actually code that without million added bugs, so please no.

  • Last night I played 14 games. I got over 2 million bloodpoints after 4 hours of play. That's a reason enough, but also the games were more fun than usual, maybe people were trying to actually play the game instead of just sitting on gens, you get more bloodpoints after all.

  • I agree with ghostface because it's so buggy and low frames on ps4 but the rest of stealth killers I don't see a difference. Oni+billy definitely worse because of faster flick on pc, maybe demo is a bit harder too. Spirit, plague and PH are quite simple to play so I think those are quite equal. Maybe trapper and hag can be better on ps4 because the traps are bit harder to spot?

  • Nevermind, I just checked again and I have all the auric cells. I don't understand what the problem was, I restarted the game few times before and it didn't work, now just tried again and everything was fine.

  • Well, I don't think that at all. It's a lot of work playing him but I really like it, the power allows me to do and think different strategies than just running from place to place. I like the addons too because you can switch your playstyle and there's actually nice benefits that really make the difference.


    few examples, You should always leave small trails when chasing it leads to different options later. When I chase I can use it to track in jungle gyms etc. to see if survivor is outpositioned and act accordingly, either make him leave the gym to unsafe zone or try estimate the location and hit him. If they dodge the trail they'll most like be outpositioned later. Also when I get the down and downed survivor gets to a pallet I normally need to swat the flies off of me because I can't grab at a pallet, and that makes me lose precious time. I can just quickly send him away and not waste any time, now the survivors have to make the save and I can proceed to chase the guy who would've otherwise tried to pallet stun me, most likely he's outpositioned too if he just tried to rush to the scene. In this scenario one is caged, one is going to the save and I can start a chase at a good position. That's a good pressure. Added bonus is that later there's the change to kill if I desperately need to. It's a real threat to survivors in the end game if I had a good early game. If they step on the trail it's a possible insta death so they just can't do whatever because of certain perks.


    I can also lock of certain areas with the ability and I can go check elsewhere, there's addons too to make it more effective. They either lose time crouching or I get the info. Many maps have a big portion of narrow corridors, often those are the worst places to chase if there's windows so I can use it to my advantage. Saves alot of time and makes survivor lose time instead.


    One good use is also to use trails as small traps like trapper and hag. Behind windows, the usual drop zones high bushes for claudettes, just placing them behind odd corners could easily work. Of course you need to have some hint that there's someone is nearby to make them work.


    There also the obvivous that if you circle the hook the rescue becomes more difficult and risky and could snowball fast if someone is desperate to make the save. It makes it so that in the face unhooks are just stupid and survivors need to think more to get around it. It allows the killer to check around more freely because you're likely to get the info in time. I think it's usually good to do some defensive actions with the ability, it allows me to multitask more easily in these situations. You just get so good info of the trails even if you can't capitalize right away. If you leave the hook you more likely make the survivors lose time in any case.


    In general I just like the counterplay to different survivor plays. The power is not that massive but it can be threatening which I feel most killers lack of, with this character I don't ever feel hopeless even if I get just a single kill for example. There's always something to do it feels and It's more up to me if I get the downs. I don't have to wait survivor mistakes. I can't stop full group of great survivors escaping but in every chase I feel like they're sweating, not me.

  • Ps4 Europe GMT +2

    Last evening/night (june 16-17) multiple disconnects, very frequent after midnight. Game claims occasionally no internet connection but it's fine on my end.

  • If we consider the potential of the killer I think I'm relatively good with wraith, hag, doctor, huntress, demo and clown. I'm getting there with plague and ghostface. I play a lot of pig too but she can be so useless against good survivors, even with a clown I can manage it better it feels. For some reason I don't really enjoy spirit, nurse, nightmare or billy even they're the strongest so those I just never practiced that much.

  • As a killer seeing someone tbag at a jungle gym 5 seconds and two hatchets later he's down. It's also nice to get value out of pebbles as survivor, always cracks me up.

  • @Dwinchester said:

    I had a guy that was 360ing me every time. I caught him in the open, and the way he was 360ing caused the aim dressing to lock on to where he was, and even with him right in front of me, it was pulling left. I though he was hacking, but I think it's just a glitch in the game.

