Reaver_Raziel
Reaver_Raziel
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@arcnkd said:
BHVR doesn't care about reports in general. It's only in the game to make people "feel" like they're doing something about it. Hence why they blatantly tell you they will ignore reports if they find it not a "reportable" offense of some sort... meaning, they already don't take reports seriously.
I mean I dont 100% disagree. But considering I have seen people getting banned from the game I'd say you are at least overreacting a bit.
Got the steam profile of the guy, reported him for cheating, and kept a watch on his steam profile. "Banned from 1 game" after about a week or so. And that was for cheating which is a bit harder to prove than saying nasty things.
But I would say if you got that if OP got that much toxic ######### thrown at him 5 times during only a single day I would argue he probably did something to anger players. Does that make it ok? No ofcourse not, but while I get some toxic ######### every now and then I dont get anything near that level unless I play nothing but this game for a month. So either he was impressively unlucky or he is doing something to encourage this sort of stupid behaviour.
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@brokedownpalace said:
I'm kind of concerned that, with the chapter releasing on Tuesday, we haven't heard about any changes to The Blight. Or have I missed an announcement about them?
Dont think there was straight up official (like announcement) but there have been talks from devs etc that he actually already was changed before he hit the ptb and we only played a week old version. Not sure why. Maybe upgrading to the right version is more difficult than we know.
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New meta? Probably not. Make Hex perks more viable.....yes and no.
Pers like Ruin? Yes. But in Noeds case you basically only got 2 perks until the end game, so its probably a bad idea.
Perks like Devour hope that was already really good and loses all its stacks when it gets moved with Undying? No.
To sum up all perks
Blood Favour? Probably an underwhelming perk, not a 100% but most likely wont be more than a decent perk at best. Considering its a hex with a cool down and limited range. If that happens to be the case then it staying up longer wont help.
Haunted Ground? Yeah its a good combo. But you are now spending 2 perks on the hope that the survivors cleanse totems without any need to cleanse them. Sure you could use a third hex perk (which is a lot already) but now you are using up 4 out of 5 totems (Haunted grounds takes 2) so undying wont be very useful if at all.
Huntress Lullaby? Mediocre perk that requires the survivors to be a bit scatter brained/asleep in the game. And even with Undyring it would lose all its stacks.
Noed? Yes a good combo again. But this time you are basically "sacrificing" 2 perks to be late game perks, where Noed is almost guaranteed to give you some sort of "reward" for waiting. Undying is only a "might" help you.
Retribution? Kind of a waste. Using 2 hex perks to find survivors. Might work well in a Full hex build. But you dont want Undying in a full hex build.
Ruin? Good. Maybe even best combo. At least for now, no clue what we will get when december comes.
Third seal? Bad perk, that shouldnt even be a hex in current state.
Thrill of the hunt? Possibly. But still using a lot of totems with possibly 0 benefits. Most of the time you need to give the survivors a reason to cleanse.
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@vector said:
https://forum.deadbydaylight.com/en/discussion/comment/1583546#Comment_1583546
i know what they said but i dont know what they did
"Welcome to DBD where the rules are made up and Ranks dont matter"
There is a reason why most people say that rank doesn't matter. Granted one of the reasons is that there is no reward (or there wasnt until now) for being a higher rank. I can almost guarantee that its sheer luck that those games feel like that, either that or you might just be better on those killers than you think.
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While those are annoying as #########, at least it isnt the chains add-on. And he is using BBQ and Tinkere when he could make do with 1 one of them. But I would say all that would still be fine (not really, but it would be better) if he werent also using pop. Pop is insane on Freddy.
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Its not a terrible choice, but I dont think its the right one. They really should just look at his add-ons some are too powerful (action slow down, survivors already sleeping when they get in) and some are just meh. If they wanna go outside this area then they should make a few adjustments to his power which is like a lot of different killer, Hag, trapper, plague, huntress, demo, pyramid head and others. Just slow him down when he uses his power.
If he had to slow down a bit he wouldnt be able to use blood pools so free of charge. And this could be a potential buff to his mediocre alternative power the fake pallets, just make it so the add-on dont slow him down when creating fake pallets. So that there would be a reason to pick that over blood pools, because as it stands there are none. Or change one of his not so well made add-ons (like the regression penalties) into one that removes the slow down.
With some of those changes he wouldn't be able to run as many slow down add-ons and still have the same power as before. He would still be able to teleport and pop gens (so he would keep his map control) but he would be less dangerous/obnoxious in chases to compensate, he would lose just a bit of an edge in one of those things because currently if played with those builds he has everything.
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No thanks, the time it takes for them to die on hook is time I could be using getting into the next match and get even more bloodpoints. The game is over, if the survivors wanted more bloodpoints they should have played better, and if the killer wants more bloodpoints, then just slug for 30-40 seconds and then hang them. I consider that a waste of time and even in the best most optimal time of playing, during events. I would consider it so tiny that it wasn't worth it. Back when you got like 6x bloodpoints, getting 4600 (800x6) bloodpoints more when you were getting 60-120k easily, is just not worth the extra 60 seconds of waiting. No thx. Besides they are most likely removing the struggle fase as it exists now, and going for a skill check mode instead.
I would just say that they should just give some more survival points for time spent on a hook (not emblem points, but bloodpoints) to encourage not suiciding, considering survival is by far the most difficult one to fill up. Either that or take away bloodpoints for attempting (and failing) escapes, and then possibly return them if they manage to escape by themselves. Attempting to escape is something that should only be attempted as a last ditch effort and not something to do because you wanna kobe. And then make luck worth anything beyond memes.
As for the bloodpoint categories. I would say objective is fine, boldness is fine (for the most part),if you dont get chased you can just remove totems, altruism is okish just kind of difficult and survival is honestly insane to try and max out. I mean one of the categories requires you to be the obssession to get any points. So yeah im all for adding 1 or 2 minor ways of giving survival points, either increasing the amount from wriggling, or giving some for recovering on the ground. Maybe giving points based on how long you have been in the dying state, if you get healed out of it and into the injured state. Or giving points based on how long inbetween hooks, like "Ok you went 5 minutes before getting hooked here is 500 points" or something similar, nothing major just a minor incentive to play smarter.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1582969#Comment_1582969
Sorry, I should have been more clear. By all those things I mean a problem needs to be addressed and its related to the category I put it in, So addon rework can mean they're addons are necessary or addons are worthless. Spirit should be in complete rework, thats on me. Power rework means the power is causing the rework, not that the only thing that needs to be reworked is the power, because as you already know thats kinda impossible.
Ahh ok fair enough, I can see what you mean then. Thanks for clarifying.
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I cant speak for everyone but when I play survivor I always play with items, sometimes a medkit and sometimes a toolbox. In my case its to make up for the fact that I am playing solo and I want to have some advantage going in.
As for when I play with Friends it depends. Sometimes its just fun seeing how stupidly fast some gens can go, and other times its to compensate for the fact we are a bunch of potatoes just trying to have fun. As for "gen rushers" you gotta explain what you mean by this term because a lot of people no longer use its original meaning, and I think you are one of them.
Originally gen rushing was escaping so fast you all depiped, both killer and survivors.
