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  • @GoodBoyKaru said:

    So yeah, uh, Ringu is the next chapter.

    https://youtu.be/BcUJfHMuHrc

    If it's another anti-loop no mobility killer I'm going to cry. Please just give us something different and fun. Give us another Blight idk.

    It would be best if they introduce a killer who can create one moving illusion or clone with terror radius and zero damage. Will be a devious-centric killer.

    Or may be a killer with limited flying ability, but this concept may be too OP.

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696904#Comment_2696904

    A fast window vault takes 700 milliseconds and covers about a distance of 2 meters, and a killer moves at 6.9 meters per second during a lunge, so a 100ms delay puts you ~0.3m further back, and the killer ~0.7m closer to you, which is already 1m difference in this interaction. And if we then consider that the total delay is not only your latency to the server, but also the latency of the killer to the server on top of that, it's obvious why even 80-100ms on either side can combine to create pretty bogus hits. Especially for special attacks and projectiles that move even faster than a lunge.

    It's not really a desync "issue" in the sense of a bug, it's completely expected behaviour given the fact that hit calculations are done on the killer client only, and the killer client of course does calculations based on the player positions it has at any given time. Since the killer position on their own client is obviously updated realtime, they will be closer to you than it appears on your screen where their position is subject to network latency which puts their model further into the past. Likewise, your model position on your screen will be updated realtime, whereas on the killer's end your model position is subject to network latency and therefore further in the past, thus closer to them than it appears on your screen.

    The more latency there is between a survivor and the server and the killer and the server, the more the three will disagree on how much distance there is between the player models, with the survivor appearing closer to the killer on the killer's screen the more latency there is, and the killer appearing further away from the survivor on the survivor's screen. The server is the most neutral perspective on the distances, since the player positions on it will only be delayed by their respective player's latency, rather than that of both players combined. Since however only the killer client decides whether a hit happens, their perspective alone counts, and that means any latency in any of the connections benefits the killer on hits. For stuns and Dead Hard there now exists server-sided validation, meaning the server perspective will be used as an authority to judge whether a hit was fair. For everything else though, the killer is still the sole authority.

    Hit validation for stuns and DH only works because the server doesn't actually have to do any hit calculations to determine whether it was a fair hit, it can simply look at whether the stun or Dead Hard arrived earlier than the hit, since then the hit should be impossible. For hits in general on the other hand, they cannot "fix" this without doing actual hit calculations on the servers, which I suspect they refrain from doing mostly because it would cost server resources and therefore perhaps more money. But it's also possible that they simply think people have accepted the reality of the game in which latency favours killers and don't want to risk upsetting people by changing this, even if it is of course objectively more fair (and healthy) to take the server perspective on things. I mean, you can see a lot of rather passionate complaining about overruled hits with stun and DH validation already, lots of people don't understand it and genuinely think it is unfair even though it is shifting things from being completely unfairly one-sided to neutral. So yeah, moving hit authority to the server entirely would probably cause uproars.

    What you personally can do is try to improve your latency. Use a wired connection, make sure no other programs (or people) are straining your connection while playing, optimize your netsettings (realtime priority for your device in the router, low-latency DNS servers), use software like ExitLag to optimize the routing path to the server.

    The least BHVR could do is show the killer's ping to survivors in the lobby, or at the very least show the killer's ping in the match details screen once in a trial like they already do for all survivor pings. Then survivors could at least dodge or adapt a little better to laggy killers.

    As someone with only basic knowledge in IT, your response is oddly satisfying and I agree that if killer's ping is shown, we will know beforehand what to expect and how we should manage our gameplay, i.e. pre-throw or feint pallet throws, etc.

  • @Impartiality said:

    The hits a mile after the window is because hits are killer sided. What the killer sees is what happens, it doesn’t matter about the survivor. In other words bad ping from you or the killer will cause this. Once they add validation to vaults it will make it fair, not sure if they will though.

    That and the hit validation. Saw one of Samination's videos and have never experienced those hit validation issues as a killer myself. They need to fix that too. This game is broken af.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/299007/issues-any-escalation-matrix-in-bhvr

    The hit through window after you take a step or three is due to latency, and can be aggravated by lag.

    On the surv screen you may not even fully see the killer's red stain or their weapon hit, but on the killer's screen they were much closer by maybe a meter or so. Basically if you can see their red stain just about to touch you they're already in range for a hit, vault or no. Sometimes pallets and Dead-Hard seem to be exemptions, but not always.

    Yes, I understand that but I dont face this issue in other games where I may have 60-80 ms ping. Like what is the difference between 60 ms and 100 ms (max). Not much that it can make me lose?

    Regarding lag, I dont experience much or any major packet losses.