    I wonder if it has something to with the latency? Maybe it's because of the servers, grabs and doctor shocks seem to fail most of the time also. However I do feel that some survivors really try do abuse this mechanic, it just seems like luck which I don't like at all. I respect a good dodge and bait but those weird misses just annoy me the most in this game. The sweatiest killer and swf survivors are just fine for me but the basic hit miss is the worst for me 100%.


    Does anybody have some new tips? I play on max sens, Is it better to reduce the sensitivity? It doesn't seem to matter how patient I'm with the hit it just misses randomly way too often.

  • @TheRoyalOwl said:

    Probably just getting cucked by auto-aim.

    Yeah I guess but has something changed regarding this, any updates or something else? I haven't missed so much earlier and it just feels so weird. Usually it doesn't change the outcome that much but in tight matches the secure 4k can turn into a 2k because of one whiff. I mean, I really don't care that much and I'm not that serious in general but this just makes this game so silly sometimes.

  • You can also throw a hatchet through it at a certain angle, it has to be very precise.

  • I just unistalled, so that's - 1.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/970862#Comment_970862

    If that is truly the case then why do so manycomplain about red ranks while stating every game goes so fast? surely they would have more slower games than fast ones? the truth is ranks are about time played nothing more and most only remember when they lose a game badly.

    https://forum.deadbydaylight.com/en/discussion/comment/970902#Comment_970902

    I've saw matches where people throw themselves at the hook, others where 2 are left and manage to do 3 gens. Its never over till the fat lady signs. Even once the gens are done its never a good idea to give up as a kill can be just a few steps away.

    Patterns change constantly and why the nature of a PvP game is different. The unpredictability is what makes them fresh even with such simple concepts.

    Yeah you're talking about potatoes, they come in many shapes and forms.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/970805#Comment_970805

    Whoever said they did? its good killers that put out pressure that prolong a game.

    The game is never over until death or escape. Giving up before that point is one the player.

    C'mon. It's not about giving up. When you play a lot killer and survivor you just recognize the patterns of how the game goes very early and you just know what kind of survivors you're dealing with. The only change late game normally is that when good survivors try to be too altruistic they can shoot themselves in the leg.


    There just so big skill difference sometimes at red ranks you wouldn't believe.

  • @twistedmonkey said:

    The average game at red ranks is 12m on the last stats. This was shown after 2 years of complaining about gen speed. There is no reason to think that it has dramatically changed with all the changes since then.

    oh my ๐Ÿ˜‚ survivors don't lenghten the game on purpose like.. never ๐Ÿคฃ


    you can tell after 2-3 minutes if you have any change to win or not, the rest is just a theater.

  • I had a game yesterday with 4 rank 2's and they did all gens on purpose with ruin still up. It was right next to one gen and it was intentional, I managed to hook everyone at least once, 3 escaped and I'm not a bad killer. Imagine those great skill checks reducing the repair time, I would not have any change whatsoever to kill anyone. I just don't see the point of this change because on low ranks the players are afraid to do gens anyway. Ruin doesn't even matter that much because they're dead anyway and as statistics tell it isn't even used that much at lower ranks. What's the logic here?


    The only way games keep on being interesting is that higher ranks killers give some slack to survivors and vice versa on lower ranks. Why do these devs try to keep on balancing because they have no clue how it is whatsoever.


    If I see potatoes that don't belong in high ranks I usually give them the change to do gens and find a hatch if I can afford it. I rarely see anyone goofing with their life on survivor side really. I see a lot of goofing of course but it's not really risky because certain perk combos on 2-3 survivors. If some of the best survivors won't even up the games more in the future by willingly removing the better perks or by doing something else, it's not gonna be fun. I'm not a fan of slugging but it will probably increase in the future. I rather hook people but it makes killer lose so much time in dire situations.

  • @humanbeing1704 said:

    this perk is garbage why doesn't it just give you a extra 5% on hooks rather then 3 extra tries such a good effect

    if base value is 4% and you add up 5% end result is 3 x 9%. so the change of freeing yourself is in the long run 27% with your suggestion. by the same logic 6 x 4% slippery meat gives you currently 24% change so it's almost the same.

  • @Tisfine said:

    https://forum.deadbydaylight.com/en/discussion/comment/957685#Comment_957685

    Just because you don't have the perfect skill check frames doesn't mean everything else is unplayable. Food for thought.

    Yeah I understand it but would you agree that if we tweak gameplay around a buggy gameplay something is wrong already?

