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  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272385#Comment_3272385

    I've said this opposite before. Killers have to be overtuned to make people want to play them. The role is inherently stressful compared to survivor where you can just chill with your friends.

    But you have to remember a killer is essentially a solo player and has only their own mistakes to account for. Survivors have to account for 3 other people's mistakes as well as their own. So it's a different problem but same level of pressure.

  • @illNicola said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272385#Comment_3272385

    Its 70% of the game because killer is too annoying to play. Lots of killer mains became surv mains because surv is chill and killer frustrating. If the game come back to 2019 state probably there will be more killer mains, or more people who play both equally.

    No lol survivors make up 70% of the playerbase because it's a 4v1. There is inherently more survivors than killers. That's just how the game is designed lol

  • I never would have guessed they had QA testers honestly. Not saying it to be mean. It's just the way the game plays and how the gaming industry is nowadays I thought that the model had switched to making the actual player community the QA testers. I mean just about every game nowadays releases as a buggy or unbalanced mess because it seems like most game studios are only concerned with hitting deadlines and racking up profit as quickly as possible. Gotta push those pre-orders too.

    I don't see how they can even have time for QA with a 3 month development cycle on chapters. I'm sure they have a QA Standard Operating Procedure that is part of the production pipeline, like a set of checklists as assets and code gets developed but I doubt they have much more than maybe a week or two to QA before it hits the PTB.

    My guess is PTB forms a large chunk of the QA. But I could be wrong. They might contract some QA testers but it might not always be the same people on QA as a result and so the quality of the QA might vary between chapters as a result.

  • No this game sucks now. I took a break after 6.0 released and only recently tried playing again. I can play maybe 1-3 matches a week before I decide its time to put it away. Playing survivor isn't rewarding anymore and playing killer is braindead easy.

  • A lot of people mention perks, gen speeds etc when they talk about why killers feel so compelled to tunnel and camp but honestly the problem wont be solved by any if that. It will only make the game less fun for survivors.

    The real issue is the hook. As a game mechanic its very lazy and poorly implemented. It makes sense as a rough concept that there should be a core mechanic that temporarily puts a player on the survivor side in a state where they cant assist their team in order to balance the 4v1 but the hook is so lazy of a concept.

    I was complaining about dbd to my brother who doesnt play it but hes tried a match or two with me before and decided its just nit a game for him. He pointed out right away that its a weird game. His exact words were "it seems like kind of a dumb game. Honestly if i was playing killer id just find one person and hook them and just sit there. If they got saved id just go for them again until they were dead."

    I tried explaining to him that if youre playing against teams on comms or just good players they can finish most of their objectives before the person dies but mid sentence i realized what a weak argument that is.

    Case in point i played a match yesterday with a friend against a myers who wasnt even running any good addons. I had kindred and could see the dude just camping the first downed person on hook. Our other rando got the hint and we all just hopped on gens. One gen was completed just as the first person got hooked but even then we each were only able to complete one gen before the person died. The other rando took the myers to the other side of the map while me and my friend double teamed the last gen. Myers popped tier 3 and took down the other rando. He hooked the rando and made it to us with tier 3 still active right as we popped the last gen. Me and my friend both went down even though i kept the myers in chase until he lost tier 3 and I was able to get my friend back up but then myers popped tier 3 again and downed us both. That myers got an easy 4k.

    Anyone can clearly look at the core mechanics of this game and instantly realize how busted they are but at this point theres no way they can be reworked. Thats why the devs say camping and tunneling are legit strategies is because they know the hook is a busted mechanic but to fix it theyd have to rewrite the entire game at this point so the remedy is to apply band aids in the form of perks.

  • Yeah they balanced things out for the killer against swf when they nerfed DS, keys and hatch, and gave killers more strong perks like scourge hooks, deadlock, qol changes for multiple killers, map balances, and strong new killers with gen/map pressure abd anti-loop built into their basekit (artist, pinhead, nemesis) and buffing weak killers like trickster but at high mmr swf are still very strong but slightly more balanced and solo survivors are getting stomped hard.