    So I think the vault latency dsync (if I may call it so) is a burning issue, which needs to be fixed. How? Idk, other multiplayer games dont have these issues, so yes they can act as reference for BHVR to fix this.

  • @NatzAshe said:

    I mean, have you ever seen a killer ask for a change to the default gen mechanics, that it should be locked for a set time every time after the survivor progresses 33% on it?

    Asking for mechanics to hinder the killer's main objective by forcing them to change their target before completion every time they make a progress (hooking 4 different survivors to death) seems comparable to asking for mechanics to hinder the survivor's main objective(repairing 5 different generators to completion).

    And there are perks to achieve somewhat similar results. Killers have Deadlock, and survivors have DS. I don't see why people aren't satisfied just by using those perks to counter opponents' play.

    I am at a point now where I stopped having issues with tunneling. Now I just make it my main mission (in the game I am being tunneled) to loop the killers as much as I can and then get BT-rescued to the exit gate in the end game. Nothing more satisfying than having the killer think that he sucks at tunneling too, with out having to say it out loud. :D.

  • @crowbarman said:

    It's toxic to send gg as a survivor if the killer got zero hooks.

    Was it really a good game for them, do you think?

    Right. It was a good game for surv but not the killer. That is why they take it as a personal attack. GG"WP" would be the icing on top of it.

  • In survivors I main Yui (bright green top and the shorts - basically a walking flashbang because she looks way too bright on a dark night 😛) and Kate. If they were to be taken out, then Meg and Nea come in. If they too go away then David and Claudette and if they too go away, then thats it. Uninstall dbd.

    In killers, Wraith is my main who can be replaced by Bubba or Blight.

  • @Ryan489x said:

    Here is where I come up with that Idea.

    I've heard from some survivor and killer players that I've played with that they get bored because you're essentially doing the same thing over and over again and the results are the same. However whenever something is changed or a new element is brought into the game no matter how small people freak out because they're not able to do the same things they've always done that make them get bored of the game.

    Not all changes work out for the better, I'm not implying that at all but it sometimes feels to me that the devs are damned if they do and damned if they don't.

    yes they've made some huge errors that shows just how weakly the game itself is held together code wise but that's not the point. here are some examples; some stronger then others.

    • updated survivor movement. yes some of it looked bad I'll admit that but again people complained had to switch it back.
    • people complained about too many infinite loops. they added breakable doors, people complained about that.
    • they've changed how keys work because killers complained about how they worked. Now some people have quit playing the game because they don't like how the keys and hatch work now. and others don't believe it when you tell them about the change.
    • they changed moris twice. first it was one hook now it's two yet people still complain about killers bringing them at least what I've seen anyway
    • The change to DS took forever to die down and we knew it was coming for months.
    • boon totems gave survivors and advantage and now they're adding a killer that can relight a hex totem or any broken one as part of their power, how much complaining is going to come from that????

    some of the community complains about how the game is just the same thing over and over again but some of those same people as soon as anything is changed it's

    OH NO CHANGE IT BACK.

    doing that insures that no real change will ever happen

    Yep true. At first I thought only killer mains dont think and are just salty in general. But nope, have come to realize many survivor mains are of similar nature as well.

  • @Fuzzels said:

    Because we've gotta make sure the survivor playerbase gets their chance to that, click, point at, and in general BM every killer as much as possible. Duhh

    You need to consider newbies and those survs who play for fun, not for competitiveness. The target market for this game are casuals who like to play with friends.

  • I used to play hide and seek with my friends when I was small. Never heard them say that the game is unbalanced albeit that there is 1 seeker and far more number of hiders.

  • @SuperSaiyan4GT said:

    Screw this game. The developers care nothing except to catered to killer mains. Once a survivor gets a good thing going it has to be taken away because it's "too op". Our job is to escape. You took away another means of escape by making the hatch spawn when there is only one survivor left because killers are complaining too much.

    Screw the wraith and his super speeds and his silent bell

    Screw Freddy and his super extended lunge

    Screw broken Ghost Face and his inability to be revealed

    Screw Michael and his fast stalking at 60 meters

    Screw Bubba and his stupid chainsaw with charges to allow him to jet across the map and chainsaw through objects

    Screw the clown for having so many bottles of gas which is OP as f. You shouldn't be able to throw more than 3 bottles during a chase. It's bad enough that killers are fast as hell and you can't get to a pallet or a window in time

    Screw the trickster and his OP blades. 6 blades to down a survivor?? It's super annoying. All he has to do is avoid a pallet and throw all 6 blades at you in a matter of seconds.

    Oni can easily gather all the blood orbs (which stick around for minutes) and enter his rage then boom game over.

    The hag's traps are broken. You don't even need to be near one for it to set off. You can just walk right by it. You should have to walk over it to set it off.