  • @Tisfine said:

    https://forum.deadbydaylight.com/en/discussion/comment/957642#Comment_957642

    Only thing missing here is you never went against impossible skill check builds and not taking into account that a lot of people have skill checks with missing frames hence Ruin being OP to them.

    Let's barricade them for 10 seconds for failing skill checks they can't do anything about. Perfect solution

    With all due respect if you experience laggy gameplay for whatever reason, that has nothing to do with game tweaking/balancing. If our game is bugged it should be addressed first before anything else. If it's unplayable for someone, I think they're f****d anyway and that's not fun. If we need to take into consideration gameplaywise the fact that the game is unplayable for some, what's the point anymore? I wouldn't play it if it's that bad. I think it's a different conversation.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/957634#Comment_957634

    For every time a red rank survivor messes up once, a brown rank survivor will mess up like 5 times and no gens will ever get done.

    You're gunning down a majority of the playerbase for something that will barely affect those you're trying to target.

    At low ranks survivors lose because they are afraid to do the gens, if they fail a skill check they will hide anyway because they're afraid OMG the killer is gonna come here. They hide anyway so the gen is stopped in both cases, no change there really.

  • @Tisfine said:

    https://forum.deadbydaylight.com/en/discussion/comment/957609#Comment_957609

    Lol not essentially the same. This would be even worse than Forever Freddy.

    If you just play normally and focus on doing good skill checks nothing really changes.. what am I missing here?

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/957620#Comment_957620

    This doesn't change that it's just going to make newer players suffer even more than they already do and not really affect who you want to be affected: the 3000 hour red rank players who can breeze through gens without missing a skillcheck.

    As I said this would be a very minor change IMO but I can assure you at least once a match red rank survivor will make a mistake, now it's just you can proceed trying to do great skill check because there's not much of a risk but high reward, you see?

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/957605#Comment_957605

    I mean correct me if I'm wrong, but this would just further the divide even more between solo queue and my 4 man SWF team that I know can hit skill checks.

    Also, things like impossible skillchecks Doc would just be hostage games at that point.

    They're reworking on doc so who knows what comes from it.. doc would be the only killer that maybe has too op ability, but I think it could be adjusted for this particular killer easily, somehow. huntress lullaby is hex so that would work a bit like a ruin at the moment and we could get use for that perk too, nobody uses it now..

  • @Tisfine said:

    I can see that it's a simple idea since you didn't think of the consequences of Killers making builds relying on missing skill checks like Doc and kill new players even further.

    But everything would be essentially the same as now, only you get punished for the mistakes a bit more?

  • Hitting a normal skillcheck is not that hard for even new players, it's the tension that makes you make more mistakes, you would get used to as new player very soon, regarding seasoned players, failed skill checks happen, currently good survivors just thinks mehh and proceeds doing the gen anyway, when pressured they would need to focus more. The amount time gained with great skill checks can be crucial in some games also. Now survivors complain pressing M1 is boring, this would at least create some tension.

  • This would be a good idea, why not make it so that you could get the killer in your friend group aswell, why not? When you communicate with he killer it would make it even more fun with friends the amount of trashtalk would be hilarious. I would do that right away if possible with any survivors.

  • @Elvenmonk said:

    When I play a swf we do nothing but screw each other over. Like we don't even say "the killer is near" because we'll start to talk loudly so you can't hear the heart beat or bring the killer to someone and pawn them off. Bond is the best perk for me so I can avoid my friends.

    But my friends and I are ######### to each other

    Yeah, not all swf. but in higher ranks this is normal. I propably would not enjoy facing your group either because I'd like to play more seriously and I don't like easy wins.

  • I'm a ps4 player and I've played this game well before SWF was implemented and I've made few observations. First of all when you play this game enough as a killer you start to see the patterns how the game runs quite easily and the patterns have changed. I'd say the swf with comms is an issue that is not just the information they're getting, it's the additional perks you can use without having to use awareness perks.


