ChunChunMaru
ChunChunMaru
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- ChunChunMaru
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The entitlement is real lmao "BuT I dOnT wAnT tO cOuNtEr It By DoInG GeNs, ItS bOrInG". "I pAiD fOr ThE gAmE sO mY OpPoNeNt WhO NeEdS To KiLL mE tO wIn HaS tO pLaY NiCe".
Bruh, the only question you need to ask yourself is this
Did it work?
If the answer is yes, then he did his job. If the answer is no, then you did your job of surviving. Everything else doesn't matter.
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Honestly, the average game time should be around 2-3 minutes longer than it currently is. I feel like it'd be much healthier for the game because yes, on certain maps, or certain tiles, you pretty much start with a 40% chance of winning that quickly diminishes depending on how you play the first minute of the game. But people used to defend infinites and call it a "survivor nerf" because they thought there should be areas where a killer is completely powerless sooooo.
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The DBD community is easily the most toxic game community that I've personally been a part of. And I've heard that same sentiment echoed by a few a people. Unfortunately, that's just the way it is. Like this thread shows, toxicity might as well be encouraged because people will just blame you for having a problem with it. It's like bro, win or lose, I don't want "just ignore the chat" to be the standard. I don't want to be harassed on my steam profile either for being a "camping/tunneling loser". Not to mention the mandatory 1 DC per match that you STILL get flamed for because you didn't play nice and let all three of them go like you're their dad or something. You see it a lot more with survivors primarily because they are the bigger player base but it's almost part of the culture.
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I think the game has improved BUT is held back immensely by game time and the matchmaking. I think games should last longer than the amount of time it takes to find a game and set up your build. However, due to the lack of objectives, survivors can just speedrun the game and end it in 5 minutes. Currently, making maps smaller is the solution, but I feel adding a second objective accomplishes the same thing without limiting design space. BUUUUUT a second objective has been requested for years now so I doubt it will ever come.
The new MMR system might fix things but as of now, the matchmaking system has created a lot of problems for the game. Rank 10 Killers playing Rank 1 survivors. Rank 1 survivors playing with "Rank 1" survivors. New player or player playing a new survivor/killer for the first time playing against meta builds.
Perks also need to be streamlined but looking at the Billy perk changes, maybe they should just leave it alone. I don't want a "Every time you grunt as Billy, the aura of one survivor who is searching through a chest will be revealed for 3 seconds."
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No matter how well hidden totems are, good survivors will always memorize the locations. My problem is that dull totems are completely worthless other than potentially spawning NOED and extra points. I made a post a while ago thay dull totems should have like a 3% repair speed penalty for a max of 15%. That way killers get an early game and survivors have a second objective. Especially because it's so easy to implement. But I guess no one liked the idea.
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Killers have the opportunity to be more toxic, yes. But are they more toxic? No.
Survivors think anything that results in their death is toxic (generalization, do not mean EVERY survivor). Survivor players are waaaay more toxic than Killers. And I can say that with confidence solely based off end of game chat. A killer will normally leave chat immediately or just say gg. Where as survivors have the need to cry "baby killer" and "why are you playing X killer". Or "why are you tunneling?". Maybe you get a game where a killer is toxic, but there are toxic players on both sides. And chances are, you're just playing against a killer that got attacked in chat the game before by entitled survivors and now all they see is red lmao
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It alwaya goes back to the same thing. If the survivors are good, then prepare to lose in 5 minutes. If they're bad, then sure it's "balanced". But again, why balance around bad players? It just means if the survivor base suddenly decided to actually get good, killers would be screwed.
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@Heartbound said:
I play both sides. Have been rank 1 in the past, just stopping by nowadays for those sweet juicy tomes.
I consider myself a bad player on both sides, but I play well enough to get survivor and master challenges fairly easily.
From killers I expect most of them to do what they saw on YouTube. Its actually the killers that just commit and walk forward that trip me up. I expect the killer to try to mindgame. I never see that clothesline coming.
For other survivors I expect a degree of boldness. When I see survivors just playing cards in the corner through auras it makes me sad inside.
Yeah, when I see killers pressing w and doing nothing else but following the survivor, it feels so bad. Mindgames is a must for killers.
And for survivors, I agree. When I play killer, I see hooked survivors hit second stage or straight up die, because no one went for them. Even when i'm not in the area. Sometimes they can be TOO bold, but even I feel bad for survivors when their teammates are playing hide and seek while they are dying.
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@Huntress_Lullaby said:
i sir would agree with your words honestly.
it seem bad when you have people complaining that hillbilly and freddy are op. strong yes ok but op no.