    Cenobite is super OP. His chains are absolutely excessive and annoying. He shouldn't be able to chain you 3 or more times in a chase for him to catch up. He' already faster than a survivor. You can't solve his box when you have chains coming at you which is stupid

    Screw anyone who uses the twins and camp hooks with them. Victor doesn't even need to be accurate to be able to attack you.

    Screw all of you killer mains who camp hooks, tunnel, go back to hooks while chasing other survivors. Don't tell me it's good strategy because that is not strategy. Strategy is forcing survivors to three gen themselves. Camping and tunneling is a desperate way to win. Makes you look unskilled and pathetic

    Screw all of you noob survivors who keep bringing killers to hooks and others working on gens or you just run around the map doing absolutely nothing.

    Enough of these new chapters and updates. Fix your broken ass game, fix your broken ass servers. You have games that require more data feed to their servers and they get it right so why can't you? Until you make some actually good changes towards this game to make it more balanced and skill based, this ######### will forever be broken and killer sided.

    "Screw the trickster and his OP blades. 6 blades to down a survivor?? It's super annoying. All he has to do is avoid a pallet and throw all 6 blades at you in a matter of seconds."

    Screw his addons that lets his knives ricochet and shatter causing faster laceration.

    Screw the huntress who keeps holding the hatchet waiting for you to finish juking so she can throw the giant hitbox axe at you.

    Screw the hillbilly who gets so very close to you and then revs up his chainsaw to down you.

    Screw those blight mains with tryhard mouse sensitivity so they can steer more efficiently

    Screw those ONIs who can run and turn 180 degrees while lunging during their dash

    Screw the nurse mains who are pretty difficult to get away from unless you have created distance

    Anyone else add to this list? 😝

  • @jinx3d said:

    https://forum.deadbydaylight.com/en/discussion/comment/2654295#Comment_2654295

    when it is me i also dont care. Im always willing to sacrifice myself if it means everyone else gets out

    Spoken like a true warrior. 💂‍♀️

    Greater good matters always.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2654222#Comment_2654222

    Okay, let me see if I can be clearer as I'm not sure if you're understanding me here.

    1. Your story keeps changing. You didn't mention camping until I pointed this out. First it was 'he was running addons and perks I don't like so we bullied him and made him DC lul'. Then it was 'he was camping a bit'. Now it's 'he was facecamping for 3 hooks with expose addons and perks'. This doesn't make any sense.
    2. It doesn't make sense, particularly since Devour Hope does literally nothing unless you deliberately move far away from the hooked person and hope they don't get unhooked too fast. Why would a killer facecamp with Devour Hope? If you'd said 'Insidious' or something, then okay. This is a bit sus.
    3. Your post wasn't about 'wow, this player was facecamping and we finally managed to outplay him and 4-outed, go team!'. It was 'this player did something I didn't like, so we went out of our way to make him miserable until he DCed, haha what a loser serves him right'.
    4. Right now (and this is something you might not have realized) - the Archive challenges require you to do some stuff with Trickster that is really difficult to do, particularly multiple downs with Main Event. If your story is accurate, I'd suspect that he was trying to get this out of the way with the intention of playing a normal game once he did it. Again, him having Devour Hope/Haunting is pretty indicative of this - nobody who intends to facecamp would run these.

    Either way, what I suspect happened here (if your story is accurate) is that someone was struggling to do an archive challenge on Trickster and when he wound up on a really hard map, tried to get a bunch of people into close proximity to do the Main Event one. The fact that he brought Devour Hope and Haunted Ground indicates to me that he intended to play out a normal game once this was done.

    Instead, you (in your own words) decided to bully him until he DCed.

    In the future, rather than assuming someone is being a jerk, try to look at things with a bit of charity.

    This wasn't someone abusing an infinite/exploit, this wasn't someone teabagging or using a flicky macro, this wasn't someone hiding and stalling the game out to be a jerk - hell, this wasn't someone even built for camping. This seems like a frustrated player who got sent to a rough map and tried to do his archive challenge regardless.

    Just...be nice. And if you can't be nice, maybe don't gloat about it?

    PS: Saying that the killer should play 'properly' and should 'man up' or we'll grief you until you DC is ridiculous. Everyone has a different idea on what 'play properly' means.

    People should play this game to have fun and to win, without going out of their way to be jerks.

    I am going to take your advice and introspect here. Hmm, so let's say if I am good in a particular game looping another killer for 5 gens (gen-rush in background), get hooked near exit gate, unhook myself using deliverance, DS the killer and then he chooses to DC. Is that bullying him?

    I dont think so. I did not make him DC. He chose to DC. He chose to be a quitter. And a quitter - never - wins! 😁

  • @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/2654262#Comment_2654262

    https://forum.deadbydaylight.com/en/discussion/comment/2654263#Comment_2654263

    Unfortunately this game specifically isnt the issue, but rather toxicity in general on any game.