    Add to all of that the mmr that encourages scummy playstyles on both sides and u get a miserable solo q experience.

    Ive stopped playing this game unless im with friends and even then it can leave the whole group of us feeling icky sometimes.

  • @lolololol said:

    https://forum.deadbydaylight.com/en/discussion/comment/2497484#Comment_2497484

    ah…so I should just stop winning. I should just lose every game. What a joke. You’re supposed to try to win.

    There is no "winning" in dbd first and foremost. Thats why people like you dont have fun with the game. You think theres a set win condition in this game and there's not. It isnt mariokart where the person who finishes first wins first place.

    At the end of each match youll notice it never explicitly says "you won" or "winner winner chicken dinner" or even "you lost" "game over". This isnt that kind if game. All youll ever get are vague statements like "brutal killer" "entity displeased" or as survivor "escaped" or "sacrificed".

    No one ever "wins" or "loses" at dbd.

    YOU think you win because you have some imaginary set win condition in your mind. YOURE the one making it agony for yourself.

    Thats what theyre trying to tell you.

    Theres actually a really good study that was done by the institute of game studies where they used dbd as a case study for toxicity in video games. What they found was that having no explicit set win or loss conditions in the game directly effected the perceived level of toxicity in the game.

    Whatever you think is a win in this game really isnt. You just made that up. Thays why you see people debate constantly about what constitutes a win or loss in dbd. Is it kills for killer ir hooks? Or is it hiw good you perform in chase. Is it a win if you escape or not? No one has the answer and the devs wont state what a win or loss is.

    Play the game for fun and dont worry about "winning" or "losing".

  • Oh so im supposed to have psychic powers and know exactly which lobbies are going to be toxic or not? Get real

  • Cote isnt allowed to leave dbd. Ever.

    But if he did i would hope theyd give us a Cote cosmetic or character so he can always be in the game in spirit 🥰❤️❤️

  • It's one of the biggest maps in the game but it feels really small because there's almost no LOS blockers. You can see everything from across the map. I use that to my advantage as killer. If you're playing bubba all you really need is bamboozle and if you learn how to travel through a jungle gym properly you can close off vaults and force pallet drops with bamboozle.

    You want to practice mind gaming with your chainsaw activated. Some loops you need to charge, activate it, and then double back without turning around (moonwalking) to hide your red stain all while the chainsaw is running full speed.

    That's also a good map for hooking players on hooks near completed gens or dead zones because there's so much empty space. You can force survivors to waste a ton of time by downing them and hooking them far away from any uncompleted gens because then they have to run ten miles to make the save and then heal.

  • If you're in solo q he's possibly the worst killer to go against. Randos never go for the box. A good rule of thumb I've found is if you can see the box, solve the box. But then I still lose because I was the only one doing gens and I left to go solve the box while everyone else crouched around the edge of the map. I know this, I run bond a lot in solo. I seens it.

  • Yeah he's oppressive AF against solo players. In chase his chains easily secure a hit. Landing a chain hit right as the survivor is dropping a pallet gives you time to break the pallet and not lose hardly any time at all, it's like brutal strength for free. Without comms a chain hunt will spawn at some point and the map pressure on that is insane. The worst is getting chained by a dropped pallet and accidently slow vaulting it, giving pinhead a free easy grab.

    With add-ons and a strong build he'd be up there with blight and nurse etc.

    I've only played him with a half decent build, nothing meta, and he does very well.

  • Solo survivor is still as miserable as it was before the sbmm but killer seems less sweaty, I've had some fun matches with pinhead. Haven't tried with other killers since the sbmm rolled out so maybe I'm getting that new chapter dlc preferential treatment from the servers lol

  • @Marc_go_solo said:

    It'll be interesting to know how SBMM affects this. I've noticed it did get tougher before, but it was more that I would likely get bitter people spitting feathers after a loss at those times than anything else.

