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PlunderingPanda

PlunderingPanda

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PlunderingPanda
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  • A camping killer is literally leaving the survivor's main objective completely unattended. If they're gonna camp a hook, just read the room and go find a generator. I recommend doing a generator within the killers terror radius first, if they're actually camping. It might also annoy them enough to make an opening for someone else to unhook while they go investigate that annoying clanging noise. You can literally do 1.2+ gens solo with 1 survivor hooked, even accounting for the time it takes to figure out that the killer is camping.

    Here's the super deep, dark secret about camping: Killer's wouldn't do it if it didn't work out for them in the end. I watch people reward campers all. the. time. I can't remember the last camping killer that WASN'T rewarded with at least a 100% "return on investment" for camping. It's silly. Survivors that hop into camper territory might as well put it on their dbd resume as: "Unpaid volunteer work at Bubba's bloodpoint farm".

  • I definitely agree that it would be more scary for survivors. Part of why survivors can be so cocky is their practically omniscient view of things.

    However, by the time you change survivor to FPV, you might as well make a whole different game because practically everything would have to change:

    • Chase dynamics? Survivors can no longer plan ahead. For all they know the killer already changed direction and is moving away. With killers having speed and vision benefits, survivors will waste resources, get tricked, be herded, and lose significantly more chases.
    • Generators? Holy crap. Gonna be incredibly vulnerable, even if you remove generator grabs. It would definitely slow down generator progression if survivors are more scared when the terror radius hits (not a terrible thing).
    • Aura perks? Probably need a rework because they won't accomplish a lot of your view is limited by your character, especially with how much time you spend facing in one direction as a survivor.


    and much more than I can think of, I'm sure.

  • This would be awesome. I would probably ######### myself. I don't find dbd to be scary, but one thing I noticed really quickly with VR is that the brain perceives 2D and 3D threats VERY differently:

    • Playing The Forest in 2D was boring AF.
    • Playing The Forest 3D was absolutely terrifying. It took me significantly longer to do anything in that game because the fear pushed me to be slow, careful, and quiet.
    • Playing gory 2D games has almost zero impact on me psychologically.
    • Seeing the head-crab zombies and the corpses laying around in Half-Life: Alyx was pretty disturbing (and they weren't even that gory).

    It would definitely present some very unique VR gameplay challenges. However, I really doubt it'll ever be a thing (bummer).

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2160720#Comment_2160720

    Why doesn´t it make sense? Gens are like killer "lives". Once the 5 are gone, the match is over.

    If you say survivors have no choice, then thats not true. Survivors have a bigger choice than killers. They have chests, totems, unhooks and heals. Meanwhile the killers only objective is to kill.

    It doesn't make sense because the argument you present is completely analog to: "Killers have a ton of choice, they can set traps, break walls, kick generators, and destroy pallets.". . .

    BUT none of those things will actually lead to a "victory" unless they kill.


    As you say, survivors can open chests, break totems, unhook, and heal. . .

    BUT you conveniently leave out that none of those things will actually lead to a victory without doing generators.


    Which circles directly back to what I stated about the inequality of your comparison:

    Tunneling is a choice. (and killers can win without doing it)

    Survivors have no choice but to do generators. (unless you argue that a solo-hatch with 0 gens done is a victory for survivors)

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2160309#Comment_2160309

    I mean, i´ve never seen a survivor complain about always going back to the same gen until its completed. But you do you...


    I mean, say what you will about their feelings on the tunneling, but this comparison makes no sense:

    Survivors have no choice but to do generators.

    Tunneling is a free decision.

  • OoO is garbage in solo or 2 SWF. When I see someone using it as killer, I generally laugh, because people that run OoO often spend their whole time begging for your attention, hopping through vaults, and tossing pallets when you ignore them and go after their teammates. It literally makes it so that only 3 people do gens, and their perks are always chase-centric, so you basically just take care of their more-threatening teammates first.

    I only go after them if they focus gens or are on my way to someone else. Ya know, like stopping off for a tasty drink on your way home, but only if it's convenient and things aren't too busy.


    However, if I'm dealing with 3-4 SWF that changes things, and I need to remove the OoO person quickly because they will give out my position constantly. This is probably what most people say is OP.


    EDIT:

    Wanted to emphasize that this isn't so much a problem with OoO as it is a problem with SWF, because SWF can easily abuse things that are balanced for solo play.

