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jsphwtsn

jsphwtsn

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  • Genuinely shameful. Demonstrates just how out of touch the devs are with the community.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1422022#Comment_1422022

    The good billys 4k in almost every game, you think that's fair?

    You think it's unfair that GOOD players perform well? Are good players not supposed to 4k? Some people in this community bewilder me.

  • Corrupt Intervention, Pop Goes the Weasel, BBQ and Chilli, Whispers

    Works absolute wonders for me. If you want you could run Nurses Calling and Sloppy Butcher in place of Whispers and one of the other perks.

    I also almost always bring power recovery add-ons.

  • @mike4156 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1371016#Comment_1371016

    This is whats wrong with the community, the goal is to kill survivors yes but not all don't feel entitled to kill 3-4 survivors every match when honestly 2 with lots of chase time is considered the standard run.

    Same for survivors don't feel entitled to have everyone survive.

    I was thinking that they should give killers a bonus when they achieve 2 deaths on hook, and when they kill the 3rd and 4th theyll get a nerfed amount of xp for those kills on the hook. (say maybe a 5k bloodpoint bonus)

    People don't seem to get this isn't a competitive game there's no leaderboard no win loss not even dev run competitions. they tried to implement that but took it out a few months later, this is a casual game but the actual game itself can lead you to start believing and playing the other way.

    Of course this game is competitive, it's a multiplayer game where two opposing sides compete against one another. This game doesn't have official competitions, but the game by nature is competitive. At no point did I suggest that the killer or survivor is entitled to win, but a player shouldn't just pass on opportunities to win the game. If two survivors escape, and you get picked up and have the option to use DS, you aren't going to intentionally miss the skill check in the spirit of the game, and nor should you be expected to. The idea that killers should be punished for doing well is insane, and I think it exposes your bias as you didn't suggest the same penalties for survivors if 3-4 escape. While the developers aim for an average of a 2k balance, the individual player should strive to exceed this, killer or survivor. The argument that both sides should work towards a 2k because it's the aim of balance doesn't make a lot of sense.

  • @bumcheeks1 said:

    https://youtu.be/0eXuZ4mnOOY

    After the Meg gets unhooked, every survivor gets chased and downed, and one of them is hooked. 59 seconds later, DS still hits. How is this still considered an anti-tunnel perk?

    Anyone saying you deserve it for slugging is an incredibly entitled gamer. As if you expect the killer to see people with infectious and ignore them, that's just absurd, the goal is to kill all the survivors. People make it sound like you slugged everyone for minutes to sweat for a win. I don't personally see DS as a major concern right now, but you can't just write off someone's complaint about DS because they played optimally.

  • @Dr_Loomis said:

    I think this is a great idea.

    The quality of some of the menu/chase music that has been posted by people unrelated to the game is really impressive.

    Obviously BHVR would have to verify that the music was actually original and possibly tweak it here and there.

    The only issue is that there would be less overall fan participation as producing music is less common than creating visual art.

    A smaller pool to choose from isn’t necessarily a bad thing, I’m sure the submissions would get lots of fan engagement. I must admit though, I am biased as I do produce music, however I feel like there’d be enough submissions to make the contest competitive.

  • Haven’t got a game below 260 ping in Australia, which is worse than last time the servers were active. I’ve just stopped playing because of it. I’m not sure what’s going on, some people find them great, but in Australia they’re awful (I’ve asked a number of people).

  • @Peasant said:

    https://forum.deadbydaylight.com/en/discussion/134597/dbd-completely-unbalanced

    Just how long have you been in this community? I've been here since 2017 and I recall it being a hell of a lot worse then.

    Prior to the 2.0 update, I’ll admit, the game was in a worse state. I’m probably over exaggerating in the initial post as I was frustrated at the time. However, I do believe gen speeds are in the worst state they have ever been.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1137086#Comment_1137086

    Coal tower is extremely small so it can flavour the killer heavily if you don't get a God window. I think aside from the God window, it should be a reference for other maps. All that needs to change on those maps are the dumb windows imo.

