Chinanumawaaan
Chinanumawaaan
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######### FAIRNESS, ######### SURVIVOR OPINIONS.
Their toxicity is my joy. If you get abused, you take that badge of honour and hold your head up high. It means you did well.
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@ArchFox said:
Slinger is definitely one of my least favourite killers, not because he's cheesy or particularly difficult, but mainly because I find playing against him just plain annoying. Also his design isn't "horror" enough. He's just... a cowboy with a funny face, that's it.
Best thing to do, I find, is to just duck and weave between objects so he can't get a bead on you with his gun.
lol wait till you run into a M&A/tinkerer DEFSLINGA!
He makes almost no noise without a TR
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the issue is perks. playing killer and starting out is a brutally punishing experience. there simply needs to be more incentive to want to play killer.
If you want to transition to killer from survivor then it has to be made easier. If you prestige a killer you should be rewarded. P1 = all perks you have unlocked across your account should be given at rank 1. P2, the same but you get perks at rank 2, and P3, all at max rank.
This way you can bank on survivor and spend in killer with an incentive to beat the really ######### RNG of the bloodweb. This will also likely see a reduction in some perks like NOED as killers will actually have options for perks. NOED plagues low ranks. This is not killers fault, they simply have NOTHING else worth using when starting out.
Also reduce the cost of purchasing killer characters.
GIVE PLAYERS A REASON TO WANT TO PLAY KILLER!
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You know you can also bait BBQnC right? Run one way for 4 seconds then run the other way.
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@bjorksnas said:
Spirits counterplay is having 4 survivors to spread pressure on the killer who has no easy team wide map pressure only relies on hooks and chase potential to mount pressure
very specifically lowering the amount of survivors in the match makes her much stronger so congrats you counterplayed her only counterplay and ruined the match for your teamates
how dare you provide a logical response to survivor mains!
"why should we have to alter the way we play and adapt to challenges?!"
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I never used it as I dont like putting faith in RNG. But Undying was definitely bloated. All they had to do was remove the aura reading on it and gone on their way.
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game is boring and lacking in long term development. New content is more or less regurgitation ideas tweaked and sold as DLC. The devs dont listen to the community and BHVR takes too long to fix game breaking bugs and glitches that are more detrimental to the player experience than any other community issue.
At this point I look at the forums more than I play. At 250 hours I hit rank 1 killer and I main the low tier ones. I hit rank 1 with survivor without learning to play with meta perks (never use spine chill or urban evasion if you are new). The MMR system is pathetic, the difference between rank 1s and other rank 1s is hugely vast.
The scoring and ranking system for killer does not align well with the objective of the game.
Survivors can hold the game hostage for an unlimited amount of time as it seems that daylight never arrives.
The devs refuse to implement measures to counter toxicity - there are already extremely good ideas implemented by other devs in other games (eg. Rainbow 6 Siege)
The community refuses to think with logic and make demands based off that which probably hinders the games future development.
The community is a bunch of ######### whiners that cant accept that they make mistakes and probably crawl under their desks for that safe space feeling.
I think many of us are just waiting for a game developer to release something better.
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@xXTrajikXx said:
So I got caught and hooked just to be camped. Once saved was tunneled non stop until death on hook. Then they just let everyone else finish gens and leave. #########? This is why I rather run the meta perks and play toxic because when I try to be different I get screwed. So back to the usual easy escape builds and toxic play. Killers whine and complain but continue to be toxic aswell. Screw it. Cant beat'em join'em.
i know we are all thinking it so ima just say it. GIT.GUD. Getting tunneled is a survivor issue and its usually your own teammates.
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@NoObzBoiYT said:
I just found out DS isn’t a anti tunnel perk. A dev even said it, we need a anti tunnel perk because of tunneling killers.
lol sounds like you need a perk that kicks unsafe unhookers in the face when they attempt to farm you.