  • @swager21 said:

    prove thyself isnt really underrated considering youll see it every game or two. perks like detectives hunch or we'll make it are examples of underrated perks

    I used to love We'll Make It, but tunneling is so prevalent right now that running it has been an absolute waste in most of my games.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158448#Comment_2158448

    I'm not complaining about it. I'm simply stating if survivors wish to do the objective as fast as possible. Then don't get mad at the killer for utilizing the best tools that he can possibly use to salvage the round which usually works 9/10.

    I may be wrong, but I don't think tunneling and camping are actually the apex of killer gameplay. At best I see those killers get 2K unless the team is 100% solo-q.

  • Definitely Jeff. I feel like he'd be pretty easy to get along with.

  • Don't worry, new patch hits very soon. I think they said that now every chest open will spawn 2 items, and one is guaranteed to be a key (broken, dull, or skeleton).

  • Count on a killer main to say that it's the survivor's job to wait in one spot in order to give the killer a free hook.

  • @CluelessWanderer said:

    I'm a red rank survivor (if that means anything lol) but I'm still a fledgling Killer at Rank 15. I'm trying to play it more, but I find I'm often matched with SWF groups far above my rank and I find it just a crappy experience that discourages me from trying Killer more. Was playing this morning ( I have time off due to lockdown), and in one match I was matched with an SWF where two survivors were Rank 4, one was Rank 8, and their final friend was Rank 15 like me. Not really fair at all. The two red rank players of course, had flashlights and egos so large that they'd require their own weather systems. How did I know? The way they throw a pallet then dance around right in front of me. I'm on console, and they were on PC, so can 360 and all that BS. I did however discover the other 2 players were the weaker links, and went after them more often. The Rank 4's did everything they could to bait me on infinite chases- jumping and out of windows constantly, slamming lockers, etc etc. But nah, I kept focusing on gens and eventually killed their 2 friends.

    Because I'm a Baby Killer I run NOED. I have to. It's therapeutic with the bullshit matchmaking I have to endure. But i also leveled Blood Warden.

    Toxic SWF's are very altruistic. I always catch one with NOED opening the gate. I leave him slugged until the other gate is open- then hook him and bam. Exits are blocked. It ALWAYS catches them by surprise. Always. It's glorious. So the one Yun Jin fancy pants rescues her pal Flashlight Dwight, they hobble off to the open Exit gate, and RUH roh! Can't leave :[ . And I have NOED.

    >:)

    Even as a survivor main, I must admit that I like your style.


    I still remember the first time I got Blood Wardened when I had never even heard of that perk before, I was hilariously shocked at how quickly my survival flipped upside down.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2151430#Comment_2151430

    Better would be to just disable the perk for the time being.

    Sure. I agree with that. That would be a super great and easy temporary solution for them to do.


    But they haven't, and they won't. Truth be told, there's no indication that they're listening nor is there any proof that they give a damn.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2151430#Comment_2151430

    The issue is the double standards of BHVR. If there's a game breaking bug that helps the killer, you will get banned for it. If there's a game breaking bug that helps survivors you have to tough it out until they get around to patching it.

    When legion had double mending add ons exploit there was an announcement as you turned on the game "This is an exploit and anyone caught using it will be banned" Yet when there's a survivor exploit nothing happens? Explain how the devs aren't survivor favored? You can't because they are.


    I suppose that by the standard you laid forth here that unless they put up a warning, it's not ban-able. Since they haven't put up a warning, I guess that means that they haven't broken their standard.


    That said, just because once upon a time they banned some killers (AFTER warning them, apparently), doesn't mean they haven't grown up since then. You know, matured. Maybe they decided that banning people for their mistakes was bad for the player population. Maybe learned some lessons and also built a large pool and filled it with $1 bills so they can swim through a pool of cash while you wait for them to fix dbd.

  • I like that your post starts with, "I kill someone" and that's apparently a loss

  • She looks a bit less cro-magnon now. I, for one, support the evolution of Meg.

  • I mean, sure the perk is broken. So what, is BHVR supposed ban everyone who simply equips the perk they broke?

    If it was actually a big deal to BHVR they would simply fix it. Same with the chest loot bug.


    Regardless of how anyone feels about it they definitely won't be banning 10%+ of their customers, that's just bad for business and for the overall health and longevity of the community and the game.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2151211#Comment_2151211

    I think that is a wrong conclusion. I do know it is bugged, and i still have no reason to equip it.

    Same. I know it's #########, and that BHVR is gonna take a year and a half to fix it, but I don't run it.