Now people just use it to mean "Why are survivors doing gens" which is a really silly quesetion. They do gens because its their main objective, luckily after the toolbox nerf they cant do it nearly as fast as before. They can do 1 gen faster than ever. But not all 5. Before the nerf true gen rushers would use 4 commodius toolboxes and still have charges left when they escaped. The new one has 32 charges, the old one had a whopping 180 charges.
Its still not easy to play against but it can be beaten. Using corruption can save your bacon, but unfortunately the way spawn works it can just as easily spawn survivors behind you ontop of a gen thats not blocked, or spawn you in the middle of the map and basically do nothing, since it just blocks 3 random gens around the map instead of 3 gens in the opposite side end of the map.
So in my oppinion the biggest current problem that the devs should fix is the spawns. Because what you usually lose a lot of gens on is that survivors just spawn on 4 different gens, start doing them, 1 gets found after 20 seconds, he gets chased for 50, you hook him after 10 and 3 gens pop. Thats an unfortunately rather common scenario, and one of the reasons why more and more killers are starting to just play spirit, freddy, using a mori etc. I played around 15 games or so yesterday with a friend of mine, and we face 3 moris, 2 freddys, 1 spirit and 1 iri huntress. Not to mention a couple of face camping pigs of all things.
Now I cant say with any certainty that the reason I was facing them was because they all got tired of getting ######### by what im talking about. Some of them were clearly bad, ignoring people on gens right next to them just to try and down one specific player. Or just holding W around loops, never even attempting to mindgame. But that should be something the mmr system could potentially fix. That people that arent that good at the game shouldnt be facing people they cant deal with.
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@SCP_FOR_DBD said:
Title. I want to know what people think. I'll explain my categories.
Complete Rework: Both power and addons are the problem
Power Rework: The problem is with the power instead of addons
Addon Rework: Addons are problematic
Minor Addition: Is fine, but could use something extra
Fine: You already know what this means
Here are my picks.
https://us.v-cdn.net/6030815/uploads/BQNCFIA0YILL/my-image-282-29.png
I'll explain.
Legion is Legion, I don't think I need to explain more. Death Slinger isn't fun to verse imo and his addons suck. Wraith is Wraith, I don't think I gotta explain more.
Freddy is incredibly boring, theres so much they could do with dreams but all we have is Bleeding Gens and Tar Blood. Spirit is extremely hard to balance. Nurse doesn't fit the mold literally everyone falls into. Blight has been played out and doesn't fit his lore.
Ghostface and Trapper are too reliant on certain addons. Huntress is outdated and some are too strong. Demogorgons suck and his brown is legit his best. Pig is passable, but she has too many that don't do anything valuable.
Clown could use something to make him better and more unique, cause hes currently just aoe huntress who can't injure with his power. Michael could use something more, cause his current ability is just slowly going from a bad stealth m1 killer to an m1 killer who can instadown.
Sorry for the long post, I wonder what yall think.
I think you have made a fundamental mistake here, if something is too reliant on their add-ons....its not the add-ons that need to be changed. Its the power. Trapper as an example. Im guessing what you mean is that Trapper basically requires bag add-ons. Well how is reworking his add-ons gonna change that? Thats his power you need to change.
I would also like to say that while spirit has a very strong power, ontop of that she has some of the strongest add-ons in the game. And this where another issue I have with the way the "list" is setup. You almost need to if not have to rework the add-ons if you rework the power. Sure you could just change the power so that the add-ons wouldnt make them insasnely strong. But thats kind of the problem with trapper and Wraith. They are add-on reliant which is not something I think any killer should be. So if you change a power you have to also adjust or change the add-ons its almost always a necessity.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1581617#Comment_1581617
We DO know built to last stacks with streetwise. I tested it myself.
Nice. That could be insane builds.
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@VCDiamondFinder said:
https://forum.deadbydaylight.com/en/discussion/comment/1581126#Comment_1581126
Whats wrong with Build To Last? It works once perk trial, and only works if you use an item enough to deplete it, and on most items its almost useless (ie common medkits, some toolboxes, common flashlights) so I dont see many people using it unless they go into a game with a very nice item with good addons.
Desperate Measures is kinda like Botany and No One Left Behind mixed together, I see people using it for altruism builds but thats about it.
Visionary is useless unless you have a hard time finding gens, thats it.
Hex: Undying I agree.
Hex: Blood Favour is gonna be a perk that is gonna frustrate newer players and add on another level of pallet looping, which I think is stupid since the only way to counter it is to not use pallets once you know the Killer has this and use only Windows. It just seems to me the Devs are trying to make the Killers happy by slowly making Survivors play a more stealthy gameplay, which is what made Friday The 13th such a bad game. Just my opinion though, so take it with a grain of salt.
And Dragons Grip I dont have much of a problem with, I just think the duration should be 45 seconds instead of 60, not everybody is great at running Killers around for a whole minute.
It might be me but it seems like you expect players to know where all the pallets on the map are or that kind of thing.
"It seems to me like you expect players to know where all the pallets on the map are..." Not really but apparently you expect everyone to know where gens are? I said visionary was decent for newer players to help them learn where gens are, but that its on a DLC character is stupid.
"Hex: Blood Favour is gonna be a perk that is gonna frustrate newer players..." Well yeah but we aren't talking newer players are we? Because then cruel limits is gonna frustrate newer players. Litterally any perk that changes base gameplay mechanics could frustrate newer players thats not really what im focusing on. Im talking about potential new meta, and this perk while cool, aint it. Its on a totem, a cool down, a decent duration but a short range. Its not gonna do much against most people that have played the game for a good while. Maybe the first time where you learn they have it, but after that not so much. Every single survivor that knows how to run or even just barely knows how to run loops, knows to gain distance from the killer if they manage to hit them. And if you run for 2 seconds (base hit cool down) at 150% run speed, thats 12 meters and then the killer has to catch up to you. You can easily run away from the affected area. Which is why its gonna be kind of fun but not impactful in most cases.
Dragons grip you dont ever have to run the killer for 60 seconds with Dragons grip, unless you blatantly touch it in front of the killer. All you have to do is the same you do when killers use Make your Choice. Dont leave scratch marks, go into hiding, inspect a locker. If confident you could also just repair the gen if you know the killer is busy and only start running when the killer returns. Is it gonna give the killer a kill every now and again? Ofc but its not every time that the killer has the option to just go chase after the target. It seems to me like a good deterent (we'll see if effective) to make survivors not touch a specific gen for 30 seconds. Thats 15 seconds additional repair time added.
Hex:Undying is the only one that has a chance (at least from how I see it) to change the killer meta even slightly, and that requires a Hex Build. I hope we'll see something new (I know im gonna go for it) but im not holding my breath out for it to stick.
As for survivor.
Visionary mediocre at best, might be useful for newer players like windows of opportunity to start getting a feel for tiles and where things are. But like Windows, its in a dlc pack....dumb. For People with hundres if not thousands of hours its still kind of useable....but only on indoor maps since they can be kind of a pain to find gens in. But even there its really just a waste of a perk slot. Just use a map if its a big problem. So agreed Visionary not worth going for.