    I have however been enjoying offline games a bit, although its kinda dissapointing as I like the competitiveness to online games.

    Just like War and Fury go hand in hand, so does competitiveness and toxicity. 🙂

  • @Msterflex said:

    I mean if you get unhooked and then try to go to a almost completed generator or try to cleanse my totems or even just stay at the hook to heal then ya I’m gonna down ya and put you back in the hook. No I ’m not gonna chase after the survivor who try’s to distract me from the objectives I need to win. It’s not toxic tunneling you just need to use your brain 🧠

    Whenever as a killer, I have a good game and the last person alive is trying to get the gates (since the hatch is closed) and he sees me and gives up by making appropriate gestures or what not, I always feel sorry for them. I just let them go. Idk but it feels good to do so expecially in these games where I am pretty overwhelming.

  • Switching to a different game helps me with this.

  • @Crowman said:

    A killer already has 4 objectives, why do they need another one?

    Think of it like this. 1 killer has 1 hex ruin which is protected by undying only once. (Previously undying used to be crazy OP). However survs can have unlimited boons since they can bless totems infinitely. Seems to me that that is a bit unfair for the killer. 😃

  • Phasmophobia has proximity chat that some trolls use in some very rare matches to play insanely loud and screeching music. Trolls like those could ruin the experience for everyone in a game like DBD.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647254#Comment_2647254

    SWF know that anyway so your argument falls flat. You're trying to prevent what we already have in the game instead of giving everyone access and balancing around that

    So once more, solos shouldn't have to use perks, items, or offerings for information that SWF get for free and this being the case perpetuates the lack of balance in this game.

    (also please refrain from calling me Karu, GBK works fine though)

    Is this game meant to be balanced?

    @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647258#Comment_2647258

    Ok.... Mr GoodBoyKaru! ( why so arrogant ? ). Have you still not understood ? Dead By Daylight is a 4 vs 1 and 100% balance will never happend. When will people finally realize that ?

    1 whacking the other 4 who keep skittering and scurrying around, fearful that they may die? How do you balance such a game?

    Balance is not the name of this game. 😎

    Btw NOED pretty much helps balance gen-rushed game for a killer. It is a good and useful perk.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2654162#Comment_2654162

    Eh, the totem aspect is the best part of the perk in my opinion. It's the only perk in the game that encourages survivors to cleanse dull totems, even if the execution of the perk is rather... flawed.

    I'm not suggesting to buff NOED, I simply want both NOED and Dead Hard reworked.

    You rework something that is broken, bugged or is a design flaw. NOED and Dead Hard are none of these.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2654190#Comment_2654190

    Ah, now the story changes. Your entire post was about him using 'expose' addons and perks, not about camping.

    But okay, what do you mean by 'campy?'

    Proxy camping is a perfectly legitimate style. Naturally, once you've hooked someone, you are going to keep an eye out for survivors approaching from where you think they are as you patrol gens or head to your next location. That's not cheap at all - that's just common sense.

    Regardless, your post wasn't about someone playing to win in the face of a cheesy playstyle. It was entirely gloating at how upset you managed to make someone, playing one of the weakest killers in the game on one of the hardest maps in the game, to the point where they DCed.

    If I'd done that, I wouldn't be proud. I'd actually be quite ashamed of myself.

    https://forum.deadbydaylight.com/en/discussion/comment/2654180#Comment_2654180

    There's a difference between playing to win and playing to be a jerk.

    Abusing infinites, hiding forever on 1 gen to try and force the killer to AFK, smurfing your MMR down to stomp lowbies - that's playing to be a jerk.

    Just get the picture alright.. You like to introspect and all. Think of a killer camping near a hooked survivor with said exposed addons and perks when survs are busy doing gens. He barely goes away from the hook to stop gen progress until later in the game when he suddenly realizes that he has to do something about it lest the game slips away from his hands.

    When a killer camps a hook with exposed addons and perks and does not move an inch even when the other 3 survs are playing the game properly, that is what survs dont like. Yes the killer can camp and he is at a liberty to do so. Same applies to the survs for gen rush and choosing not to interact with the killer. Simply gen rush and escape while the killer camps. Why complain about it? I think you need to introspect a bit about survivor and killer priorities.

    If the killer mans up and plays properly, survs will indulge too and "interact" with the killer like you want. Know this that a survivor is by all means and fairness entitled to his survival and will do anything for it. 😎

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2654158#Comment_2654158

    Wait...what?

    So a Trickster didn't camp, didn't tunnel - but brought a killer/addon/perks you didn't like (DH/HG aren't even meta and Trickster has the lowest gross kill rates next to nurse) so you deliberately went out of your way to bully him and make him miserable on an extremely survivor sided map, and then came to the forums to gloat about how upset he was and that he was forced to DC?