    I agree, without the windows in the main buildings those maps are generally balanced.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135552#Comment_1135552

    MacMillian and Autohaven are some of the most balanced maps in the game.

    As survivor, if I get ironworks of misery, coal tower or the groaning storehouse, I’m confident I can loop the killer for 5 gens. Autohaven I’ll admit is usually balanced, how some autohaven spawns favor survivors

  • @BulletsNonstop said:

    https://forum.deadbydaylight.com/en/discussion/134597/dbd-completely-unbalanced

    You know it’s getting really old people complaining about survivors. I mean what more do they have to give killers? The ability to insta grab anyone they SEE ON SIGHT at the push of a button? Insta teleport grab? Insta kill? #########... If survivors are messing you up as a killer it’s because they’re working together like they should be. I mean, are you telling me you’re not getting ANYONE ? Like what’s wrong with getting 1-2 and accepting it?

    You’ve definitely played very little killer and have little understanding of this game. This game will depip you should you fail to get 3-4 kills, it’s ranking system doesn’t support the idea that you should be able to only get 1-2 kills a game. Because more often than not, it’s considered a loss.

  • @Blueberry said:

    The game is absolutely not even close to the most survivor sided it's ever been. If you played the game years ago you'd wonder how killers ever won anything with how busted things were. There were literally infinite loops.

    Now that is not to say the game isn't heavily survivor sided. It is very survivor sided and always has been. Anyone that plays both sides at red ranks knows that.

    I’m probably over exaggerating. I was quite frustrated at the time of the post. Before the 2.0 update this game was worse, but gen speeds weren’t nearly as much of a problem as survivors generally weren’t as good, but would rather succeed through completely broken aspects of the game.

  • @LetsPlayTogether said:

    If this game is NOW completely unbalaced, we can just go back to the good old Dark Times, cause then this would be better, right? Those rants are getting annoying, cause theyre just wrong in every aspect, not even worth discussing.

    If your argument is that it’s not worth discussing, then you don’t have a very good argument.

  • @nicnc82 said:

    How long have you been playing this game? Because I've played it from the beginning and feel it's the most balanced it's ever been. In the beginning it was very heavily survivor sided. Insta brand new parts, intsa heals, infinite loops and vaults, exhaustion perks had no cool down, permanent hook and trap sabo, hatch standoffs, self care was as fast as a med kit, bt worked for both survivors, pallet vacuums. I say we bring all that back for a month for all the whiny killer mains who cry every day about wanting survivor nerfed.

    Around 1500 hours, and I remember the pallet vacuum and insta-blind flashlights. However during that time survivors were not as good, and gens typically wouldn’t fly. While I can acknowledge that there were OP items survivors had that could bully the killer, a normal game where those weren’t present were not nearly as bad. People are simply getting better. Before Ruin changes was when the game felt most balanced imo

  • @Codela said:

    When it comes to the question of whether DbD is balanced or not, I sometimes come to the conclusion that DbD per definition can't ever be truly balanced. Here's why:

    a) Its very fundament is asymmetric: You've got 1 killer/player playing against 4 survs/players (most of the time). In a very basic and objective sense, this 1 vs 4 scenario is per se not balanced.

    b) You've got many different killers which incite very different playstyles from both killers and survivors. Some scenarios ask for a stealthy gameplay, some for an altruistic one, some for a very confrontative, ...

    c) There is a multitude of different perks with different synergies which also incite different playstyles which either benefit or punish you when confronted with a specific killer. I think this is why balancing evolves around the meta - otherwise it would simply not be possible.

    d) RN-Jesus. RNG as such is providing as much potential balancing as possible to a game since prior to it's effectiveness, it does not take any sides. However, sometimes you get maps and their respective rng pallet and window positioning which is either more killer or survivor sided. Considering maps, I struggle deeming this rng als "balanced" because although both killers and survs can profit from rng, the map and thus the match itself might become killer or survivor sided due to it: to a certain degree, RNG provides both killers and survivors with the same preconditions, but on the other hand, once in effect, it might take sides.