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lol the issue with undying wasnt its power. the issue is that survivors refused to counter build and consider losing their precious OP meta perks. god forbid that they would have to remove an OP perk to counter a meh perk. Personally, dont use hex perks or DS/UB. I do however run detectives hunch and dont really have an issue with other killers using hex perks.
Who'd have thought?
Guess if the player base cries loud enough theyll be rewarded with long queue times :)
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by implementing an ingame VOIP system for survivors and then balancing the game around this feature. As i see it now, 3rd party VOIP programs (discord etc.) are the only issue with balance.
Also OoO should be disabled if anyone in the team is in a party.
Or apply blindness to SWF
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killer should always be favored for hit validation. end of story.
the amount of grabs that cancel at 30 ping screams crappy coding. The only role that relies on and has a purpose for hit validation should take priority.
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@QwQw said:
After getting three bully squads today it's safe to say I will be taking a long break from this game for the foreseeable future. So my question is, why?
Does it bring you satisfaction to humiliate and ridicule others? You don't know what the killer is going through. They could be playing this game to escape from what is going on in their life, but you don't care. Do even the realize the killer is an actual person? Or do you see them as a bot you can bully to no end?
The harassment doesn't even end after the game is over. Because you feel the need to berate them through the end game chat or in messages.
As Marguerite would say, "Are you ignorant? Or is it that you just don't care?"
catch one. face camp. it literally turns the tables on who is really having the fun :P
also if you see 2 flashlights - lightborn or infectious fright
if you suspect swf - mad grit
if you suspect auterism of any type and you are strong in a chase and good at tracking without perks just use the perks that remove the mechanical vulnerabilities of the game like hook blocking and flashlight saves.
usually with teams that try to bully, their crutch is their ability to flash light save and block hooks and by removing their capacity to do so really just makes the game a hold w match and m1. swf that carry each other up the ranks are usually individually weak at looping and counter building really exposes and takes advantage of this.
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Spies is a horrible perk due to the bubble blocking your sight. I though it would go off on huntress and all i got was crow spam and blindness.
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@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1766772#Comment_1766772
This. I love playing her she seems soo good and nobody plays her. Which kinda in the end makes ppl know less of how to deal with her
Problem with top tier killers is that they're incredibly boring. Hag is no different.
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I'd say BHVR doesnt care bro. Everyday it looks like the complaints about the game are growing and are constant. Hopefully they are gearing up to sell it to a proper team because they lack inspiration and ideas to keep the game interesting. There are known glitches on maps that have been there for months and if that isnt priority, you problem isnt either.
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Yum, sloppy butcher into self-carers.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/207837/i-love-being-forced-to-use-ds
I love how killer mains pretend most people don't prefer to just tunnel. I try to take hits for my teammates when the killer just straight up camps and there are so many times where they walk around me just to tunnel. I also get farmed a lot as a solo survivor and there's nothing I can do about it. Why shouldn't I have some chance of being able to keep playing, especially when waiting 10+ minutes for a game on console is common?
Survivors perceive everything as tunneling and usually those who are hooked are a weak link anyway. Countless times I have chased the unhooker to be lead back to the hooked one. Also doesnt help when the unhooker just runs off or hides to leave the unhooked out to dry. in 80% of my games as survivor tunneling is a direct result of bad survivor play where selfishness is disguised as altruism.
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Trapper is incredibly strong if you take the time to place traps well whilst not being overly dependent on them.
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@GrimReaperJr1232 said:
In so far, the experiment has gone about as I expected. Most killers don't notice the difference. Aside from map changes, I believe there's a reason for this.
Most killers have a power that resets Bloodlust. Spirit, Nurse, the chainsaw bros, Pyramid Head, Doc, etc—they all have a power that helps them in chase and resets bloodlust. This combined with the changes in the maps, then Bloodlust does seem like an obsolete mechanic.
However, not everyone is this fortunate. Myers, Legion, Trapper, Wraith—these are M1 killer whose power does NOTHING to help them get a down. In most cases it's a non-issue, of course—you can mindgame TL walls and still get the hit.