Yeah, I noticed after the ruin changes the forums were suddenly filled with more survivors calling for Killer nerfs. I realized that it may have been because of a low skill level and not because they were trying to be "toxic".
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I mean, that sounds great honestly. It would really add to the horror aspect of the game. Don't know if they would ever do that though.
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She is difficult to play as so new players won't really enjoy picking her up. Especially because games last 5 minutes. More importantly though, no one likes not being able to play AKA there is a cooldown for your second blink and you also suffer from blink fatigue. That's two moments where you literally can't play and it happens constantly throughout the game because of how her kit works.
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Yeah, that's the gist of it. I've seen player say "X killer is a bit strong, what should the devs nerf about them?" It seems any killer that is "a bit" better than average, is deemed nerf worthy. Billy and Huntress are what Killers should look like. And the Doctor rework I think was great. But like you said, some people don't change their playstyle or adapt to different killers and immediately go "OP pls nerf". The problem is solo queue survivors hate relying on their teammates because "they are bad". So they want to have the power to essentially one v one the killer to ensure their survival isn't dependent on their team. Which I can understand. So if a killer feels "oppressive" in a 1 v 1, then he is looked at as "too strong". But yknow, people need to understand its a team game man.
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I just feel that if the game detects a 4 man (maybe a 3 man as well), there should be like an extra added layer of difficulty. No that I know what that would be exactly. But SWF just gets ignored as is cause "it only happens every once in a while".
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Toxicity is at an all time high. But really, it's nothing new.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1036578#Comment_1036578
Killer moves faster than survivor and killer can move freely whereas survivor has to stealth. Killer will find the hatch 9 times out of 10.
Its not a survivor rulebook deal, its cutting out the boredom deal....like when they had to create EGC because killers didnt want to walk to exit gates and hit survivors out
@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1036882#Comment_1036882
Who says they haven’t earned it?
I have to put in more effort as survivor than I do killer. Some games I get more than twice as many points as the next survivor.
The team didn’t earn it but it didn’t mean specific survivors didn’t work their ass off in that game to carry the dead weight.
Well yeah, the get out of jail free card SHOULD be in the favor on the killer. But it doesn't stop survivors from camping the hatch, having come across it earlier, etc. You are not entitled to the hatch. If you want to end the game quickly, then just suicide into the killer. In the same way survivors expect a killer to let go of a survivor during EGC because "the game is already over", then you should just let the killer kill you because "the game is already over".
And who decides who earned a hatch? You? I'm sorry, but DBD is a 1 v 4 game. You're part of a team with the other survivors. Survivors need to realize that TEAMWORK is supposed to decide whether you live or die. If your team sucks, then you die. OR you get LUCKY and find the hatch. Emphasis on the luck.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1036446#Comment_1036446
Umm....the killer can close the hatch now in case you didn’t know.
It just stops the game from dragging out.
Pick up survivor -> they’re down again -> pick up again -> they’re down again - pick up again etc
Scenario 1: You don't slug the last survivor. You don't know where the hatch is. Odds of finding survivor or hatch is ???%. Maybe you have BBQ (which has counterplay). If you find the hatch, gates are powered. Chances of finding survivor before or at a gate ???% (unless the gates are super closed together, which is RNG). Nothing is sure. I'm just taking random chances at this point.
Scenario 2:You slug the last survivor (and they already used unbreakable or don't have it). Survivor (does not have key) must either make their way to save the downed survivor or risk a gen. Chances of success for killer +++%.
The first scenario is all chance. I, as the killer, am not obligated to give a chance at the hatch, especially when I'm weakening my own position to kill you. Which is my job. To kill you.
In the latter scenario, i'm already assuming two things. That unbreakable was already used or not in play. And the 4th survivor doesn't have a key. If either one of those are in the game. I lose my slug or the other survivor escapes anyways.
This is a survivor's rule book type of deal.
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Killers: Hey, don't nerf ruin. The game is too fast. I'll have to mori and tunnel.
Survivors: MoRi AnD TuNnEl. Whatever baby killer.
Killers: *brings mori or tunnels*
Survivors: :O why are killers bringing moris and/or playing dirty. Pls nerf.
I don't know what to tell you bud.
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@Colton147 said:
Killer kill rates are above 50% at red ranks.
Because there are too many bad survivors at red ranks, which literally EVERYONE agrees with. Killing survivors because they're bad means nothing.
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@NullEXE said:
This was just said in the Livestream, my concern is that it's the lack of early game pressure for most killers is what is causing problems with the Gatekeeper emblem, and scoring. If the developers expect 1-2 generators to be repaired in the first 4 minutes, why does that penalize the Killer in the Gatekeeper emblem?