    I think it's somewhere inbetween those factors and many other why DbD is so incredibly hard to "balance". It might be just the nature of it.

    @Skelemania said:

    This is because by its very nature, DBD can not be balanced.

    It's a 4v1 asymmetrical game. It will never be balanced. Not to mention there's new DLC every three months - adding new perks on both sides, a new killer & a new map. So even if it felt in a pretty good place, it would all be thrown out of whack again in three months.

    What even would be considered balanced in this game? You can't define it, really. You can't have the killers getting 4k every game. You can't have all four survivors surviving everygame. You can't balance for just red ranks. You can't balance for just new players.

    So I think it's in a pretty good place as in. People will always complain, no matter what. 100%.

    @Watery said:

    Asymmetrical, by definition means the game can’t be balanced. There has to be some overarching thing each side does better, like the survivor camera— instead of being locked in first person like killer, they have the third person camera to compensate in some sense.

    DBD should be fair— but not balanced. They sound similar but are different.

    While I agree, being asymmetrical means the game can't truly find a perfect balance, to use this point as to say that because of this it's not worth trying isn't a good argument. If achieving balance wasn't the developers aims the we wouldn't be getting 'balance changes' every update. This game also tries to be fun, but is competitive by design, and, by human nature, the fun in competition is winning.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135532#Comment_1135532

    I like Auto Haven as killer and survivor myself. Of course the game is good for killers. I think Crotus Penn has a lot of balance for both killer and survivor and i don't mind most of Mcmillian maps.

    I hear you on optimal SWFs, but I just don't think many SWFs are that great. I have played some that are amazing, and that is what has motivated me to get good at survivor. But I get a lot of potatoes as well.

    In my personal experience, almost all SWFs I play are trying their hardest to win. As for the maps, Crotus Penn is survivor sided, 3 of the 4 Macmillan variations are survivor sided, most autohaven spawns are survivor sided, although I’ll admit there are some that favour the killer where very little filler pallets spawn in the middle of the map. I agree, the Game is a good killer map.

  • @Clevite said:

    IDK, I have a lot of success as killer. I am only currently rank 8 after a bunch of resets and barely playing killer as I have recently switched to survivor. I am trying to play enough so as not to derank too much, and play potatoes. However I do have to play sweaty and constantly be thinking like two moves ahead if I want to play competitively. I will admit I want 4ks as a win condition, 3ks is okay if they got the hatch.

    As a swf we can have nights where we escape like every match. But then we have nights like last night where we couldn't buy ourselves an escape. I mean we ran into quite a few red rank killers and they read me like a book while looping, admittedly the weakness in my game. But once a good killer gets going it can really start a snowball where we are just in a cycle of being injured and saving someone of the hook, while he is hooking someone else.

    So I think overall the balance is not that bad. Some maps are, and of course a 4 man SWF with seal team skills is almost impossible to beat, some killers are weak, and some perks can be strong at endgame,but overall I think it is pretty balanced. PS4 btw.

    I probably should’ve been clearer about what I meant about SWF being a guaranteed escape. This is assuming the team is playing as optimally as possible, communicating with each other and powering through gens. What maps do you feel are killer sided? Because I struggle to think of a map that’s balanced well.

  • Can’t get a game below 190ms in QLD, it’s been awful. Played two games and then I had to stop. I’d rather deal with the occasional lag switcher than play on these servers.

  • @Carlosylu said:

    Try this, it's amazingly OP...

    Addons for reverse and random placed skillchecks

    Huntress Lullaby + Whispers Lvl 3 + Monitor and Abuse + BBQ

    Damn... I'm a red ranks and I couldn't get skillchecks after the HL had 3 tokens combined with the addons for reverse and randomly placed skillchecks on my screen + The doctor knew exactly when and where to use blast cause of whispers + BBQ for tracking and BP

    Hadn’t considered a skill check build, ty

    1. Nurse
    2. Spirit
    3. Hillbilly
    4. Hag
    5. Huntress
    6. Demogoron
    7. Freddy
    8. Myers
    9. Plague
    10. Ghost Face
    11. Wraith
    12. Pig
    13. Clown
    14. Trapper
    15. Doctor
    16. Legion
    17. Leatherface
  • @savevatznick said:

    There is no rational reason for devs to rework existing content to be more satisfying.