    Thats a good point, maybe it will be less intense of a mismatch at weird hours and result in less salt overall

  • Omg that makes a lot of sense. I kept trying to think of reasons why there seems to be this pattern. That makes the most sense lol

  • My first build ive unlocked with him so far has been starstruck, infectious fright, make your choice, and ive paired all that with deadlock.

    I think ruin could be strong with him if laired with deadlock and some addons that help increase chain hunts.

    Ive done pretty good with him except for on the game map where its pallet city and theres apparently unbreakable pallets (bugged pallets lol).

    Id like to try a chase oriented build with him too like STBFL, PWYF, brutal and bamboozle.

    I like the hex plaything and hex third seal pairing. Maybe with trail of torment and tinker or knockout it could be pretty evil.

  • I just posted a bug report about the same thing, thought it was a cenobite only issue lol

  • Okay i get it now. I was just confused about what the numbers meant. The color grade makes sense now too. At first i thought it was the other way around where the number was the primary group and the color was secondary within that. Cool, thank you!

  • @Purgatorian said:

    It's basically the same as ranks, just a different look. Ranks being common to iri, this one Ash to iri. You still have to do 5 tiers to move up just like the old system. This one just rewards you for time spent in game basically.

    You can't drop grade though, no dropping from iri to gold, even if losing all your pips as far as I'm aware.

    Okay but is grade 1 higher than grade 4? The old ranks worked like rank 1 is higher than rank 20 so im confused

  • I think you need to give him more time. Hos chains take some getting used to but they are effective once you understand how to use them best. The trick is gauging your distance from the survivor and the distance of where the chains will teleport. You want to land a hit quickly once theyre spawned.

    You also need to anticipate where a survivor will be moving to when you land a hit while your still positioning the teleport.

    Its tricky but thats why i like it. When you get a solid hit and anticipate a survivor that well it feels very rewarding.

    You also need to make a good judgement call as to when its worth teleporting to the lament configuration.

  • Ive been using starstruck, infectious fright, make your choice, and deadlock on him and ive had some good matches. I dont like the addons that extend the distance the chain can travel because then if you miss youre stuck watching the chain travel for longer than without that addon and its better if you miss to just go back to controlling pinhead faster.

    Im going to try hex plaything with hex third seal and trail of torment and tinker eventually.

    I think hes great so far. The trick seems to be with getting the distance correctly between the chain spawn and survivor. You want it to spawn like 3-6 feet away from them and you want to aim fast.

    Also knowing when to use the chains to monitor an area rather than to slow someone down is key.

    On strong loops the chains can help you end a chase slightly faster than waiting for bloodlust but you need to really know how to anticipate a survivors position on the other side of a high wall.

    I think hed be great with ruin if you can get a chain hunt going survivors will constantly be losing progress as the chains pull them off objectives. It also would discourage people from holding onto the lament configuration because the chains would synergize with ruin even more against someone holding the box.

    With some strong perk builds hes great and his 4v1 is great and lets you free up some perk slots for things other than gen regression.

  • Idk i get a 3-4k for roughly half my matches as killer and 2-4 escape the other half. The game has so many layers of rng you have to take the losses with the grain of salt.

    The lobby as far as the skill level of all players involved (killer and survivors) is almost completely random

    The perks youll be matched with (with other survivors) and against (against the killer or against the survivors) are random

    Your hex spawns will be random

    Which map you play is random

    The variation of the map tiles is somewhat random

    The hatch is random

    The bugs youll encounter are random lol

    With all of that theres no way to consistently win especially when you add in the fact that there huge chunks of this game on both killer and survivor sides that are not skill based in any way (camping, tunneling, slugging as killer) (stacking bnp, comms, abusing poorly designed map tiles as survivors).