Desperate measures kind of agree here. Some specific/niche builds it might work as good alternative. But beyond that probably not worth bringing.
Build to last. I dont know what kind of players you play against or play with. But when I play survivor I almost always bring items and add-ons. And a lot of times its gonna be a toolbox/medkit with additional charges. Usually with a commodius/engineers and a lot of charge/speed add-ons I can save something like 20+ seconds repair time with one. Nothing amazing but if 3 others bring similar stuff thats a lot of gens, and since we dont know if it stacks with streetwise that could be a scary combo. Same for med-kits the ones I use are usually good for 2-3 heals. And gaining another easily available health state isn't something to scuff at. Beyond this its not like other items cant be found in chest during the match and gain 50% additional usage. If people were actually using maps and keys to read auras more then I woulnd't rule them out....but yeah its not gonna do much for flashlight users.
Am I saying Build to last or the other survivor perks are gonna change the meta? No. I actually doubt they will and same goes for Undying or the other killer perks. But I wouldn't be so fast to rule them out. And 4man SWFs could have some nasty new combos in their arsenal now. We can only wait and see.
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@tactic said:
DS only activates twice per survivor and can be avoided via slugging
PGTW can be activated, at most, up to 11 times (or 12 but at that point the game is over)
Sure, but thats a bad way of comparing them.
Pop. In your own example It buys 11 * 20 = 220 seconds or 3min and 40 seconds. And thats at best. Where every single Pop is used. A bit of an extreme example but ok. I mean I dont remember ever using even close to that many pops but fair enough lets go with that.
DS. Someone gets unhooked, the killer decides to tunnnel. The survivor loops the killer for 20-30 seconds(gonna use 30 for my "extreme" counter example), goes down, gets picked up and DS the killer. Now the killer is stunned for 5 seconds, 1-2 of which the survivor gets off the killer and runs for the next tile. Loops for lets say another 30 seconds, uses Dead Hard and goes for a loop or 2 more, drops the pallet goes to next tile and maybe 30 seconds longer goes down. Yes this is an extreme example, but as I said killers rarely use all their pops because usually a survivor either gets found and chased or the gen gets finished. Thats 1 DS that cost that 1 killer 1-2min game time there are possibly 3 more.
Now as for counter plays, well besides Freddy just teleporting to the gen most of the time cooperating on a gen can get it done faster than the killer can get to it with pop. Thats at least my experience. And slugging is countered by Unbreakable a common combo.
Now is this to say DS is op and Pop is not. No not really. I would say pop is definitely one of the strongest killer perks if not the strongest. And I would claim the same for DS, at least at the moment. Because the example I usd required the killer to tunnel. Most games it doesn't even require tunneling it just requires the survivor with DS to go for unhooking or taking the killers attention and jumping in a locker.
I would argue for buffing the anti-tunneling aspects of the perk and nerfing the ways it can be "abused". But we'll see, what the devs do. Apparently they have already said they will try to make it less obnoxious to vs.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1577766#Comment_1577766
Yeah, it mentally broke me reading the new survivor perks.
Wait whats wrong with "Built to last"? That perk is pretty damn good. And while Desperate measures isn't insane its not a bad perk like an alternative to botany knowledge, which is used a lot. Though I will say Visionary (besides on indoor maps) is a newbie perk on a DLC char, thats pretty dumb.
And while Hex: undying has high potential, the others are a lot easier to counter. Dragons grip either repair the gen and then evade/loop/hide from the killer for the remaining duration for exposed, or dont touch the gen for 30 seconds after you find out that the killer has it. After those 30 seconds it will go on an 80 seconds cd before it can be used again. Hex: Blood Favor, litterally just run away from that tile after getting hit. You shouldnt loop the same area after geting hit, you should use it to gain distance.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1580826#Comment_1580826
Ok... Thanks
But that's not what I'd call "second chance"... I'd say that those are hook delay perks
Except Dead Hard would be a chase extending perk
But to each their own
I mean you can call them what you want the fact remains that they give second chances to survivors/killers. DS and NOED goes under the same umbrella in the general communities mindset
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@MrBuffalo said:
https://forum.deadbydaylight.com/en/discussion/comment/1580837#Comment_1580837
see thats shat I mean for the longest time I've seen people call her a bad killer for all of a sudden rise to A tier
I think its just the general community not understanding how to play her. She wasn't liked before her changes. And she certainly wasn't liked afterwards. The best proof of that is just how few people actually play her (although she is on the rise). I would guess its because many people didn't know how to play her, use her power that well or just didn't find her fun to play so the community in general didn't learn how to play her. But with certain larger content creators like Otz calling her one of the strongest (although I think he might overestimate her strength, he isn't wrong either), and explaining in other videos how he and others play her. People started to understand how to use her. Using her power in points between gens/gates/hooks or around central points on the map. I think people mainly used it around hooks, around gens and to counter looping. Not a bad idea but I mean trapper can do that better than her most of the time.
Thats just my guess tho. But it happens a lot in other games that something that has been out for a long time is called weak, useless or underpowered only for someone to suddenly start playing it in a different way. It usually happens faster, I remember Ana in Overwatch being called weak for the longest time. Then all of sudden within 6 months of her release and getting a lot of buffs to compete with other healers(and to cope with the cryouts that she was underpowered) some people realised that if they played her very different from other healers she was actually insanely strong. Even more so now that she had gotten buffs. Suddenly she was nerfed to be weaker than she was in her release state and was still very strong.
These things happen. The community isn't all knowing, neither is the devs. Sometimes a meta can change all by itself because some people start playing in a different way. Although in the case of DBD its been a bit too long I think when the devs are done with all these system/feature integrations and changes(things like, Server hit validation, mmr, crossplay, dc penalty, etc) they should start focusing on meta changes. And I know its probably different departments working on it but you can still tell where a lot of ressources are going right now.
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@MrBuffalo said:
https://forum.deadbydaylight.com/en/discussion/comment/1580804#Comment_1580804
Okay But like...so do 4 other killers. What makes hag so great?
Yeah, Billy, Oni, Nurse, Spirit (I would Add Freddy here) What do those killers have in common? They are really strong. Some more than others sure, but no one would put any of those in the bottom of a tier list.
You could probably argue Legion, Demogorgon and Wraith.
But wraiths power while it gives great mobility (with add-ons at least) works against him when it comes to downing people.
Demos requires setup, can be removed and is really easy to see once activated.
And Legions is great at injuring but comes with too many drawbacks, cooldown, stun, missing a hit, not being able to down, to be as good as the others.
So yes with great mobility comes great power and greater chance of winning.
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Second Chance perks can be fairly quickly summarised as
"Whoops I made a mistake. Luckily this perk gives me a chance to make up for my mistake"
Perks that give you a second chance.
Dead hard? Ah I ######### up this loop letting the killer get close enough to hit me before I reach the pallet/window. Luckily Dead Hard can fix that.
Unbreakable, Damn the killer downed me and is leaving me on the ground to go for my team mates. Luckily Unbreakable gives me and possibly my team a second chance.