That said, if you are unfortunate enough to get bad RNG in places like Badham, Haddonfield, or (Entity help you) the Asylum, then... you're pretty much screwed. Even though it is possible to get a hit in some cases like the fences in Haddonfield/Badham, you'll notice that these loops are much, much stronger than they were before.
So what am I trying to get at? I'm saying that these are killers that obviously need help. The ones I just named are already widely considered be pretty weak killers, and now that some loops just became stronger, they're going to need more help. Maybe some more map tweaks, maybe tweaks to their power (#bufflegionplz), both, or maybe we just haven't properly adapted to these changes yet.
Personally, I'm among those that believe Bloodlust T1 is perfectly fine. I do think the game is at a state where T2/T3 can be removed, however. But hey, I'm not a dev. I don't have the data being collected, although I would appreciate it if the findings were shared with the community.
I might be the only one that feels this way but I think huntress really needs it (try running an "unsafe" loop with her). Trapper, not at all. Ghostface and Myers are 100% suffering as good survivors wont let you stealth. I dont play wraith so idk but I would think he is not handling it well.
Plague is still the worst killer in the game imo. Shes too tall and her fountains heal survivors a health state (even if they became injured from a hit then cleanse)
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@megswifey said:
https://forum.deadbydaylight.com/en/discussion/comment/1766730#Comment_1766730
Does being bad include getting unhooked by a farming teammate lmfao
No, this is why I am so against perks like WGLF. I honestly believe that DS was implemented mistakenly for tunneling killers. Killers are opportunistic (whether its the right choice in the moment is sometimes questionable). DS punishes killers for unhookers farming teammates.
Idk, getting tunneled by a killer never bothered me when it makes sense. I think its time the community stops complaining about it and starts calling (in my experience) survivors that farm teammates out for ######### up their experience.
I would support a change that gave survivors better utility to escape when unhooked during stage 2 if unhookers were exposed for like 20-30 seconds.
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Stop being bad.
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@RaSavage42 said:
It's an experiment... as a test to see if BL is needed and also to test the reworked maps
To see if the devs have anything else to fix on maps
And to ease console players frustrations on lag spikes
I can assure you that there are still random lag spikes/frame drops on my boss ass PC. For the life of me I will never understand how this has been an issue since I can remember.
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lol you know this game is somewhat pay to win right?
You know that when you do pay you still have a long grind ahead before you can get optimal perks, unlock the characters perks and grind for the character you want to have those perks.
Cant believe I am going to say it but not even EA set it up this bad.
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@cyniChris said:
If anything, we should be earning twice the bloodpoints at all times, if only to alleviate some of the unbearable grind.
To unlock all perks on a single survivor, you have to go through a minimum of 147 bloodwebs - 150 if you haven't prestiged them yet (for unlocking the 3 teachables), and 297 if you want to hit prestige 3 (provided you don't do more at level 50 before prestiging). This is taking into account the fact that you can now get 2 perks on each bloodweb after level 40.
For killer, it's 135, or 138 if you haven't prestiged them, and 285 if you go straight to prestige 3.
And this is per character. There are 23 survivors and 21 killers currently. Without prestiging any of these characters, in order to unlock all perks on all of them, it would take 6,348 bloodwebs. And again, this is the bare minimum. Minimum for prestige 3 is 12,366.
Twelve thousand bloodwebs. MINIMUM. And you wonder why people beg for double bloodpoints and want the bloodpoint cap removed/increased.
Oh, and the next chapter will add a minimum of another 996 bloodwebs to grind through to get everything unlocked.
But staying on topic, if you want to give us double bloodpoints after this bloodlust test is done, that'd be nice.
Then factor that for the majority of players meta perks are needed and waiting 50 levels to not see it once on some occasions is extremely irritating.
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I have only noticed BL really being a difference maker on some M1 killers but it was especially bad on huntress. Years of lazy bandaiding for balance and content has manifested a lot of poor consistency and rerailing these issues for the future will take a lot more time than I think I have left in this game in its current state and direction. Mind you, I am having the exact same results as usual with trapper which is usually at minimum a safety.