    As both survivor and killer you just need to accept that you wont "win" consistently. Theres not even a clear win or loss condition in the game (screen will never say "you won" or "you lost") which leaves it as the responsibility of the individual players to decide for themselves what constitutes a win or loss.

    Trying to get 4ks all the time or escapes all the time is only going to lead you to frustration.

  • @White_Owl said:

    Iirc they are working on implementing bots to replace survivors who DC.

    I just cant believe they didnt implement what im talking about already. Their solution to balancing their game has basically been to force people to play with the dc penalty.

  • Her RBTs are poorly designed by the fact of how easy it is to cheese survivors with them.

    Most pigs dont camp the boxes or tunnel survivors with rbts on but those that do really amplify the flaws in their design.

  • @KweenPlease said:

    Dude don't even post these arguments anymore. You can't win.

    People will say " bait the killer " , but anyone with a quarter of a braincell will tell you that a REAL face-camper will NOT get baited.

    They will tell you " Borrowed Time " , BORROWED TIME IS TO HELP PREVENT TUNNELING NOT CAMPING.

    They pretend like the killer can't just GRAB YOU from pulling them off hook and put you immediately in dying state . . . drop you . . . and finish face-camping. And then the unhooker gets hooked.

    They also pretend like gen regressing and gen covering perks aren't a thing and if you bring up gens being not easy to find? They treat you like a noob.

    But I've played for a year nearly and I don't know EVERY spawn point on EVERY indoor map possible. You're going to spend some of that time looking if you find it at all and ODDS ARE the person being camped is near one of the gens you need. Usually just meters away.

    You can't argue with people because they want to argue that the devs call it a legit strategy when . . . the truth is . . .

    The devs just don't want to PAY someone to go THROUGH THOSE REPORTS to potentially have to BAN someone spending a lot of time - money and talking about the game spreading its word and keeping it active. Especially given how few killers there are compared to survivors and let's face it the campers are in a high percentage? Hell body blocking is bannable and I run into and report the same wraiths all the time.

    and someone is probably going to hate message me when I say this but, face-camping is cheating BY DEFINITION. Maybe not by rules. But if you're not actually beating someone . . . you're just taking away their ability to play the game . . . and they have zero way to win. . . ? If you go into a game with a handicap knowing no matter what you can't do poorly? That's rigging. Rigging is cheating. ( Don't freaking @me I've had this argument and no one is changing my mind. I don't GIVE A ____ about your freaking opinions to anyone who wants to be defensive about how bad they are at playing killer. )

    But yeah don't even bother posting these. It gets the hate train on you.

    Well said.

    Its ridiculous how much people on these forums defend things like that.

    The truth really is that the devs and everyone else knows that the hook is a broken and flawed mechanic in the game but they dont know how to address it in any way.

    As survivor i die probably half of my matches and escape half. For killer i get a 3-4k half of my matches and 2-4 escape the other half. Killers seem to want easy 4ks all the time.

    Gen speeds arent the problem. Adding another objective isnt going to be fair to survivors either because its pressure enough in most matches to finish 4 gens. Of they add another objective theyd have to increase gen speed.

    Maps and addons could use some more refining but killers have a skill curve thats the reverse of survivors (games start out ridiculously easy but get more difficult the more you play and for survivor its the opposite) and that probably has a lot to do with things too.

  • @MyNamePete said:

    think there was something in the ptb files that showed rpd might have multplie map varients, like coldwind so they all might feature a different part of the map in an attempt to make the map more bareable.

    Thats encouraging, hopefully we get some changes of some kind to the map soon. Its one of the few things most people seem to agree on.

  • All the crybaby killers are starting to get to me.

    All they ever do is cry about how they have to tunnel and camp everyone all the time.

    They cry about proxy camping and gen regression being their only options.

    But no one wants to buff solo survivors they just cry about needing stronger killers and perks.

    Buff solo to be on the level of swf and then you can balance for killers.