They said it on the forums as well. Something along the lines of "We expect generators to go fast early... the more people the killer kills and the longer the game goes, the more in favor the game is to the killer."
Unfortunately, the early game is the most important, so if you're a killer without any mobility, then tough luck. The game is designed to work against you.
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Map design is the real issue. Gen speeds happens to be the symptom. But y'all really need to stop saying stuff like "killers win all the time" and "teammates are bad/red rank survivors are watered down" in the same breath. To me, it obviously means survivor players need to get better. Because 4 real red ranks survivors (not even swf), are very strong. Meaning, if survivors become better in the game, they can do the same thing. Killers are farmers at this point, just harvesting the potatoes that are unfortunately being fed to them.
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@gamerscrybecauseofme said:
I don't like the ruin change, it's a blatant nerf to the hex that will render it mostly useless like all other hexes beyond the insta down hexes. Thankfully, I am not a trash killer and don't use it anyway.
However, it's been great hearing about the killers dropping ranks because they can't keep up with the pace of the game at red ranks. It's about time they dropped into the ranks they deserve to play in.
Hopefully now, when I load into a trial as survivor, I get a killer that can actually play, rather than lazily rely on a totem to do all the hard work for them.
Also, I am going to love it as killer, as I will be completely unaffected by the change, like I was with every other change to nurf killers, why? Because killers are overpowered. The only chance survivors have, is with 4man swf, and even then, they get squished most the time. If you're not capable of that as killer, then enjoy the purple/green ranks or even playing some other game 👍
You can't completely disregard matches that ARE impossible to win. They exist and there's plenty of proof. Even the God Killers that people love to mention like Otz, Tru3, or whoever, have stated this. Anyways, survivor ranks mean nothing and everyone is well aware of the number of bad survivors in the game. So is killing bad survivors even worth anything? A 4 man SWF is the only way you can stand a chance and they get squished most of time? LOL Nice bait.
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/1017863#Comment_1017863
I didn't say the game was dying. I actually said that the game has consistent healthy numbers however the 'player count' stat doesn't give off any indication of player satisfaction. Whether someone is 'playing' by looking for a match for an hour or playing 40+ matches a day, it doesn't define it in the stats.
And the mentality of "I'm having fun therefore everyone else is" is unhealthy. It's clear how certain changes have and will affect the games health and when you have similar games who will rival dbd coming out then dbd has to get it together to compete.
Side note some people in these forums think they can discredit a whole argument just because of your personal experience playing dbd. The arguments are made within the whole playerbase in mind and not the few who claim to be different.
Nah, you're right. Although the forums are a small percentage of the playerbase, most of the posts are complaints in one way or another. Some people, like the ones on this thread, are just willfully ignorant because THEY are having fun, therefore everyone else is. And even if the devs say take stats with a grain a salt, they'll still tout the stats as if they're some silver bullet that proves everything is fine and dandy.
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@supersonic853 said:
I mean its the reason for the ruin nerf. And partially the doctors rework. And now people are complaining about billy who hasnt changed so i dont see why the sudden surge of "billy op". Loop him like every other killer and dont get caught out of position. Dont want to say get good but i have no problems with him. And i do just fine without Ruin so im doing just fine without it. Billy actually represents a good example of a killer if they want to keep making huge maps. Great map pressure and he punishes survivors mistakes with a one hit down (which is easily avoidable). Then you have clown who kinda needed ruin because if he gets a huge map he cant zoom between gens. We honestly need more killers like hillbilly and freddy who can pressure gens effectively. What happened to killers are supposed to be feared and survivors are just supposed to barely make it out alive? Sincerly Rank 4 survivor and rank 5 killer.
It should be harder to get into red ranks but generally yes, survivors do need to "get good". It makes ZERO sense as a casual or competitive game, to ignore what good players can do in your game, in favor of those who are running around like a chicken with its head cut off.
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@underlord99 said:
When I play solo survivor I feel like DS is a necessity. What with all the randoms that like to unhook you in front of the killer with no borrowed time or the ones that sandbag you.
And another reason I feel like its needed is because a lot of killers will tunnel if their is no obsession which is boring .
It's sad because the whole perk has brought about a lot of controversy and hate due to survivors abusing it and not using it as it should be.
Make DS turn off if a survivor does an offensive action like repairing and healing.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1015389#Comment_1015389
You're missing the point of the meme. It's not saying these changes were unfair; it's pointing out the cognitive dissonance that a lot of killer mains show with regards to the game's updates.