    Dude, you are the problem. Survivors like you are why killers feel like they need to camp and tunnel - because you aren't playing to have fun, you are playing to be nasty to people and make a fool of them.

    Exploiting infinites is just cheap and honestly needs to go away.

    You are only making things worse. If I get Haddonfield, for example, I feel like I have to play as sweaty as possible right from the start in case they get a lucky window spawn on that one house and hug it for the rest of the game. I'm sure it's not fun for survivor groups that aren't jerks, but it's either that or risk getting stomped and teabagged all the way to the exit.

    It sounds like you just enjoy making people miserable if they don't give you an easy game.

    I'd take a step back and do some introspection.

    I forgot to mention he was campy for the first 3 hooks. Maybe this will change your point of view.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2654109#Comment_2654109

    I suppose, but you can't run Whispers every game just in case you run into a group of survivors that want to try and force a stalemate.

    https://forum.deadbydaylight.com/en/discussion/comment/2654112#Comment_2654112

    What do you mean 'rip apart?'

    Also - facecamping, yeah. That's cheap, and BHVR intend to introduce another mechanic to discourage that. But tunneling is how killers are supposed to play. Eliminating 1 survivor as soon as possible is one of the core strategies of playing killer at high MMR.

    How exactly do you want killers to play? 2 hooking everyone before you kill someone isn't viable, and is sometimes impossible.

    If you try to unhook right in front of my face, I have no obligation to let you. If you run into me directly off the hook, I'm swinging.

    By rip apart, I mean take you on an endless loop, blind you with flashbangs, torches, blast mines, run kindred+openhanded and every tactic there is in the book of sweaty tryhards. Basically bully killers into submission.

    For eg: I just finished a game in fractured cowshed with trickster who brought his pink addon that exposes you when you are at max laceration. He brought Devour Hope and Haunted too. He got the first 3 hooks easy but afterwards we were looping him like crazy, doing gens at a normal pace, till the time where all 5 gens were done and he had not gotten any more hooks other than the initial 3.

    You know what he did after that? He DC-ed. Who quits mid game? A loser that too with exposed perks and addons quits.

    TL:DR you camp and tunnel, we will lash back in the way we can. :)

  • Used to be a problem for me once upon a time. Not anymore.

  • @what_if_they_find_us said:

    In my experience, not many players burn maps, so I wouldn't care much if this mechanic stayed. But I also don't think it's fair that players can send everyone to a realm that puts the other side at a disadvantage.

    That's why I never burn maps (except when I was doing achievements. Sorry for sending you to Haddonfield, killer, but that Myers house gen wasn't going to fix itself).

    But what do you think?

    Pretty sure Myers scratched mirror mains will not like this idea. They so badly want to take you to Lerys :P

  • @Hyd said:

    DH has 100% become the most annoying perk for me when playing Killer. Played a game the other day where all 4 survivors had DH. Holy hell...the number of second chances they had... Having to be on their ass before swinging is one thing, I can deal with that, but if they don't take the bait, and you swing, hit validation gives them a massive window to pop DH and escape anyway. Then you catch up, finally ready to end them, and what happens? They throw down a pallet as you smack them and hit validation once again gives them another chance. By this point in time gens are getting popped, healthy survivors are coming in to take hits, now DH is back up again, like... I'm a casual gamer, i don't get tilted or rage at anything, but that game...that one tested me. It was exhausting putting in so much effort at loops, mindgaming, chasing, etc...just to see the survivor get away time and time again.

    As a killer I find it annoying too. 90% survs bring that to games. However, DH is actually perfectly balanced as a perk in itself. Any further nerf can totally make it useless. We dont want that now do we, for our surv friends?

  • These can be temporary game modes like for 15 or 30 days. Similar to how R6 siege brings in different game modes.

  • @White_Owl said:

    Tbh I think Iron Will doesn't deserve a nerf. It has a strong effect, sure, but its effectiveness is entirely reliant on the skill of the player.

    Exactly. But braindead killers dont understand this. They see survs no make sound, they shout "Nerf".

  • @steamed_hamzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648353#Comment_2648353

    You can’t “miss” though if you use it preemptively to create distance to make it to a pallet or window before the killer even has a chance to swing, that’s the real issue with the perk

    What you are saying is very situational. DH as a standalone perk is an ok-ok perk. If players choose to use it to dash to the nearby pallets or vaults, it is their gameplay strategy or tactic that they have with DH. Does not mean that they can do this everytime. Catch them out in the open and see for yourself how far their DH takes them.

    If you talk about reworking pallet positions and no. of pallets in game, then we can have a more agreeable discussion.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648307#Comment_2648307

    ....that's a perfectly valid reason to change something in a game. Games should be fun.