  • @ImBrakingBike said:

    https://forum.deadbydaylight.com/en/discussion/comment/2440431#Comment_2440431

    Same here, it's either "not fun at all" or "i liked this match". I feel like something in between makes no sense if not accompanied by a short explanation. Is like "I kinda liked this match" Okay... but why? what did you like? what didn't you like? why was it partially enjoyable...

    Yeah exactly. I used to put 3 stars for matches that i thought werent challenging either as killer or survivor or were boring but not frustrating ... But how is anyone supposed to know that from that information? Lol

  • I usually end up putting one star when i get camped and tunneled by some braindead killer or trolled by a swf death squad.

    I put 5 stars when i have fun which doesn't always equate to an escape or getting kills.

    I rarely put anything in between. This game is so polarized.

    And i doubt it does anything.

  • @KayTwoAyy said:

    A build like that is filthy on Wraith, with BBQ instead of NOED, alongside All-Seeing and Windstorm (or any reappearance add-on).

    I'm surprised to hear you're finding so much success with it on Trickster. Exposed is great and all, but at 110% speed survivors should be laughing at your attempt to m1 instead of use blades. It almost feels like you're doing them a favor by going for the m1.

    There is only 2 areas where I could see this build giving you an edge:

    1. Survivors don't heal because they know they'll be Exposed soon anyway, thus leading to easy laceration kills.
    2. Survivors pre-drop pallets like crazy because of Exposed, and you injure them during unnecessary animation locks.

    In my experience, Sloppy Butcher will give you both of the above results in 1 perk, leaving you with 3 others for aura-reading, gen regression, and any other aid you desire.

    It works because im good at killer.

    Ill pass on the advice, i dont need gen regression or aura reading as killer in most cases.

    Wraith is a training wheels killer.

  • I would love to have hellraiser added to dbd so i can share this experience with my friends

    https://youtu.be/yM4w49k33wU

  • @Tricksters_Wife said:

    His recent changes make him feel a lot better to play. He feels a bit more like the old Trickster with his throw rate increase. I think I already got used to the 10 second laceration decay so the change there didn't feel different at all. However I was going up against people who might've been lower ranks than I am thanks to the SBMM because they were running in straight lines against me and using loops as if I couldn't throw my knives over them. Not sure why because I'm a Rank 1 Killer and a prestige 3 Trickster with a high kill rate.

    I'll keep testing out the changes and seeing more how it is. More importantly after the SBMM test is over. The buff definitely makes him a lot stronger especially if you already knew how to play him. I had one team today that absolutely destroyed me and knew what they were doing against a Trickster but the rest of my matches were a breeze.

    Is your username here the same as in game? I only ask because i feel like i know it from in game and im pretty sure i played against you with my friends this last weekend. You were the red rank trickster that demolished us lol

  • @syain said:

    He's in my "I don't mind them" section. (if it's a regular tier player) Not as oppresive as Nurse and not as frustrating as Twins, so rare in my region that he's almost forgettable. Playing as him is a lot of fun.

    Yeah i felt like the same way about him before his buff like his power is fun but hes too weak. Now i feel like hes more like trapper, clown, and legion for me like hes fun to play even though you can definitely get played by good teams. I really liked his power before but everything else was too frustrating. He feels fun to play so far although i did stomp with him pretty effortlessly so idk although ive done the same with trapper, clown and legion.

  • @Slaughterhouse3 said:

    https://forum.deadbydaylight.com/en/discussion/272327/thoughts-on-trickster

    Not the best but I still dont feel like he is the worst either. Middle ground maybe?

    Okay its hard for me to say as to whether its was just weak teams I played, the maps, both or if hes just that much better since his buffs.

    Im almost scared to play him more because if i start getting annihilated by good teams ill definitely feel like "okay nevermind, back to playing my mains" lol

  • @GannTM said:

    He's by no means OP but he's horribly designed.

    Whats the worst thing about his design?

  • @InsatiableMop said:

    hes objectively worse than at his release

    How so?