Majority of the time, it's a positive change for killers. (and that is good. the meme doesn't suggest it's bad in any way)
The reason that cognitive dissonance exists is because of the quality of the nerfs that survivors get vs the quality of nerfs killers get. And some of the stuff that they call "survivor nerfs" or "killer buffs" are neither, but a fix to the broken aspect of the game, like infinites.
Freddy was absolutely gutted and left that way for how long? Legion got gutted. Mending does nothing. Pig Traps are useless. Madness just got nerfed this recent PTB. Nurse. Spirit, EVEN ONI.
Huge differences.
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DS is stronger now than it used to be. You could AT LEAST dribble before.
Generator repair time increased? How many years ago was that?
Killer vault speed increased? Wow OP. That's closer to a QoL change than a buff considering how effective looping is.
Do you remember the old self care? It was clearly overtuned. So much so NO ONE ran medkits and healing in between loops and pallets was meta.
In a game where gens can go in 3 minutes at base, old BNP was severe overkill and unfair.
Flashlights are still good? I'm sorry you have to time it...?
Getting rid of infinites is not nerf, ITS FIXING THE GAME
Pallet Vacuum? Again... clearly broken? How is giving survivor a mini teleport not broken?
Balanced Landing? That was a soft nerf as it was also given some "extra functionality".
Sabotage? Sure lets buff sabotage. As long as survivors can't make the whole map a dead zone in case you forgot how OP it was.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1014324#Comment_1014324
so you cant really use it as a "weakness for only him" if literally all killers suck at it. I would also argue that there are a few killers that can deal with loops such as freddy, spirit ,(a good nurse though those are very rare these days ) and maybe even hag if you know how to set your traps .
It's still a weakness for Billy. Doesn't matter if other killers happen to share the same weakness. Put simply, Billy can be ran around like any other killer. He has great map pressure and an instadown but if you run into a jungle gym or a loop, Billy is just an m1 killer. He's really strong against players that don't look behind, can't loop, or hear the chainsaw and decide to stick on the gen anyways. But is that really something that he should be punished for?
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@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/121854/picture-you-cant-make-this-stuff-up
BBQ, Enduring. You just forgot to put on Spirit Fury, then you'd probably have the most meta billy setup.
Also, not sure what your post has to do with "Billy OP". Please enlighten me.
I recently picked up Billy as you can see I only have him at lvl 30 LOL And i'm just poking fun at all the posts that are calling for Billy Nerfs!
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That's what happens when you don't play for months at a time. SHOCKER.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/121854/picture-you-cant-make-this-stuff-up
You were red rank but haven't even reached devotion level 1? Billy OP!
I stopped playing around the introduction of the player exp progression. And like I said, I just started playing recently again. If you'd like I can climb to red ranks again and post a picture of it?
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Honestly, I know the devs are trying to keep as many players in the community, but they have to be ok with cutting off the toxic/dc players. The community would be so much healthier as a whole.
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@Blueberry said:
Actually an interesting idea. This would slow down the early game like we need and also get survivors more focused on the side objectives.
Even after they keep fixing totem hiding spots they are still always just so awful. Along with still trying to improve the spots they should also make the totems color black in color so they are harder to spot. Lastly make the lit Hex totems only show to the killer. This will make them start breaking totems while trying to find which one is the right one. This is also important because a lot of the time you find the Hex totem just from hearing it because it's so freaking loud.
Honestly, I don't know why this hasn't always been a thing. When I first started playing, I assumed that cleansing a totem worked in some way to my benefit. But it's just for points. The community has been very vocal about gen speeds, so I figured why not kill two birds with one stone. I mean it makes sense theme wise as well. "The killer places the skulls of his old victims in totems across the map, cursing the survivors". Assuming totem spawns remain as RNG as now, I think making the Hex silent might work by itself. We can't make it too hard to find either or the Hex Perks would become too strong. And survivors not being able to tell makes it feel too RNG for me. Id rather them find it, than it be "Oh I cleansed this random totem and it happened to be the right one". The rest of the totems can remain the same, as they aren't necessarily meant to be impossible to find. Plus they spawn all over the map, realistically survivors will only destroy 2-3 on average. Or we see totem builds, which would be cool.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/120274/totem-rework
Most of that could work...potentially. Having them spawn next to the killer isn't a good idea, though. Then you'd generally know exactly where to look if you're a survivor. The opposite side of the map from where you spawned.
True. But if it spawns on their side, they are likely to find it anyways. Good survivors will find the totem no problem. So at the very least, if it spawns on the opposite half of the map, they still have to walk all the way across to look for the totem. And the killer will be walking towards were the survivor spawned, encouraging survivors to stealth play around them, or wait for them to be distracted with another survivor.