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It feels like the developers are completely out of touch about what happens in the game



  • lowiqlowiq Member Posts: 428

    It's almost like every player that plays this game is in the top .01% with 5,000+ hours.

  • SonzaishinaiSonzaishinai Member Posts: 5,162

    "What i do think is that all the balancing that has been done so far and is still going on on the PTB is stuff aimed at people between the ranks of 13-6."

    So for the mayority of players then?

    They know perfectly how the game goes and wisely opted out trying to perfectly balance an asymetrical game with a ton of variaty and focus on making it as playable as possible for everybody

    This game would not be doing so well if they only balanced at higher ranks

  • ZozzyZozzy Member Posts: 3,407


    New player comes in- new player has fun- new player spends cash on cosmetics- player becomes familiar with the game- player gets frustrated after reaching reds- player quits.

    Revolving door

  • SonzaishinaiSonzaishinai Member Posts: 5,162

    Exept that players don't quit half as often as the doom forum tellers like you to believe

    The game has problems, every game has problems. And like most other game forums, this one grossly exaggerates the problems.

    It's really not that bad. Over half of the frustrations wouldn't even be there if the game wasen't this addicting and people learned to take a breather

  • deadbyhitboxdeadbyhitbox Member Posts: 1,113
    edited September 2020

    Are you shitting me? PH little chase utility? He has one of the strongest chase powers in the entire game. The large majority of top tier players agree, that the because his power functions the way it currently does means that he can constantly put survivors into scenarios where no matter what they do they get hit.

    Balancing for the top is a great way to kill this game. People already despise what a sweat fest it already can be. The top players are the most competitive, and there's a reason 95% of the players in this game are just flat out bad at it. It's casual for the majority.

  • MrPenguinMrPenguin Member Posts: 1,265

    Did you count sacrifices of the other survivors in games where someone DC'd? Because that'd skew the results considering how much weaker the team becomes because someone got upset they got downed.

  • MrPenguinMrPenguin Member Posts: 1,265

    BT would be fine if they added a timer before you could use it. The problem with it right now, in terms of being abusable, is you can pull a survivor off right next to the killer right away, and then the BT'd teammate takes a hit (usually by body blocking), and you pretty much got a teammate off the hook very quickly for free. BT is supposed to be a anti-camp perk, not a get out of hook free card.

    Remove the terror radius stipulation, make it a range around the hook (as you said), and give it a timer where the killer has to be within that radius and not in a chase (as survivors have abused that too with a similar mechanic in the past by running around the hook) for x amount of time, before you can use it. You'd probably need to disable it for EGC though since the killers only real place to be is by a hook during that time. You could probably even increase the timer much more or give it an extra effect (like a health state or something) since it will do its job and only its job without pouring over to other areas.

    Unbreakable is actually fine by itself, its just it becomes dumb when combined with the already dumb DS. Unbreakable counters slugging and that's it. It's only strong when slugging is popular. Slugging is only popular because DS is running rampant right now.

  • ClickyClickyClickyClicky Member Posts: 3,536

    Survivors - Do gens as fast as possible, bring all the second chance perks

    Killers - Play top tier only, proxy camp, tunnel, NOED

    Yeah I’d say the majority of games reflect the tournament.

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