    Normal game pattern goes roughly like this, 2-3 gens are rushed at start while I'm chasing 1 or 2 survivors and while they get hooked usually 2 gens done at that point. Now, the saviours trade the hooks or try to bait me in going stupid unsafe places where normally survivors woudn't go, just to get unhooks and me away from gens and hooks. After all this, usually at this point everyone was hooked once and one gen left at 95%. everyone has ds unbreakable, borrowed + variyng perk, head on etc. so at this point in game, what's the point? add a few flashloghts to this situation.. mori would be the only viable option. If I don't play like douche at the start this is always the outcome. It used to be fun even with the clown at red ranks, I even reached rank one with just clown and the chases were harder then because you couldn't always rely of being rescued. Now it's so different. Even if I knew all the time where every survivor is it wouldn't make a big difference. It's like I'm a magnet killer, pushing survivors away in front and pulling those coming from behind.


    This basically never happened before swf. Also, now there can be literally potatoes at chases at rank 2, there used to be a big difference at different ranks. If I play early in the evening the games are better as there are not so many comms players but later in the night this is evident. I can pretty much only play late in the night.


    There's not enough time to stop the gens. I wouldn't mind even that much but when you combine immersive playstyle it's just so lame. when 4 gens are done and last nearly finished everybody is just farming bp from chases at that point every immersive player just running around, it's just so stupid. I've would like to play with red rank survs but if I basically play like I enjoy playing a killer I would depip almost everytime even if I get 2-3 kills and even that would not happen very often. I also would like playing some killers that are not so viable against coordinated survivors like huntress, doctor, clown, trapper. There are so few killers left in the game that if I depip to rank 8 for example I still just face red ranks.


    I'm basically in a spot here where I have to use killers I don't enjoy or do a playstyle I don't enjoy to play with people who have the same skill level like me. I'm not the best of the best but quite good as a killer. I think we are running out of killers very soon. Seriously if I just concentrate on chases and end those very fast and let people unhook survs, I depip to a point when I'm with potatoes ๐Ÿ˜‚ It just feels like it's been forever when I've had even match between survivors. If everthing goes well for me even in this scenario someone dc's and that's a depip for a killer easily. Destroy or get destroyed. I seriously don't think this is very fun for either side.

    I used to love when I faced a good survivor who outplayed me because he had a good understanding of the game, it literally made me laugh sometimes. you really felt the difference between survivor skill. Now when something similar happens I just know he usually has the extra info and backup with no risk really.


    When playing as a survivor l have to wait at least 15min for a match and that's too much. Killers I face just slug, mori or tunnel and I understand why. I really really like this game but when the games are going like this I'm just starting to give up.


    I think we would need some kind of perk limit added like only allowing ds or unbreakable but not both at the same build. or some categorization for perks and only one allowed from each category. I really think we could to this because I don't think this game really draws new players anymore.


    Seriously people, if there's no killers there's nothing to survive anymore. Survivor game without a killer, imagine that. I really really suggest all you survivor mains to play killer for a while it would make you understand the whole situation a bit better. I play both and I don't think there not enough of us.

  • I had the exact same experience as you, autohaven + wraith and I didn't understand what was happening. Funny as hell. This is my first post here and I logged in just to throw a few ideas here.


    I think the best scares are when you don't know what's happening or what's going to happen. One simple idea could be that killers can hide in lockers. Survivors would get stunned for short period of time when they catch you off guard (stun radius when getting out of locker) and maybe survivors could "freeze" to make it worthwhile for killers doing this.. maybe insta grab or heavy hit inflicting broken status or something else.


    Another simple idea might be that occasionally when you get hit by killer you lose your eyesight, like getting blurred vision. This effect could be just very slight varying to basically going blind 100%. randomness that makes it exciting. And adding to this effect when you're downed you lose your consciousness and you get black screen until you're hooked or healed. Maybe during this period there could be very random "bad dream" including your chararacter so you don't get bored watching just black screen.


    The luck pouches could effect RNG of these situations as now they're basically useless.


    One wilder idea would be that when some conditions are met one single generator could explode so it can't be repaired anymore. maybe exploding during repairs so it could even injure you randomly, maybe even kill you but it would need to be very rare but just to give players some feeling of danger. There is a lots of possibilities here and I don't want to make it too easy for killers but I feel some spicing up is needed here. Few conditions for this could be that all survivors or at least 3 are still alive + 1 or 2 generators left to power exit gates. luck pouches could effect this as well.


    I would also like some kind of "burning" status added which you could get by repairing a generator when something goes wrong.. because most of the time repairing is quite dull as a survivor. In this case you would need to extinquish yourself somehow.. I would like to see a fire extinquisher in this game and molotov killer :)


    Most of all I would like to have some diversity in gameplay.