For Huntress its not even so much about BL being deactivated as much as it is throwing a hatchet into invisible walls or hatchets going through survivors at times thought the latter may just be me (I dont mean dead hard). Anyway I think I am just noticing the annoyance for the hatchets into the invis walls more because BL doesnt help you catch back up after charging or missing.
Wouldnt mind them giving him 2 traps by default for a weekend as a "test" though.
Also anyone else noticing more keys and maps than usual? I am seeing it more when playing both sides.
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Abused so many loops in the 5 games I have played today. Had a huntress run around a rock and tree with me, she couldn't catch me and i dont think I could fault her cornering. Felt no urgency to mind game and duck off to a new loop when the killer took a wrong step. That McMillan hole in the wall spawns some ridiculous windows next to it (the one with the breakable next to it). Cant understand how there can be 2/3 gens next to it sometimes.
Also noticing far less M1 killers I just realised.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1762749#Comment_1762749
Regular groups will never be on par with a coordinated group. They'll have a strategy already planned out, and will execute it flawlessly. Your dreams of a ragtag group of rejects pulling together to win is a fools paradise.
Solo's are delusional if they think anything will improve with some mouthbreather with their fan pointed at the mic barking orders like a drill sergeant, then blaming everyone for not following their sagely advice. It'll be end game chat x's 1000. And no voice filter for when they call you a [Bad Word].
What they could do is change hook mechanics for solo. Eliminate the timer between hooks and allow it to be more forgiving. Facecamping someone who will never go into struggle phase would definitely reduce the number of facecampers. That was a major issue I faced as a solo was single hook deaths.
We need to think between the lines.
If people cant work it out then they will plateau in their respective ranks and be stuck together. The game being balanced means that they will have the tools and resources to succeed if they choose to use them. If they cant work it out from that point on they get left behind for the wolves.
The game is lackluster at rank 1 survivor because of how little killers can do and how forgiving bad decisions are for survivors.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1762732#Comment_1762732
and how is giving double BP on the weekend that it's being tested going to help decide whether BL works or not? When players are not playing properly? That's why this is a test for data, and that's why not more than one change can be made at once for testing things.
On a serious note, this makes no sense because:
- More people play during x2 BP events.
- If survivors have greater capacity to farm during during the "test" than in previous x2 events it will highlight the power shifts.
- Events showcase the highest level of sweat which indicates a truer show of strength and weakness on both sides.
- No one wants to play killer when it was already inconsistent enough before a nerf test (for various reasons).
- Detracting people from playing killer skews the data having a worse effect than "when players are playing properly".
- Longer queue times for survivor.
- Many of the loops that were the reason for BL being implemented still exist, EVEN ON SOME REWORKED MAPS.
- I will abuse those loops even harder, run them for even longer with no urgency to mind game to escape the loop to another one.
- ITS THE WEEKEND.
- I am bored of this list now and assume I have made my point.
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George W Bush.
Special Ability: CIA
Call upon a plane to fall from the sky exploding causing the steel beams that the support the map to melt in the inferno leaving only a few perfectly preserved Saudi Passports.
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Dont let those Neas try to farm you for the WGLF stacks for a follow up hook.
Hit that decline button.
-Saul Goodman, 2020
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@NotACompPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1761989#Comment_1761989
Yeah, if the killer is getting bloodlust because the survivor is better than them, then it's a bad mechanic, we shouldn't reward players for playing poorly.
This comment is surely bait but I will bite. DS, WGLF, UB & BT.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1762732#Comment_1762732
and how is giving double BP on the weekend that it's being tested going to help decide whether BL works or not? When players are not playing properly? That's why this is a test for data, and that's why not more than one change can be made at once for testing things.
They should give it permanently. Or half the cost of the items in the bloodweb. Either will suffice and it makes sense for so many reasons.
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they should buff solos by giving them SWF resources like VOIP etc.