Borrowed Time. Oops I started unhooking next to the killer (either by mistake, the killers camping or I did this intentionally to "abuse" my perks function because I know the killer either slugs/tunnels the target off hook). Borrowed time gives my unhooked ally a second chance and undoes my poor unhooking "mistake".
etc etc
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1573821#Comment_1573821
I don't know if this is ironical or not,
But you can't slug them because they're gonna have unbreakable. And even if it was possible to slug that would give Survivors 1 full minute of freedom to do whatever gen they want and and even rescue the slugged Survivors. In order to avoid unbreakable you literally need to stay on top of the slugged Survivor until ds runs out, because strong teams use ds unbreakable.
Considered how fast all the generators can be repaired, and this is not the Survivors' fault, it's the game that makes survivors spawn spread out on separate gens on big maps as mother's dwelling, 4 survivors being able to be completely invincible for 4 minutes is not healthy
While im not sure I support the general Idea of nerfing DS I would say that its actually up 8 minutes of invulnerability, unless you eat a DS they get 2 chances to pop it. I would like the anti tunneling to be buffed(maybe give it two charges, one for each hook) but the perk to be disabled when the survivor starts doing objectives. Like Healing another player, repairing a gen, cleansing totems, unhooking a survivor. In general anything besides running away from the killer or healing themselves. And possibly perma disabling it when the gates are opened. Possibly.
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1v4 game. The solo players perks, add-ons, offerings, etc should be more powerful in general. The best exampel of this is if you look at the Oak offerings. They increase or decrease the distance between hooks, depending on if its the killer or survivor making the offering. The survivors increase the distance by 1m so up to 4 meters if 4 of them are used. And the killers decreases the distance by 3.5m. So one offering almost counters 4 offerings. And thats in a direct comparison.
My point is basically. The killer should have the advantage when it comes in things that do similar things "White ward lets you keep the items when you die" (strictly speaking it lets you keep the item in your hand that you die with) "Whereas Franklins Demise removes the item from your hand"
Same as Lightborne making Flashlights useless, or Plague vomit making Medkits useless. The killer should in general have the advantage i a 1v1 scenario or more. But its up to the entire team to counter to the killer. Again, in general.
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I think my least favorite to go against are Hag and Freddy. With Spirit/Nurse right after.
Vs Spirit and Nurse... I mean facing those killers is just frustrating if they know what they are doing. Its not about winning or losing but "mindgaming" or outplaying those killers is much harder because they play around or straight up ignore most of a survivors counter play. If both survivors and Killer is on the same level then it might be fairly balanced, but usually if you meet a nurse or Spirit and you aren't in a 4man tryhard SWF its gg.
Vs Hag and Freddy you instantly know this game is gonna be slow.
With Hag every unhook is gonna take years and crouching away from the hook is gonna take forever as well, giving Hag time to get back. And if she goes for "Basement Hag" and plantts like 5+ traps there. Im just gonna die on hook man. Its so boring to go against that play style..... which is real unfortunate because she is really fun to play imo xD. I did hear Otz and Michi talk about maybe adding some more counterplay, like if you unhook a person all traps in the immediate area gets deleted. That way you still have to crouch to save but you can actually run away.
But at least those three require skill to play optimally.
Freddy if he is running pop and/or his slow down add-ons......its just gonna be a 15+ min match and usually no survivors(including myself) wants to play that so they take big risks, goes down and you can easily lose the game on that.
I would like to add this is coming from a killer main. I actually really enjoy playing Hag and Spirit. Nurse im still learning and Freddy is just.....meh kind of boring to play. To me at least. I just find playing against them usually boring.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/186536/cant-have-fun-anymore-now
Well, isnt that where you belong?
My sweet summer child.
Red ranks = basically an entire different ranking system. In there you have people who are about as good as most people in yellow/green ranks and people that can run the killer for the entire match/killers that only play nurse/spirit/freddy or Hag.
What im saying is Red ranks isn't an indicator of skill its an indicator of how much time you have put into the game. Sometimes that equates to skill but definitely not always, or even most of the time. Red ranks can be a massive pain to play against or just insanely easy. And unless you play a strong killer you can basically be doomed before the game starts.
While I dont always agree with Scott this is one where I definitely do.
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/1575829#Comment_1575829
I think people use thoae words 'not very often' bcs that's the same word they get against SWF argument..
I mean I guess. But thats just blatantly false. You meet a ton of SWF in any ranks. What you dont meet that often are the "Tournament squads" or the "Mega Sweat 4man SWF". If you watch anyone streaming this game for hours on end, you will watch maybe 1-2 games where people play against those kind of survivors. You will meet casual SWF, good SWF, Meme SWF and once in a while the mega tryhards that are acting like they are playing for the first place in a tournament.
But just meeting SWF doesnt mean a thing. You will meet those in like half your games just not necessarily people that are insane at the game and not always 4mans.
In any case I mainly play killer and while its goddamn frustrating when you do meet those people, its not like its the biggest deal. 5 min game, on to the next one or go watch a movie or something. Unless devs decide to do something there isn't much to be done about it. Beyond playing like spirit/nurse at a master level.
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@Dr_Trauts said:
https://forum.deadbydaylight.com/en/discussion/comment/1575781#Comment_1575781
by doing that the killer wont rank up and will probably stay at quite a low rank.
But for the games that your actually in the game with bubba. you could run camaraderie to increase the surviviors time on the hook. You could run several aura blocking perks to counter bitter murmur, you could do totems to counter NOED you could use items like toolboxes or gen related perks to decrease the time needed on gens. take keys, exhaustion perks so he cant reach you while your friends open the gate.
There are a lot of counters to this, and even if all of these wont work, some will. Get to high ranks and you wont face them
"...you wont face them" *very often*
They still exist in high ranks they are just really rare. And perks are a bad argument for counters. Unless its something you are able to do in every game (and no one runs specific perks every game). That would be like saying "You dont like OoO? Just run Third Seal or blindness add-ons." or "Dont like flashlights just run lightborne". As long as you can do it in every game (have the option to do it rather) then yeah. And doing gens is something you can always do against a camping Bubba. Its not fun but hey ######### happens. Next game.
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@Drywatr said:
Lol. Complaining about survivor perks that you dont even know the name of? This game has never been more in the killers favor. Sure gen times are a problem. But if your losing due to any of David's perks (dead hard is what ur talking about) then your just bad. Due to gen times survivors do have the upper hand. Thats what needs adjusting. Not most of the survivor perks.
I'd say if they just adjusted DS to only function as anti tunneling perk (it doesnt only work like this) and then started buffing the weakest killer and survivor perks not necessarily up to meta standards but just semi meta. Not saying DS is the only one in need of some nerfing/changing but besides like OoO I dont really think any other perks are bad for the game...on the survivor side.
I play mostly killer so I cant say which perks are terrible for the game for killer. I am guessing Noed? But I dont really care about that one so nerf away. Maybe Pop? But considering as you yourself said, that gen times are a problem maybe they should work on that first. Maybe give killers a base 5% gen regression or something like it on their kick. And make Pop just "add" an additional 20% so it goes up to 25%. Thats nerfing pop while dealing with gen speed, just a bit.