    There is a definite monetary reason for them to release new content that bandaid fixes problems with old content while pleasing the popcorn munchers.

    If that was the case then we wouldn't have had a Freddy rework.

  • @oxygen said:

    The only remotely realistic way to balance SWF at all is the often mentioned buff solos -> buff killers that need it approach.

    Applying restrictions is pointless as it'll just annoy casual players and hardcore players (including the "bully squads") would just queue-snipe eachother anyway if they really wanted to. And trying to punish or restrict communication apps in any way is lightyears beyond simply unfeasible, it's an utter waste of resources.

    It depends on what you mean by buffing solos. To buff survivors to make solo play balanced would consequently buff SWF. If you gave benefits to Survivors playing solo, then why would SWF teams not queue-snipe each other to receive those benefits? I do believe certain killers should be buffed, but in balance with what?

  • @Karl_Childers said:

    I’m on board with 1 and 4. Two I could support if the killer has to be involved in the objective as well, similar in concept to the lanterns, but better obviously. There needs to be an objective that makes them leave the hook to stop camping/tunneling ...otherwise no, nothing additional should be given to survivors. Increasing kills should not be the goal. Yes gens can go fast sometimes, but so can kills. Balance is 2K. Just nerfing one side only in the base game throws everything out of whack. Longer games requires an addition to both sides.

    I understand the SWF issue, number 3, but it is my belief the game is actually not balanced for killer vs 4 solos anymore. That’s clearly advantage killer far more often than not. The game is now balanced more for a solo/SWF hybrid.

    That's fair. The way I perceive it is the secondary objective would provide the killer with an opportunity to get 1-2 kills if they play well during the time it takes for the secondary objective to be completed, but that's assuming that 4 survivors are still alive. So yeah, I could see how it could dramatically skew the kill rate.

  • @HiDeTHeB0dies said:

    When they use it to one hit down everyone the entire match ...too easy imo.

    Leatherface can only make use of his chainsaw if a survivor gets caught without a window or pallet. By simply understanding pallet and vault placements and learning to loop he is easily outplayable.

  • @HiDeTHeB0dies said:

    That's where you're wrong kid..as survivor I get to rank 8 and can't go any further..its frustrating as he11..8 to 10 and back until reset..few months ago I get in rank 1 with effort no doubt...but something has changed and it's turned the game stale for me.

    Well yeah, they made it harder for survivors and killers to pip a while ago. I personally find that Rank 1 survivor is too easy to achieve, but that's my opinion. Regardless, leatherface is easily the worst killer in the game, so to say his chainsaw is OP is, to me, surprising.

  • @HiDeTHeB0dies said:

    No..if anything his chain saw b.s. is op..and get rid of bbq and chili. Esp when they are using lag and wall hacks already. About to throw game out...sweaty cheaters ruining it.

    You probably haven't been playing very long then if that's how you feel.

  • @Nick said:

    I want to see that in PTB. People already hopping on the 'sounds-too-OP-train' but remember, we have Spirit and Nurse. Why not Leatherface, Spirit and Nurse?

    My thoughts exactly. In my personal opinion, all killers should be balanced to be as powerful as Billy or Huntress, so giving a bad killer a threatening tool is more than reasonable.

  • @Skittlesthehusky said:

    honestly the idea of leatherface chucking his chainsaw makes me laugh. imagine a big, lumpy boy flinging a sharp stick LMAO

    but this does seem ideal to me, though it might make him a little too overpowered. a balance suggestion would be to make his chainsaw cooldown slightly longer if he breaks a pallet mid-chase. kind of like him taking time to recover from excursion.