    Sure, what about the many killer perks that survs find annoying?

  • Meta? DH in my view is a mediocre perk at best. You miss DH, you are dead. It is quite easy for me as a killer to counter 80% DHs.

  • @steamed_hamzzz said:

    Make is so after you use it you can’t interact with windows or pallets for a couple of seconds, and for a couple of seconds after you’ve used it

    This way it can still be used to avoid a lunge or special attack but it can no longer be used to create distance to make it to a safe pallet or window, which is the real problem with the perk

    survivors making mistakes only to rectify said mistake by DH’ing to a pallet is BS, as is getting hit validated the second someone vaults a window

    adding a short cool down between pallet and window interactions would make the perk a lot more fair

    There is nothing to fix lol. You just want it to be nerfed.

  • @[Deleted User] said:

    I think it would be boring. This game is killer sided when there's no perks involved.

    Well for a change the killers would stop complaining.

  • @Alphasoul05 said:

    I don't think perks that mess with fundamental game design should exist tbh. Deliverance unhooking yourself and not a teammate, being able to heal yourself with a medkit, Unbreakable, removal of scratch marks, Iron Will as a whole. I guess I would throw in second chance perks like Exhaustion perks. Of course my philosophy on the games design and balance are obviously quite far from the developers.

    You are forgetting killer perks that mess with the fundamental game design as well. BBQ and chilli, aura reading perks, exposing perks? Let us not forget the killer addons too btw.

  • @StarLost said:

    I'm not even talking about survivor/killer 'favor' here.

    I dread seeing this map more than even Haddonfield or Badham these days.

    Even now that I mostly know my way around (although I certainly still get turned around sometimes) it can be very difficult to pressure gens due to how much ground I need to cover between them and how counterintuitive the routes are, especially against savvy survivors that know how to avoid a 3-gen situation. It often feels like a coinflip - if I go to the wrong gen, there is no way to reach the 'right' one in time.

    I often have to resort to 'staking out' a portion of the map and just surrendering gens - which is frustrating to deal with for both sides and often results in everyone getting less BP.

    On the other hand, it's not uncommon to see survivors die on hooks because their comrades simply cannot figure out how to get to them. Which is annoying for me too, as I'll win not by skill, but by simple bad luck.

    It takes a lot to make me miss Haddonfield, but RPD manages it somehow.

    When players start playing this game for competitiveness and not for fun, that is when RPD starts getting all the negative votes it can get. I have a lot of fun playing RPD, and after 4-5 games, you can get a basic sense of the entire map.

  • @Marigoria said:

    You can already do that, just dont equip perks.

    I dont think adding another mode would be too good for queue times..

    Ya I meant hardcore for all , not only me. 😝

  • Yui - coz I like them female muscles ;)

  • @Chilli_man2400 said:

    Every time spirit is mentioned or meta perks Iron Will is always mentioned as a perk that needs to be nerfed. I ask why? Yes it’s strong as ######### against spirit but you can easily find them by looking at the floor to follow the marks and blood. Yes then there’s shadow step but that’s kinda situational to run into that. If I were to nerf Iron will here’s how it would be nerfed

    Version 1

    While injured grunts of pain are reduced by 100% for 100/110/120 seconds. When the timer runs out the perk is deactivated permanently. When healed back the timer resets back.

    Version 2

    While injured Iron Will suppress’s grunts of pain by

    • 50/75/100% while standing still
    • 25/50/75% while walking
    • 0/25/50% while running

    Tell me what version of the nerf you prefer Version 1 or Version 2 even though this isn’t a poll give me your votes

    The very fact that you even thought of bringing up a nerf for iron will makes me angry, like honestly speaking. IW is not OP and it is certainly not unbalanced. It is the one thing that helps us very minutely in the game of ever-increaisng campers and tunnelers.

    No, tell me what do the killers want next?

    a) Nerf BT so that survs only get 3-5 secs of protection?

    b) Nerf spinechill for it to not give the 6% bonus to gen repair?

    c) Nerf kindred for it to not show killer's aura?

    d) Nerf we will make it and boons and reduce their healing speed by 50% each?

    e) Nerf all sprint burst perks to having a cd of 200 secs?

    f) Nerf ds even further, maybe even remove it?

    g) Nerf keys, like just take them away and the hatches too

    h) better yet, nerf surv speed to 3.9 and killer to 4.8

    And even after all this, keep complaining that the devs keep this game surv sided and not killer sided. Like at what point do the killers stop crying and complaining? No seriously, I need to know this.

    You killers can camp and tunnel and debate that it is a strategy that you use. Well then let us keep our strategy and perks as well. What's wrong with IW? It certainly does not "BREAK" the game like some would say. Unless those some are spirit mains, who desperatly need the old stridor countering IW...