Honestly beyond bad spawns/early game I dont have a big problem with most things in the game. I would wish as I said OoO and DS got changed. OoO so its not such a massive power house in the hands of a SWF and a terrible ability to go against. And DS to actually counter tunneling without also letting them do stupid ######### because they know they can get away with it. Like unhooking/working on a gen in front of the killer.
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@BloodyNights said:
So Otzdarva got 50 wins in a row with the only conditions for winning be that he kills 3 people. The last person escaping through hatch doesn't matter. For consistency he isn't using any add-ons.
I know Otz has a ridiculous number of hours in the game. But if the guy can get 50 wins in a row with Legion of all people, against all sorts of survivors. SWF, Strong Items, the full array of Borrowed Time, Decisive Strike, Unbreakable, Dead Hard, etc.
Maybe...just maybe killers are stronger than a lot of killer mains lead you to believe. I've heard the excuses of well those survivors were just potatoes, but Otz did like 100 games. I think just maybe...people need to stop blaming the game's balance so much when they lose the occasional game as killer. Because clearly at high levels, a killer can wreck if the person playing the killer is good. I think the biggest issue isn't really that the killer is just that much weaker than survivors. It's that the killer takes a lot more time to git gud than survivor.
There is more to it than that, but in general I dont disagree. First of all he kept switching killers to keep it fresh (I think there was one day where he just insisted on only playing Legion until he lost) and second of all. Legion is a very consistent and simple killer. If you are good at the general gameplay you will consistently get a lot of wins on Legion (I know cause I did it myself...nowhere near 50 though xD). Hag is a really strong killer (or at least she is rarely played so few people know how to play against her, and its hard). Ontop of that, Legion and Hag are 2 of his most played/favourite killers and are fairly solid even without Add-ons. Add-ons help but they dont need them.
The final piece of the puzzle is RNG. As I said Legion and Hag don't rely on RNG and there powers are fairly consistent, or at least Legion is simple and Hag is fairly simple but difficult (difficult to learn, but simple to play and difficult to counter) and can therefor get a lot of wins consistently.
Why does this matter? Well when Otz starts playing killers where add-ons play a larger role or RNG plays a huge role the consistency falls off big time. He started going for 50 wins on all killers and started with trapper (and switching to Freddy, and other killers after a while) his most played and favorite killer. But trapper is heavily reliant on add-ons and besides a few other killers like PH, Oni and Ghostface Otz still haven't crossed 10 wins on the rest of the case. And he started doing this over 3 months ago,(I think he stopped keeping score for a bit until now).
Killer Streaks Otz's current Killer streak (all games on stream) We're trying this again! Getting 4 kills (or 3 kils with a post-hatch escape) keeps the streak going. Failing to do so resets the streak on that specific Killer. For consistency's sake, no add-ons or game-altering offerings. Rageq...Thats his current streaks. Yes killer mains ######### a bit too much about the silliest things. But somethings are very valid. The heavy reliance on RNG (relying on the survivors not spawning spread all over the map) or relying on RNG in regards to powers(this one goes both ways), relying on add-ons to make weak killers (trapper and wraith as an example) not painful to play, relying on tile spawns and map rng to not favor the other side too much(this honestly goes both ways as well). And some perks are either poorly designed or at least insanely abuseable in their current state, DS has a multitude of ways to be used thats basically "Im immortal, what are you gonna do about it". If DS only worked as anti tunneling then they could buff it for all I care, but as it stands now a lot if not the majority of survivors use it anyway they can. And ofc they should play how they want to, but the perk shouldnt be able to work the way it does. As for OoO, its only really a problem in SWF, but its mostly a problem that it exists at all. Its a massive pain the ass even on a solo survivor, because you dont know what you are dealing with and sometimes it just straight up makes a killer worthless. Trapper? Well I know where you placed all your traps. Hag? Same. Freddy? I can see you even in loops thanks to oblivious.
Tl;dr Yes killer mains ######### too much. But a lot of times its for valid reasons, and the silly things or the fact that survivors also have similar issues doesnt make it ok that they exist at all. And winning that many games on most killers will be a lot harder than those 2.
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@[Deleted User] said:
9 month ago I was going to uninstall because I was green killer regularly matched with reds. It was very frustrating...
Original thread here: https://forum.deadbydaylight.com/en/discussion/115916/i-swear-im-going-to-uninstall-if-this-is-not-fixed-soon/p1
Fast forward today... I'm red rank killer making yellow ranks want to uninstall due to matchmaking, while making myself feel guilty...
Dear BHVR, thank you for listening, my games are no longer frustrating :D
Ohm and thank you for crossplay :) Console survivors EZ mode :D
Screenshot 9 months ago
https://us.v-cdn.net/6030815/uploads/J2V5ICBNPPPO/ranks0.jpg
Screenshot today (thank you nVidia for helping fix the game :D )
https://us.v-cdn.net/6030815/uploads/7UGLGEN76KYT/ranks.jpg
In case someone didn't get it... It's sarcasm. I want fair matchmaking.
Tbf they were probably just premade which is when mathcmaking really ######### up. But hey man MMR was supposed to be the way to deal with this, and it worked.....sorta. Unfortunately a lot of newbie players got caught in the cross fire and some killers just didnt work???? I never got better survivors on my Billy, but I got fair matches on every other killer as far as I recall.
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@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/comment/1573617#Comment_1573617
Lopped for 3 gens? Are you serious? This is a typical scenario for you? 3 effing gens?
Common scenario? No. For several reasons, 1 I said a GOOD 4man SWF. You dont meet those every game. 10-20% maybe more depending on luck. And additionally it happens mostly based on the survivors RNG spawn. If they all spawn together then 1-2 gens at most will fly. If they spawn "all over" the map then yeah 3 gens will fly, even vs good solos.
You know why? Because survivors often spawn ontop of a gen. Thats 0-5 sec of travel time. Killers often have to get lucky to find survivors. They can narrow it down with experience but there are no guarantees. So I would argue that a lot of killers take between 10-30 seconds (sometimes a lot longer if the survivors snuck behind the killer to where he spawned). If 4 survivors are all sitting on a gen then its not impossible for the first gen to get done before the killer even finds them. Its unlikely but it happens.
But lets say you find a survivor within 10 seconds, he was alone on a gen. This is probably bad, because this means the survivors are spread out across several gens(this happens VERY often). Ok Bubba starts chasing this survivor (remember in this scenario its a very good survivor 4man), but unless he is caught in the middle of a Dead Zone (something good survivors won't do) he most likely wont die to the chainsaw and if he does die to it, it will still take a while because of windows and pallets. So as long as the survivor spawned with a couple of tiles nearby/around him I would say it at least will take Bubba 40-60 seconds to down the man, and possibly another 10 to get him to a hook. Thats at least 60 seconds of play time. And yes it will take the survivors 20-25 seconds more to complete the gens but 3 gens will fly. This scenario is not that uncommon man. And I would argue that if a Bubba is as focused on his Face camping as you claim, that it should happen more often.
I will say it again in a slightly less meme version this time. Learn to loop a killer like Bubba(essentially just do windows and drop pallets early if you feel like it), and tell your team to ignore you and do gens because you are dead if you get caught.