    I think this would have to be the case. The pallet breaking animation should consume some of the chainsaw attack time so that it's not completely busted.

  • @HatCreature said:

    Yeah throwing the saw would have a short range and a low arc since the chainsaw is heavy, but the hit box would be huge and that's to compensate for the short range.

    I'd say that'd be pretty fair then, although I've never seen devs take suggestions in regards to add-ons, so we can only dream.

  • @HatCreature said:

    It sounds too powerful, those pallets are the ONLY thing Survivors have to defend themselves against him and if they cen't stop him mid chase then nothing can and it becomes a losing battle.

    I made another post a while ago that didn't enough traction for some reason but I was thinking Billy or maybe Leather should get an add-on for their Ultra that lets them...throw the saw.

    They could charge up a twirl and then throw the saw forward, if they miss they'll have to pick it up, if they get a hit then it comes back auto when you pick them up.

    That's a cool concept, although they would have to make it quite difficult to land a thrown saw hit, otherwise it'd be more broken than iridescent hatchets, and people already complain about those enough.

  • If the perk had no cooldown, killers could repeatedly pick up survivors and drop them to disable gens and figure out which gens are being worked on.

  • @Karanyatsu said:

    From a killers perspective...any thing that helps with gen rush or gens being done fast is valuable.

    I feel like perks such as PGTW, Surveillance, Corrupt Intervention and Ruin do a much better job though.

  • Ive been playing this game since Dec.2018. Mained survivor till about march or april then switched to killer main.

    It's the same as killers having broken add-ons. While I agree it is incredibly frustrating to deal with, this game would be very dull without these kinds of things. It's no different to Prayer Bead Spirit, or Iridescent Head Huntress. Or even just moris in general. You're not gonna play against them every game. If every game there was no items, no add-ons, nothing that could give any side an advantage, it would get stale fast.

  • @Vancold said:

    I'm having fun with this bait-build:

    Thrill of the Hunt, HEX: Haunting Grounds, BBQ, Nurse Calling.

    3 Hex Totems and none of them is useful, but you gotta protect them as if they were. Survivors go mad to destroy them, only to be baited into oneshot.

    If you're not confident enough, sub NC for DH/Ruin and play the casinò.

    Thanks, I’ll give it a go :)

  • @GrootDude said:

    What all is on the shrine?

    BBQ+C, Bamboozle, Boil Over and Lithe

  • @Milo said:

    Legion is getting an update! Not a rework. So the power won't be changed (probably) just how it works

    @TheAntiSanta said:

    I mean, we already know Freddy a BIG rework, but Legion will be one of those much smaller ones. Maybe later Legion will get something bigger, but for now it's gonna be a small tweak to how it works. The most I would expect is changing what Deep Wound do, but I could see it being smaller than that.

    Yeah, I saw the announcement today. Hopefully the update is an update to deep wounds. At the very least I’d like the change to stop the killer from following blood trails and never entering a chase to down survivors, but we’ll have to see.

  • @tt_ivi_99 said:

    And change the most unique powers in the game? Thanks but no

    As unique as their powers are, waiting seven seconds to hit a survivor and being able to hit someone 4 times and down them with literally no counter play isn’t very healthy for the game.

  • @Lamia said:

    Freddy should be able to teleport around objects on the map, such as vaults, chests, and lockers so he can pop out of them and jump scare people. His current power is kinda lame when you think about what Freddy could really do in the movies.

    If they were to keep it, someone suggested that he could use it to teleport to vaults and walk over them backwards during a chase with someone in the dreamland.

    So like he’d have specific points he could teleport to? I think that’d be cool, however it’d have to have a massive cool down and survivors need to have warning that he’s about to appear. Otherwise he turns into Spirit with beads for the entire game, which would be disgusting.

  • No sir, that’s fine.

  • Thank you all for your suggestion so far! I’m now leaning towards Ruin, Spirit Fury, Enduring and Whispers/NOED. Thoughts?