  • This doesn't really sound like a discussion. Was there a question, or. . .?

  • Personally, I don't.


    That said, when I have to I try my best.

  • What is with these sweaty die hard killers when I play survivor?

  • @scenekiller said:

    Some of the answers here are solely due to pick rate bias. Obviously Tapp/Jeff/etc are going to be less toxic because you see less of them, while Nea/Claudette/Meg are going to be more because you'll see them way more often.

    As objective as possible, I'd say Jake, Kate, Jeff, and Jane are all pretty good-spirited survivors most times. Nea is single-handedly the most toxic survivor imo.

    You do make a very good point here. I've tallied some of the responses and it does seem to mirror character pick rates, although I'm basing those "pick rates" off of purely anecdotal evidence. I don't know if there's a chart somewhere with the actual pick rates on it.

  • This is a problem I have with the system. . . it takes so much BP to make one good killer that people pretty much have to specialize until they get over 1000 hours (and that's if they spend most of that BP on killers).

    A lot of the killers people "main" were probably in a good-or-at-least-ok place when they started playing them, and now they're super invested in that one killer. Because of this you end up with large swaths of player population who joined the community at a particular time in dbd history and all main the same few killers.

  • Wow. Even without the action speed bonus every survivor would run this. This would be broken upon arrival as is.

  • @Ethelwulf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2147770#Comment_2147770

    Please don't compare being told to commit suicide to camping and tunneling. It's sick. Never seen a killer tell survivors such stuff or mock them for losing. Survivors mocking the killer and being awful happens all the time. Tell me when killers start pointing out the rank of the survivor and telling them they are trash and stuff.

    I've gotten toxic commentary from plenty of killers. I never t-bag clicky-click or any of that toxic stuff. This is not a one-sided issue, however it seems more blatant when playing killer because the community is 80% survivor. It's not a matter of survivor always toxic, it's that dbd player's are often toxic and 4 times as many dbd player's are playing survivor.

    To play the math game here let's say only 10% of players are toxic (I'll bet it's well above this number), the killer has a (1.0 - 0.9^4) = 34% chance of encountering at least one toxic survivor in post game chat and survivors have a 10% chance of having a toxic killer in post game chat. That differential (34% vs 10%, a split of 24%) will grow significantly faster as the actual percentage of toxic players increases (EX: if 20% of player's are toxic, then the differential becomes (67% vs 20%, a split of 47%). So, yes, you will undoubtedly see much more toxicity when you play as killer.


    That aside, the best way to avoid the psychological toll this might take out on you would be to click the double arrow next to the chat box and just let it go. As far as people t-bagging and clicky-clicking, I haven't heard a good solution to it. Just like there's no good solution to killers face-camping, tunneling, t-bagging, or the myriad of other things player's may choose to do. At a certain point human interaction comes with unavoidable uncertainty, which includes both positive and negative possibilities, unless you put shock collars on them and strip them of their autonomy.


    However, if you mute the chat you won't deal with people telling you to commit suicide or any of those other things (AKA the worst of it). You can even smile post-match while imagining all of the effort they're putting into crafting all those PERFECT well-thought out insults (and wasting all that effort) as you sip a Mohito and queue up to wreck the next group.

  • I'm tired of non-toxic killers. Quit being such saints and occasionally be a dick about it. jeez.

  • Personally I hate running for 5 gens. i've done it (not often). But even when I do run for 3+ gens, if the killer hasn't caught me by the time we get to 3 gens, I know they're going to camp me if/when I get downed.

  • I think the green key is broken

  • I mean, I rarely see a pig. However, the last 3 pigs I remember put a trap on the first survivor, camped near the hook, and tunneled them whenever they got unhooked. So I guess this does pan out with my experience.

  • I'm assuming you now know about endgame collapse.

    Spirit is currently often called OP.

    Pig got nerfed. Only 4 traps for the whole match now. Rarely see them.

    Freddy got buffed, now can attack you when you're not asleep. Also can hop from generator to generator and lays traps in the dreamworld (oh, and fake pallets too, they suck!)


    Tons of other things, these are the ones that came to mind (I recently came back as well).

  • Fun Fact:

    Volume = 100%

    IW = -100%

    Stridor = +50%

    No Mither = -50%

    Total = 0%


    So just add No Mither (LMAO) and you can counter Stridor.

  • @Seraphor said:

    Keys aren't a reward for good or bad play, they're a stroke of luck, a hail mary, an RNG free escape.