Ofc if a survivor runs into a deadzone instead of a strong tile (it happens to the best of us), then yeah it might be a 2k but it still shouldnt ever be more than that if the survivors are trying.
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"And this is if he goes against a really good SWF team"
No thats just insanely wrong. Thats what happens when you go against 4 good solos or a standard 4man SWF. What happens if Bubba goes against a good 4 man SWF and decideds to Face camp? He either gets 0 kills or only 1. Because after the first down its not 1 gen that gets done. Its 3 gens and now they only have 2 gens and the exit gates. Good survivors can keep a killer like Bubba occupied a long time, especially when he is running 2 perks that wont help him at all before the game is over. Bitter murmur does ######### all for a Camping Bubba. Besides at the end game. Same With Noed. Insidious might be used to help him vs 4 solos but beyond that nope.
So yes the counter is still just do gens. Why do I know this? Because I tried it out since people keep whining about it. Yes vs solos you are guaranteed 2k at least, unless you are unlucky and the guy you decided to go for is a slippery eel or the tiles spawned in the survivors favor. But vs even mediocre 4man SWF you aren't guaranteed anything with this playstyly. It might be 4k, but most likely its only gonna be 1k at best.
TL;DR Git gut and do gens
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@lostboy said:
Simple question, when?!
Probably never. Solo survivors might get buffed to get up near SWF level....somehow. If that happens they wont have any excuses for not buffing killer anymore.
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"Now the first two are from different videos I just used the same window twice that’s why they look the same..." Either this is poorly worded or a lie. Because thats obviously 100% the same image, game and place. The survivor states are the same, the models, even the toolbox state.
More importantly they said in their announcement that its in beta, and that it would only take the most aggregious cases and attempt to remove/reduce those, it wouldnt do much if anything against those where it could go either way.
You cant really see anything from images, if you want to make a point I would suggest you either upload the clips to youtube (unlisted if you like) and link to those or find some other way to show clips. Because images can be very deceiving.
Ahh yes finally Identity V..made by Netease...well I mean they are the sixth(last I checked) biggest gaming company in the world, behind EA, Blizzard, Sony and Tencent (A chinese company with money in EVERYTHING). I dont know if its fair to compare that big/rich a company with one just scrambling to rebuild the code they accidentally made a big succesful game out of.
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@lostboy said:
No we need to remove SWF. That alone would solve 99.9% of problems in this game.
Im gonna hard disagree. What we need to do, is change the strength difference between SWF and solo survivors. If they were basically the same any problems that would persist would be easier to figure out and fix. As it stands now you have 4man sweaty SWF that can make 10k hours nurse sweat her life away in an attempt to maybe get 2 kills, 3 if she is lucky.
While 4 random solos can have a hard time vs a casual player on Pig or Clown.
The devs need to find a way to buff solos in a way that doesnt benefit 4man SWF in anyway. And thats not exactly easy. But if they manage to reduce the vast gulf in strength difference between these 2 types of extremes in survivor groups, then buffing killers wont be a pipe dream anymore.
Why not just Nerf 4man SWF? Because 4man chill squads exist. People that just wanna play with their friends, or aren't that good at the game and are just trying to have fun without being overly.........annoying or sweaty about it. Ya cant just nerf SWF that will hurt those people. The people you want to play the game.
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Yeah. No arguments here. I have always said she takes some time to learn, obviously not "Nurse" time to learn. But definitely longer than Freddy.
- Learn her power
- Learn to use her power efficiently
- Get REALLY good headset
- volume 100%
- Slowly get hearing loss as you blow them out in an attempt to hear survivors
- WIN!
But yeah joking aside(was I joking though) she is either the strongest or second strongest killer, but luckily she isn't easy mode. She should still get some changes, though. Not massive changes, but big enough to have just a bit of impact on her.
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@Babawizwiz said:
https://forum.deadbydaylight.com/en/discussion/comment/1570308#Comment_1570308
ah sadly i disabled nvdia overlay as it affects my fps
There is a program called medal. Its free and with a click of a button it can record the last 2 minutes of a gameplay, I dont think it requires much of your computer. But since I haven't ever had fps problems in the game I cant say. There is also a "Record all gameplay" function. Unfortunately since the program is in beta it will only let you take 5 minute clips atm, and this one I am fairly certain takes some ressources. Just to suggest you another possibility for recording cheaters.......and funny/weird things :P
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@imonahookagain said:
But I hate this game now. This was a gem of a game when I first found it so I got all my friends into it and it was really good fun. Now it has been patched to cater to players that main a killer and have enough time to spam the forum with complaints about survivors. This game has become painful to play due to the obvious one sided changes made and has really taken away much of the enjoyment from the survivors. If this is solely a killer game then make all the survivors AI and have us all just be killers easily getting quad kills since that’s what killer mains are crying about constantly on these forums and you listen.
Im guessing you haven't played this for very long then. Because this game has been survivor sided for years, like not even funny survivor sided. Its actually close to fairly balanced right now so I dont know what to tell you man that the problem you are probably facing is just that "matchmaking" (if you can call it that) is kind of a joke, based on a ranking system thats(admitted by devs) broken. Because it sounds like you just haven't learned the insane ways survivors can loop to make the killer waste time. The game started out with areas that actually was impossible hit, not down, hit survivors. There was no bloodlust and no entity to block windows, but killers still managed to win games. Why is that? Because survivors and killers weren't that good at the game. As both sides got better, and learned what was possible, it got more and more obvious how much a survivor was capable of if they were willing to not take hits or how to maximise killer shag.
But if there was anything I would say is really needed was just a fix to the random spawn, not random as in where they spawn of the map. But random as in from each other and from a gen. Survivors should spawn relatively near each other and a short (5-10 sec) run from a gen. And be forced to decided between split pressure or trying to rush 1 gen. I would also prefer if a few of the weakest killers got buffed and some of the strongest got nerfed.
This is ofc just my personal opinion (except the survivor sided thing, because thats just an obvious fact) but the game is not and never will be perfectly balanced
TL;DR The game is more balanced right now than ever, and could just use a few tweaks.
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@slimjim75492 said:
you guys need to change how killers can leave one of two surivivor in dying state while the other has no chance to get out through hatch, now your probably thinking why doesn't the other survivor come to the rescue to the survivor in dying state, well because we know how that ends both end up dead and the killer knows that,so what the survivor has as last resort is to quit game to force the hatch open now the other survivor can make a ( as you guys say) swift exit, to remedy this issue make it less time when in dying state or the time speeds up when the killer is within a limited range, maybe like 20 meters, I like my first suggestion which is to decrease the time when put in dying when two survivors are left in game, if not people will continue to quit the game to force the hatch to open, you guys love to change things on this game change this.
Or you know, no. If the killer has you in that situation he has won. This is the killers "99% the exit gate". He is playing like that because the game has changed to open the hatch when 1 survivor is left. Just like survivors 99% gates to avoid EGC until they are good and ready to leave.
So until the devs decided to do something about the 99% of gates then nothing should really be done about slugging to get 4k either.
Edit: Incase you didnt know. EGC = Endgame collapse, and it happens when an exit gate gets opened. A timer of 2 minutes starts. To avoid this survivors 99% open exit gates, so they can just tap it to escape.