Then they can and should balance the game properly.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1761109#Comment_1761109
They take a look at the average kill-rate for past weekends compared to this upcoming weekend.
Kill-rates are an incredibly skewed statistic that is blurred by maps, tile spawns, perk combos on both sides and ranks.
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If changing bloodlust is supposed to be healthy for the game I can assure you that doubling BP is even healthier.
No grind = less sweat.
E=MC2
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If its a junk map ill do it or they change to a key last second in the lobby.
Or I am playing basement trapper.
ORRRRRRR I am trying to depip
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@Saltjar34 said:
Personally I'd say, buff perks that encourage you to spread damage all around a team. Third Seal, Blood Echo, STBFL, and even Forced Penance are perks that encourage people to spread damage to get their maximum effect but 3 out of these 4 perks that I just listed are below average. Hook token perks like Devour Hope and Huntress's Lullaby also do this since if you immediately kill off a survivor, you'll get less tokens.
As for survivors, make perks that reward you for protecting your teammates. WGLF and Deliverance is a step in the right direction but that's it. Breakout, Babysitter, and MoM are considered weak and for that reason, almost nobody uses them anymore. If you get hurt trying to protect your teammate, it would force the killer to consider chasing you down and taking advantage of your injury or continuing to tunnel the probably healthy survivor.
LOL WGLF is survivors biggest enemy in this game. I honestly think that if you imposed a penalty on unhookers you would see a drastic change in survivor mentality toward (unsafe) unhooking and farming teammates. As a survivor this is what sets me up more than anything and that isnt tunneling, thats being opportunistic as a killer and survivor (unhooker).
If you impose a penalty on unhookers I guarantee they would stop setting you up. Hell give modified adrenaline (5 sec) and BT (5sec) to unhooked survivors and give unhookers exposed (20seconds) status after unhooking.
PLEASE REMOVE WGLF!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Trapper is extremely underrated. He has the capacity to stop a lot of powerful survivor perks and mechanics.
Legion is better than plague, clown is better than plague.
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goodluck on this one. the devs only nerf things that have lose lose situations for survivors. the PH nerf and Thanatophobia nerfs were justified in those words. lose lose situations dont exist for killers and as such cant be balanced :)
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400% agreed.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1758265#Comment_1758265
Oops, missed that sentence. Still, most of my points stand. This would be incredibly rare to have actually go off against survivors who know what they're doing and make Legion even more brutal vs people who don't know how to counter them. It's not a healthy change.
In this instance there is a very distinct and simple counterplay to the "propose change". Legion is a pathetic killer and the change would only serve to reward the killer for the MISTAKES OF SURVIVORS and actually having an opportunity to capitalise on them being caught out of position, mind you this is gifted to survivors every match many times over.
A 4 man hit is a relatively long chase depending on positioning. If you mend you can be hit again by feral frenzy, if he hits you again it has no effect with a 4 second fatigue. If you let him run off while you do a gen for a few seconds or something till his power finishes you can mend safely. If survivors spread out and do other things it would be extremely difficult for a legion to consistently get 4 hits to get the down. In fact this almost doesnt change a thing for legion other than giving his power some sort of reward.
Players not being able to work things out is not a good way to balance a video game when the solution is extremely simple.
There are killers that stomp in low ranks and struggle in high ranks. That is consistent with most video games.
@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1758261#Comment_1758261
Downing a survivor in Frenzy would immediately end your power, so you can't 4 man slug with your first Frenzy.
Slugging a 4 man would require a total of 12 consecutive hits in 1 frenzy if the counter reset after 4 but after the 4th hit the power would ideally end lol.
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@FFirebrandd said:
Honestly I don't think Legion's power should be lethal. It doubles Legion's speed gap between them and the survivors, it allows them to bypass every defensive structure the Survivors have, and it makes them no more difficult to control. In a word, its uncounterable. But... to offset that fact, it can't actually down anyone which is good because actual uncounterable downs are really bad when they happen.