    Question is if a killer has played their best and a survivor their worst, is it fair that they get a free escape?


    No, it's not fair if a survivor get's a "free" escape. They should have to work to avoid being sacrificed, find items or risk items (if key will be necessary based on ratio of generators/survivors), do generators (once again, based on ratio of survivors to generators), locate the hatch prior to the killer, and use it.

    That isn't free.

  • I actually just made up a perk for this in the "make your own perk" thread. I designed it specifically so that it will take more time away from generators than it gives back, but it gives back the time in the late game and thus survivors might voluntarily pick this in order to counter "3-genning" and other fun late-game scenarios. My hope is that it would extend the early game while making the late game a little less painful.


    It was inspired by the fact that I am currently playing dbd when I should be productive:

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Procrastinator:

    You have always been terrible at getting things done early, but you always make up for it at the last minute!

    You suffer a permanent 30/25/20% speed penalty when repairing generators.

    For every 60 seconds spent repairing generators you gain 1 token, up to a maximum of 5 tokens.

    While repairing a generator, you can press the active ability button in order to consume all tokens and instantly increase generator progress by 10% per token.

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


    10% sounds crazy high, and I originally thought I would suggest 5%, but the benefit was way too small for survivors to be interested. For the sake of playing the number game:

    Total generator time with this perk (5 gens completed) = 480 seconds (up from 400)

    Total time gained from this perk (assuming 5 generators are ONLY worked by people with this perk, and never regressed) = 64 seconds


    In general a full team of survivors can't get more than 8 tokens (as a team) and that's assuming that they spread it around in the most efficient way possible (very unlikely). However, more tokens may be generated when regression perks are used (such as Ruin) or generators are getting kicked a lot.

  • ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Procrastinator:

    You have always been terrible at getting things done early, but you always make up for it at the last minute!

    You suffer a permanent 30/25/20% speed penalty when repairing generators.

    For every 60 seconds spent repairing generators you gain 1 token, up to a maximum of 5 tokens.

    While repairing a generator, you can press the active ability button in order to consume all tokens and increase generator progress by 10% per token.

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------



    I designed this perk to reduce the annoyance of heavily patrolled generators in the late game, and to incentivize survivors to keep working on generators during tough end-games (as opposed to seeking out the hatch). In order to keep this from turning into a gen-rush perk it slows down the early game, giving the killer more time to build momentum.

    Alternatively, this can be used to counter killer's who heavily pressure generators and push survivors off them frequently/regress generators a lot. The killer will still extend the game, but giving survivors extra repair time (because they're repairing the same gens over and over) will give more tokens to survivors, allowing them to eventually finish those generators.


    For the sake of playing the numbers game:

    Total generator time with this perk (5 gens at max level) = 480 seconds (up from 400)

    Total time gained from this perk (assuming 5 generators are ONLY worked by people with this perk, and never regressed) = 64 seconds

  • @GoodBoyKaru said:

    Catch me if you can

    Survivor Perk.

    https://us.v-cdn.net/6030815/uploads/SDBY74N9GOGT/image.png

    (this took all of my knowledge of inspect element to make)

    BRUH, I WANT.


    Edit: Also, fantastic work with the styling.

  • LOL. Imagine if the survivor community tolerated the existence of "Devour Hope". Oh, wait. . . .

  • I actually really like this idea. BHVR could get some extra cash, and I get something to look forward to when I get mori'd.

  • pipping is too easy period. The safety pip should be about midway, and the pip should be just short of where double pip is now.

    Double pip shouldn't even exist.

  • The rocket launcher blows the survivor into the sky. The entity catches the survivor by impaling them on one of its disgusting limbs. The entity and the killer fistbump. The entity further punishes the survivor by forcing them to start the next match already hooked.

  • Do it. I dare you. I'll become a killer main in 0.5 seconds.

  • SUPER OP COMBO:

    Poised

    Up The Ante

    No One Left Behind

    Sole Survivor

  • pallet run survivor catch locker loop face hook juke rank camping 360 mori buff freddy hatch offering iri head auric twins coldwind key basement tunnel bubba m1 methamphetamine clicky click sweat squad tbag SWF shards trial chests BP killer swamp game spirit op nerf red drop NOED green updates point buff.

    UNBALANSE!

  • SURPRISE: dbd IS the bug.

  • Updated farms? I don't understand what that means. Would someone be willing to explain?

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