Slugging = Downing a survivor but not picking him up (as in he has turned into a slug, crawling on the ground slowly). And a killer can use this when there are only 2 survivors left. Slugging 1 and hunting for the last one, to secure his 4k (4 kills).
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1572592#Comment_1572592
Yeah I do hope that they manage to fix the MMR because while it wasn't perfect, it was better than this. But probably its biggest advantage was the fact that each killer was ranked differently based on how much you played with them, which made tackling a new killer a lot easier.
But with matches being put together based on your rank, you would think that now that the game has a much larger pool of players to pull from thanks to cross-play, that you would see matches a little bit more even. Sadly though, it's worse then ever.
I mean its not worse than ever. It was always this broken nothings changed there. While playing survivor I sometimes get"the rainbow squad". Rank 16(Yellow), 10(green), 8(Purple) and me 3(Red). Vs a Rank 1 killer. This happens a lot. If not for the rank 20's (in other words, newbies) getting slaughtered I would have been angry that they removed mmr. Its a shame they turned on Crossplay because honestly it would have worked a lot better with MMR. I have seen a lot of people turning crossplay off because they just dont want to play with and against PC players because they think PC is better than console (In regards to how strong killers are, they are kind of right. Considering playing killer on controller can be a pain, but not enough to warrant dropping cross-play). Or think that a 30 fps vs 60 matters in 99% of cases.
Now for those saying that the huge frame drops console players are getting were the reasons. Fair enough, go nuts.
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@bingbongboi90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1573018#Comment_1573018
Compensation for the errors that occured lately.
Ahh yeah I see the tweet now
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@HarlowXRaven said:
https://forum.deadbydaylight.com/en/discussion/comment/1572851#Comment_1572851
I used to main survivor tho its not pretty easy most teammates only care about themselves and some are even toxic towards teammates tunneling and camping has become a must for most people. I used to run pallets amazing but that doesn't stop anything either ds is a temporary solution to a long term problem if i'm being honest. survivor is weak as it is.
Ok lets get something straight. Solo survivor can be pretty miserable. Unfortunately until BHVR finds a way to buff solo survivors without buffing SWF its just not gonna change. Because a 4man SWF thats really good, is almost unbeatable. And yes I know thats like 1% at best of the survivors playing. But its still a problem that stops buffing solos.
Besides this. No survivors aren't weak. At best they are weaker than the strongest 3-4 killers. Which are for the most part, rarely played. After that even solo survivors are about as strong if not stronger than killers are. Which is why I said it depends on the killer. If I play the Pig vs 4 good solo survivors, I'll be happy if I get 2-3 kills. If I play her vs 4man sweaty SWF, I'll be satisfied if I get even 1 kill. Im not saying im the best because im obviously not. But as it stands now survivors are, unless everyone is solo, stronger than killers. Depending on the killers ofc, since some killers require a lot of team work, or constant information.
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Why tho? Is it the rank rewards for last reset?
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1572763#Comment_1572763
There's a lot of things on yt, including pro flat earth videos
https://forum.deadbydaylight.com/en/discussion/comment/1572767#Comment_1572767
¿
I'm confused as to where I expressed any interest in what role you played, or interacted with you at all
Ah my mistake, the last part was because the guy you were responding to. Responded to someone talking about being him being "100% survivor main."
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@HarlowXRaven said:
I´ve been seeing alot of posts where someone want to nerf something but im confused people want to nerf survivors but wanna buff overpowered killers or then they don't want a counter to anything or for survivor nerfing perks like ds when really its for tunneling killers it's confusing I play killer alot and ds isn't really that bad. It can get annoying but if your not tunneling what's the problem and if you are you have to deal with it since that was your strategy. I'm also confused why people wanna to get rid of swf even if they are good you should be able to get at least 2 kills or change your strategy depending on what didn't work out during that time. I play a little survivor too and I believe survivors have it rough too I don't really play it much tho. It's more likely for the killer to win then survivor if i'm being honest. There not really killer or survivors. We should compromise and stop being toxic. survivors stop being entitled killers stop being entitled. If we don't the game will die because there will be no survivors and honestly id like to continue the game.
I mean. I believe you are just straight up wrong. But thats all this will boil down to. My opinion vs yours. Though I will add a few exceptions/reasons.
- I doubt anyone (reasonable) wants to buff "overpowered" killers. Considering that the only killers I count as overpowered it would be. Nurse, spirit, Freddy (But only "forever freddy") and maybe Oni/Hag. And most of these I would just say could use some fine tuning rather than changes. Well except maybe Nurse that could probably do with another rework, one that makes her less bothersome to play but also less oppresive to play against.
- Nerfing survivors? Yes please. But I wont really demand it since the biggest problem with survivors is RNG. Do they spawn together or seperate? On a gen or far from a gen? On the same gen or different ones? These things can decided the early game and heavily mess with the killer or quite likely destroy a killers chance to win unless he plays a stronger killer. And the devs have said they are looking into a sort of "end game collapse" but for early game, so Im fine with waiting.
- As for nerfing DS? Actually I want to buff DS.....the tunneling aspect of it. But thats not why killers (again the reasonable ones) ######### about DS. Most killers ######### about DS because survivors can heavily abuse DS to do things in the killers face, knowing they cant do anything about it, without losing a ton of time. Most killers ######### about DS because of its strong potential to basically make survivors untouchable for up to 2 minutes of game time(1 min for each hook). Per survivor. As most have said, just disable it if the survivor is starting to participate in the game and isn't getting tunneled. E.g. Starts repairing? Disabled. Starts unhooking someone else? Disabled. I'd like it if it turned off if someone else got hooked after you were unhooked but I can live with the 2 other changes.
- Sweaty SWF are annoying, but people saying SWF shouldn't be a thing are more annoying. Its a silly thing to say, and they are (hopefully) just venting their frustrations after a lost game.
- If you only play a little survivor you probably don't know. But survivor is pretty easy. Not because it cant be skillfull, but because you have 3 team mates to potentially rely on. I dont know whether the killer or the survivor is more likely to win, I would say it depends on the killer chosen. Nurse/Spirit and something like those. Yeah its gonna be real hard for the survivors. But if its a 4 man SWF its gonna be insanely hard for the killer no matter which one it is(10k hour nurse might be the only one able to murder everyone).
- Gonna go ahead and say, it wont be the killer/survivors killing the game. Thats entirely on the devs. If they follow through with proper changes then its gonna keep on, keeping on. If they end up with another MMR disaster though, or one worse. Then it could kill it.
- I agree people should stop being toxic and entitled....on both sides. Nothing worse than defending or agreeing with someone else that "something something survivor op". I'm like "Yeah that is pretty goddamn strong, and should be changed" and then they go ahead and say something asinine like "Yeah right? This guy gets it, we are the killers we should be able to kill everyone every game". Thats just really stupid and I cant even begin to understand. With that being said. Just because people should stop being toxic and entitled it won't ever happen. People will always be toxic or act like entitled douchebags if they genuinely think they are in the right to do so or think its fun to aggrevate people by doing so. Thats what people find fun. And its sad that that is their life, but its true.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1572734#Comment_1572734
Just saying it over and over doesn't make it true
It is true though. Even the devs have said so. On the killer side it doesn't look bad, but on the survivors there can be almost a meters distance between you. This is coming from a killer main since you seem to care so much.