  • @Kurri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2643782#Comment_2643782

    I look at it this way. Why are SWF so strong? Communication. How do we close the gap between Solo and SWF? Communication. Should we add in game voice chat or proxy chat? No. Are you bonkers? Last thing we need is some 12 year old telling me about my mom all game.

    This would be enough

    https://us.v-cdn.net/6030815/uploads/SGZX2A4M9D2X/image.png

    An in game quick message system, and to avoid spamming the messages. Make a 10 second cooldown between messages.

    Identity V is on a totally different level. Both killers and survs are very OP there. You would have sprint burst, adrenaline burst, vault burst, pallet burst, flare guns and shoulder tackles to stun killers, magic books, decoys, clones and what not. 99% killers just facecamp in that game and everyone in chat there seem to have made peace with it.

    @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2643766#Comment_2643766

    ...We do?

    I think most killers are aware that their 'win state' is 'any more than 2 kills'. We frequently give survivors hatch too.

    What do feel 'entitled' to is a fun game against opponents close to our skill level, without people stealthing around the map popping 5 gens in 4 minutes without many chases, people abusing infinites/offerings or people being BM. These are all traits you see more in SWFs.

    Well if there is one thing that survivors are entitled to, It is "surviving". It is like Rick Grimes from TWD would say "We know what needs to be done and we do it, We are the ones who live." 😋

  • @Smuk said:

    The swf should not be a thing anyway. yes, i see the idea. but its only has pros for survivor.

    I dont see any amusement at this point honestly.

    The odds of winning are much lower against swf. And to play killer only against sweats as i said; to be completely exhausted from trying to achieve that 4K? no thanks. It makes alot of sense why people are avoiding to play killer

    I like how killers think they are entitled to 4k. Makes it all the more fun for survs to make the chases and the game as hard as it can get for the killers.

    If you want 4k, work for it. Think ahead of the swfs. Turn their own game against them. Or at least try to do so.

  • @JoByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2643223#Comment_2643223

    If you truly believe this is just as good information and use of perk slot as voice comms, then you have nothing to worry about.

    The rest of the community will then hope for this :)

    Those perks are equivalent to the old saying "You can bring the horse to the water, but cannot make them drink from it" 🙂

  • @Not_Social_Joker said:

    Yeah, this is just relatable. Now, I play killer WAY more than survivor, mainly because I play by myself a lot and survivor is pretty boring when I'm alone, but even I barely complain. The only times I complain is when survivors heal super fast (which, with the introduction of boon totems, I feel like I'm a slight bit justified in this complaint nowadays) and gen rushing. And even then, these are things that I know that I complain about because...well, I'm bad. Now, there may be some unfairness for killers regarding these two, but I feel these complaints are mostly my fault.

    Now the one thing that really grinds my gears as a killer main is when survivors think they're hot stuff and t-bag, flashlight spam, etc. This stuff sends me over the edge because I know the main reason they do it is because I'm bad and they know it. Everything else is fine, but these things. These actions that serve literally no other purpose than to annoy you. They just, well, normally I have a sort of moral code, since I play the game more to have fun than to actually win. No camping or tunneling. The people that do this annoying ######### make me want to throw that code out the window into a dumpster. They know I'm bad, and they still do this #########. They have nothing to prove, nothing to gain, there is nothing. That's why it ticks me off. IT SERVES NO PURPOSE. FIX A GEN, SAVE A SURVIVOR, OPEN A CHEST! THAT HAS A PURPOSE!

    Phew...sorry about that. Got a little carried away.

    Yeah I can relate to that as well. When I run killer, I forget all sense of fairness and all when I am up against flashlight douchebags. My main objective at that time is to tunnel and camp and get them out of the game fast. Mind you though, I only do this against flashlight d-bags and not flashlight normal survs. Unless absolutely reqd.

  • @Remedicist said:

    To give context, I have been playing since 2018 and I have played Freddy mainly. I have noticed over the years that survivors do not fail skill checks anymore to get out of the dream world, even if there is no red paint brush addon equipped. This isn't a bad thing, just an interesting observation I have noticed in my games and I have thought about why this is the case. There are three reasons I have come up with, but feel free to give your own reasons from your own experiences. I would also like to know if anyone has experienced the opposite of this post's title because I have not noticed any failed skilled checks in a long time.

    1) Freddy is a threat in both the dream and awake states of a survivor. Freddy cannot use his powers on an awake survivor, but he can still injure the survivor. This means, compared to old Freddy who could only injure in the dream world, losing progress and giving away your location isn't as worth it anymore as there is no greater risk to staying in the dream world.