Really, I just want Frenzy to have more uptime and stop losing charge when they hit people or pick them up.
the counter play is exactly the same as it is now. split up only now you actually have a reason to try to loop or pallet stun him out of his ability
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It wont work purely because no killer has this much time to prep and waste time.
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@zackdaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1754825#Comment_1754825
That is absolutely not true at all
lol DS is a different perk at different levels. at low to mid ranks its a defensive perk. At red DS is an offensive perk used to exploit and create a lose lose situation for the killers. Essentially you can sit on a gen and do your best to be dragged off it to utilise the stun.
Tunneling and camping is and always has been fueled by bad survivor play that you will call "altruism" whereby you are farmed by selfish survivors setting you up. This will result in you being farmed by the killer. But because the killer "ruined" your fun you lose sight of the Nea that just farmed you trying to get WGLF stack.
Camping and tunneling is only a winning strategy when survivors try to get that iridescent alturism emblem.
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@DeadBobDaylight said:
https://us.v-cdn.net/6030815/uploads/US1J2H8X9CPA/bolted-doors.png
That's it. Just swap these for the walls. Default to open.
I like it, then if the survivor closes it with bad timing the killer can kick the door open on them and stun them for a second
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good idea, would be good if survivors and killers had the ability to increase each others bp total by a % per up vote. This would discourage toxic play on both sides.
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@BattleCast said:
Personally I wouldn’t like this idea because it has potential to screw over really good survivors who know how to play against Legion. Picture this, your on The Game working on a generator and legion happens to stab 2 survivors, but the third survivor runs directly to you and gets stabbed. You, who knows how to play against legion, can do NOTHING to avoid the insta-down feral frenzy stab even if you knew how to play against legion and split up. You can’t avoid the stab if you start running the moment you hear the terror radius because it’s The Game and the Legion can just cut you off.
Even if you did make a mistake it still wouldn’t feel fair for the survivors, and that means he would just become Spirit or Deathslinger 2.0. It might work if it was an iridescent add-on though.
Yeah but who doesn't split up against a legion?
Anyway the 3rd level of the bleed may as well be an insta down if legion cancels his ability. 30 sec timer all around with an insta down on the 4th makes a lot more sense.
Also the 4th hit insta down will apply to players who heal too soon for a second hit.
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The bloodweb is such a horrible system. It would be so much more healthy for the game if they literally halved the cost of everything or doubled the bloodpoints we get. The x2 bloodpoint events just take the edge off of the grind of a game that is supposed to be casual. Even if prestige would lower the bloodpoint cost it would make me want to actually do it or if all perks by default became tier 2 on 1st prestige and tier 3 of final etc.
Stupid concept to have a system where you buy a new killer to not be able to learn/play them under fair or fun conditions.
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@scrceress said:
https://forum.deadbydaylight.com/en/discussion/comment/1757584#Comment_1757584
I can't believe that the majority of people in this thread still think that camping is a good game mechanic that needs to be encouraged. Even after various good arguments were listed.
While you are complaining that the bad game mechanics leave you no other choice than to facecamp, there are plenty of killers that seem to win just fine without that. It seems like, maybe, they have some sort of skill you're lacking.
And, before you complain I'm only looking at that from the survivor side. I play killer as well. I am really bad, so bad, that most time I don't get a single kill (on rank 15, with survivors of the same rank). And yet camping is no option to me.
You missed the point. Its not about it being a good or bad mechanic, its the fact that it works because survivors let it be effective and the game design provides situations for it to be an ongoing complaint.
Why do killers have to change something if it is effective for them? How can survivors expect killers to play differently if they are winning and having fun?
If someone plays a game and is not exploiting a bug or unintended feature of the game then your problem isnt with the killers, its with the devs. Until the entire community realises this and stops sooking about how people use intended features and starts pushing for better quality of life changes this will remain an ongoing area of concern.
Regardless of how a killer kills, whether its "fair"or not they will cop abuse in the endgame lobby because we live in a society of participation awards and losers will always find a way to justify abusing the winner regardless of their poor play.