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@Gravewalker200 said:
"hopefully start getting competent teammates"
This is probably the funniest thing I've read today. It may just be that I'm console but I have cross play on and I still don't get competent teammates at red ranks. Unless everyone rank dropped when I was gone for 2 months I don't think it is possible to get even a competent team 2/10 games.
Yeah what this guy said. Playing killer it doesnt matter what rank people are. Red, purple, green (I mean above green rank its rare that people have any clue) a lot of people play like potatoes and some people play fairly well. And a few people play really well. Mind you this also goes for killers. Console or Pc doesn't matter. I thought consoles might be a bit weaker because the first few matches I played they all died really early in the game and got like 5k points.
But I quickly changed my mind when the next few games I got it was basically the reverse. People no matter rank, console/pc, survivor or killer. Its a mixed bag. Which is why I was hoping for MMR to be working kind of alright. Nothing more frustrating than playing a "weaker" killer and getting matched with tournament squads :(
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You can have maybe 8-10%, and thats if BHVR removes the ability to try and unhook more than once. You should have only have 1 opportunity to get off the hook and it wouldn't reduce the duration by more than it does now. This would make slippery meat not totally useless. Deliverance will still work, and could potentially be buffed (less broken duration, if any) and it would basically stop people from suiciding on hooks as fast as they do.
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@Lavos99z said:
Stop. It is easily reportable and I'm sure the devs are aware. Stop this garbage and help people if you see them stuck. You're making the game worse than it already is.
Its not the killers fault you got stuck there, its the survivors mistake (even if they didnt know about it its still the survivor that ran into the glitch). While it would be nice if the killer helped you get unstuck its not up to them. Just like it wasn't the survivors job to help killers that got stuck in pallets.
Sure the killer benefits from survivors getting stuck in the hills, but its not them exploiting it. You know what would be exploiting the bug, if the killer saw you were stuck and decided to go chase the other survivors because he knew you were stuck. That would be exploting the bug....but it wouldn't be reportable since he didn't cause it.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1564634#Comment_1564634
you need to hook obsession, that itself is luck based. Technically you can use Nemesis to lower luck component but now its 3 perks. Very old perks don't even require any perk synergy. STBFL is classic example. Its good single perk slot with no real requirements and barely any drawback. Old survivor perks work like that as well. new survivor perks have similar problems too restrictive. I think it would be a fine perk but who knows, maybe I'm wrong.
Hey man I dont know. Im just spitballing. Either way I dont think it would be "OP" because you are using 2 perks. But on the other hand I wouldn't wanna end up with permanent "stealth" tier 3 myers just as an example. So it would require testing.
Honestly BHVR should just start testing small/big changes to perks in each mid chapter when we aren't waiting for a new killer. Just change something like 4 survivor and 4 killer perks on the ptb each mid chapter and let people test them out. If they dont do enough or turn out to be way too strong just dont enable that part of the patch.
But thats just a pipe dream. It would be nice to see some potential big changes starting to appear (granted within the last years time there have probably been more changes than there has ever been combined to the base game/system at least.
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@CalamityJane said:
It's probably because it's one of only two statuses in the game that actually makes survivors feel threatened. That and exhausted are the only two debuffs that actually make survivors worried and panic. Mangled, Hemmorage, Blindness, Oblivious, they all pop up and survivors laugh them off. Hindered doesn't really make sense in a lot of places and is often such a tiny value that it doesn't matter.
Hemmo and Blindness are worthless. Blindness has some extremely niche situations like vs OoO where its useful. But beyond those its utterly worthless
Oblivious is just difficult to tell if it actually does anything for the killer. Only the survivor knows if it helped the killer, if the killer had some idea when survivors were Oblivious it wouldn't be a problem (Undetectable is good for this reason)
Mangled is nice, its a few more beloved seconds for each heal, which can end up being a lot. Especially if people end up using self care. Its not god tier but its good enough.
Hindered is only impactful when we talk 15% (Clown, Freddy....technically Hag add-on, but that one is aweful because she cant TP). Huntress add-ons that only give 3% is a joke.
Broken is one I dont see get mentioned a lot, mostly because beyond Plague(power), Bubba/Legion (Add-ons) and Forced penance the only ones who apply Broken status are the survivors. But if more killers could apply it would be considered pretty strong.
Madness is technically also a status effect but since its only the doctor I guess it shouldnt be mentioned. But that one is pretty good too.
Deep wound technically counts as well and its fairly good at delaying the game a few more seconds, although thats all it does in 99% of cases. So kind of like a more obvious Mangled.
But yes Exhaust and Exposed are definitely the best and while Exhausted debuffs are probably gonna get nerfed (at least huntress and clown add-ons) I sure hope Exposed doesnt. The reasonbeing that getting it to work (applying it and hitting the survivor) usually requires a lot of work from the killer, or mistakes from the survivors. And it its usually limited in its duration or its on a totem.
Oh no Haunted grounds got broken and 1-2 survivors got downed. Well assuming you recover from those 3 big mistakes, gj you have an advantage. The killer only has 3 perks now. As for Iron maiden.....really? You wanna mention that meme perk?
As for The Blights perks. I mean Dragons grip is pretty nifty, but beyond saving a bit of time its not really that insane. Its basically just "Make your choice" but on a gen. If a killer kicks a gen survivors have 2 choices, wait 30 seconds (for the perk to stop working) or tap it and hide/run for 60 seconds. Its not that game breaking.
All in all, exposed is used a fair amount because its a way to make m1 killers one shot but isn't just giving to you for free. You usually have to do something to get it making it fairly balanced.
TL;DR you shouldnt complain that Exposed is overused. You should complain that most of the other status effects are underwhelming for the most part.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1564443#Comment_1564443
yes but that would be cool. Unless you enjoy only going against the usual bbq/pop/Corrupt/Stbfl or other consistent perks. The thing with survivor is that survivor perks are so strong that even if you do not equip them, the killer often still respects them, for example they'll still slug you on the floor after unhook even if you do not have DS or they will still hit unhooker even if there is no borrow time and in this sense, it allows survivor to have perk diversity at the cost of risk. no such thing really exists for killer. Peanut is right though, killers over complain about survivor perks when they aren't in play most of the time. In some sense, they do a good job at discouraged disliked gameplay from the survivor side but it does make a bit of killer side more stressful. Its give and take.
It would be cool, but im just mostly worried if it woulld be too powerful. Technically being a permanent stealth killer seems insanely strong even if it requires 2 perks. It could be that its fair because you have to work for it, but I would say that it should probably have some sort of counter/weakness. Like Devour hope(cleanse totem)/STBFL(Obssession)
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@Masochistic_Killer said:
https://forum.deadbydaylight.com/en/discussion/comment/1564332#Comment_1564332
Actually a mod straight up said this. They are planning on bringing back MMR so have left it locked.
Oh yeah yeah I know its a fact, but I was speculating about the time they would bring it back. I dont think they have mentioned the specific time.