    2) There is no action speed penalty in the dream world. Old Freddy gave a sense of urgency to get out of the dream world as quickly as possible because objectives would take longer to do if the survivors did not do anything to escape the dream world. There is no urgency to escape the dream world quickly through a skill check for the limited dream snares and pallets around the map if survivors can still work on their objectives with ease when the current Freddy is not around. Of course, staying in the dream world allows Freddy to teleport more often, but this would not be much different from Freddy teleporting to an awake survivor already.

    3) The addition of dream clocks in current Freddy's kit allows survivors to have another way to escape the dream world. This method does not alert Freddy and it gives survivors 30 seconds of immunity from the dream world. I believe dream clocks are the biggest reason that survivors do not fail skill checks because if dream clocks did not exist, then failing a skill check would be the easier of the two remaining methods to escape the dream world (if you don't count being hooked as a method). Even then, however, current Freddy does not stall the game with his power like old Freddy did so there still is not as much of an incentive to lose progress and alert the killer when a sleeping survivor could wait for an awake survivor to wake them up.

    On a side note, I also find current Freddy's power unimaginative. Anyone else feel the same way? GeneralV made a great post a while back in the feedback section of how old Freddy's power could have been with a few buffs and changes and I would have loved that instead.

    I would maybe blast gens to come out of dream world, but only if freddy did not have teleport ability. What is the point of blasting my gen if he is going to warp right there in a matter of seconds and whack me back to dream world?

  • @Bennett_They1Them said:

    'cause a few times, I've had SWF's claim doing so is somehow also tunneling.

    I'd say it's fine, since your job is to apply pressure, and why on earth would you leave?

    obviously, I want everyone to have fun, but why would I just give them the save?

    If you are satisfied with the way you are playing and the survs enjoyed playing with you, then go with that way. A few survs will always insult you, but hey you cannot satisfy everyone right? You are the killer after all. Do what you think is right.

  • Ahh, now I cant watch Stranger Things and say "Look at the screaming Demo. I can DS that punk in DBD in my sleep lol" 🤣

  • @JoByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2643211#Comment_2643211

    Can't wait for a rework of Haddonfield. I play 80% survivor and hate that map, on behalf of the person I'm playing against lol. They tried to fix house of pain with the Badham rework, but kinda didn't?

    A communication tool would be welcomed. Even if it is just some commands you can "say" like:

    • Im being camped
    • In a chase
    • On a gen

    I'd rather have voice coms though.

    Then buff the under performing killers to adjust.

    Sadly this will not happen or be accepted. There was a time when killers were way too salty on forums that they demanded that swfs on discord be forced or discouraged not to be on voice comms simply because it made the game for the killer "unbalanced" or "unfair".

    @Edilibs said:

    I cant speak for anyone else but when i say I main Killer or when i hear that term in general maining Killer means that if something were on the line albeit a tournament and or $$$ is on the line I would play Killer and not survivor at all.

    There is this misconception that "Killer mains" only play Killer and this is false. I play killer 55% of the time and survivor 45% of the time and im strong on both sides ie im strong at the game period!

    Does it mean that i can play Killer a little more than survivor? Yes of course especially when i die 4 games in a row at the end game because my team is bad and doesnt even attempt to get me because either they dont know how or are too scared (without NOED btw lol)

    Killer mains dont generally complain even when we clearly see that this game is significantly in the survivors favor (maps, boons etc) but survivor mains will complain about NOED which i always found funny.

    If you play both and can do well then your just really good at the game. Anyway the survivors that complain about NOED are usually survivor mains who "only" play survivor, and will only look at things from they're own perspective just saying. I main killer because i can get way more enjoyable games despite how hard they may be. Survivor isnt as enjoyable at times again because how bad people are at the game on average, people make horrible descisions most of the time, letting someone getting 2 hooked, 1 hooked etc. Really bad

    You obviously have not met a killer who complained "you gen rush noobs" or"why you gen rush" to survs... Complaining works both ways and so does the accusation of entitlement. Killers all feel that they are entitled to 4k every game. But life is not that easy is it? 😊

  • @steezo_de said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636433#Comment_2636433

    Nothing's been announced. I'm just speculating that they will because of the money they've made from DBD, and the smart move is to invest that in a "better" version of what they already have. DBD will need a reboot eventually.

    Well let's then hope for a remastered, better optimised dbd in the form of DBD 2 that wont end up causing problems for other platforms. Hopefully the devs are ambitous enough to try this and not be content with only dbd as their basic bread and butter.

  • @steezo_de said:

    It would be cool if there were an option, but really, I'd rather they save it for DBD 2 instead of wasting their resources for the current game-- especially when they could be using those resources to fix other things.

    There is going to be a DBD 2?

  • What do you mean by anti-boon? You may be entitled to your 4k, but we are entitled to our heals, loops and our will to survive. 😋

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