  • @Zokenay said:

    Poorly designed comes to mind more than anything

    Either he destroys or gets destroyed, since if the map has tons of low loops, youre just dead, and if the opposite, he cant do much of anything.

    @glitchboi said:

    The 60 to 44 blade count reduction is what makes him more balanced than he used to be. He's not OP, just boring as hell to go against.

    He still gets bummed by high-wall loops, so against a competent team, be prepared to get destroyed.

    I was wondering about that. I dont think theres many good high wall loops on the macmillan map i was playing on or on the coldwind map i had.

    On maps with long high wall loops id imagine youd have to break chase a lot or risk wasting time.

    I remember playing him on springwood and the long fences became horrendous loops against him. Maybe ill play a springwood offering next time to test him out on it.

  • I just unlocked all the teachables for both sides for a second time and im done for a while.

    Just realizing how much grind there still is left in order to actually start playing with perk combos even after unlocking everything makes me more interested in other games lol

    Like jeezus it took almost 700 hours just to unlock all the perks, now i have to go through like 200 bloodwebs to actually use them?

    Im good. I consider unlocking all teachables as "beating" dbd.

  • It was working great for me the last time they turned it on.

    The only people who are scared of it are the tryhards.

  • @MarcoPoloYolo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2415581#Comment_2415581

    It doesn't punish people for being tryhards. It puts good players against the tryhards, which inevitably forces the sweaty playstyle if you don't want a loss streak.

    Exactly if it means that much to you to win consistently then youre probably a tryhard. If it didnt matter to you then youd take the L and have fun in the next one.

    I dont care, if it means i get a sweaty match once every 3-4 matches then who cares ill die or get a 4e and get set back to the matches i was having fun with. Escaping or getting kills arent really consistent with having fun, at least for me.

  • Yes, please quarantine the sweaty tryhards to their own little salt mine and the rest of us can actually have fun in the game consistently.

  • Yes please remove it or make it come with a mini map of it in the HUD for both sides. I dc on loading any time i see that map offering in solo q. Odds are high that someone will die on first hook because they cant find how to get to the person on hook or youll end up with a camping hag or a sweaty nurse.

  • Yeah they're probably putting more effort into the rift/chapter thats coming around Halloween, hopefully.

    I noticed neas top in this one is just an unpainted version of one of her other cosmetics, which I already have.

    I like elodies hair in this one but thats about it.

  • You should switch to survivor for a while. Same as people who play a lot of survivor and develop angst towards certain killers the best approach is to play the side you want to become better against.

    Now that youve played a decent amount of killer youll play better as survivor and get to higher ranks and start playing with good survivors as opposed to playing against them and that kind of information is gold.

    Youll get better at anticipating survivors in many ways and once you start feeling like youve hit a wall as survivor then switch back to killer. Youll notice a huge difference in how you play killer.

  • Ive had plenty of final straws with this game. I took a long break from the game after unlocking all teachables on my console and afterwards sold the console.

    I got it for pc because some friends of mine got into it and i wanted to play with them since theres very little to do socially since the pandemic.

    Ive almost unlocked all teachables on pc and after that ill probably quit playing as much for a while.

    Either once the pandemic is finally over or some new games finally release ill probably forego dbd indefinitely. Its not really that fun of a game but like i said theres literally been nothing else to do for the last year.

    If you look on steam or most other platforms the same games from like 2014-2016 are still featured. They all have the same model where studios make one game and milk the crap out of it for years with dlc and cosmetics etc and new games get hyped up and released with game breaking bugs. ######### happened? Its like the gaming industry peaked when fallout 4 and skyrim was released and nothing as good has come about since then.

  • If its not candyman or hellraiser id want it to be either a werewolf, aquatic/Cthulhu type, or an original sci fi type killer.

    That being said were probably going to get a killer im not at all excited about but everyone else is judging from the last few chapters

  • I just go with my gut.

    First instincts are never wrong in this game.

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