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AestheticCharms

AestheticCharms

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  • @JordanMalicious said:

    Iri head is fine as is, even though it takes no skill to literally run up on a survivor until you're literally touching them and 1 hit down them with iri head. It does take skill to hit a long shot, regardless of what add-ons are being used.

    However, infantry belt gives a total of 3 iri heads (I'm sure everyone knows this) which makes it absolutely busted and dog crap to run against.

    Bhvr, please just consider making iri heads 1 hatchet limit a trump to everything else so it cannot go above 1 hatchet even if they wanted to run infantry belt.

    I'm sure I'll get flamed in the comments by some people, but this is how I feel. I see a lot of frustration with this add-on pairing with infantry belt, I'm voicing my frustrations after giving myself time to reflect on my own gameplay. I feel like it needs to be looked at and have something done to it. A range instant down is annoying as is, 3 attempts at a ranged instant down is a bit busted. Pair that with most huntress players I run into just waiting until they are right behind you and the beach ball sized hit boxes of the hatchets, and it just, it's hot garbage.

    It Should be "if you're hit by a hatchet from 15 meters , you will instantly go down.

  • @thesuicidefox said:

    https://us.v-cdn.net/6030815/uploads/FZOPCKATNS8H/image.png

    The fact that Freddy has a relatively low pick rate but a SIGNIFICANTLY higher kill rate should be a major red flag to BHVR that he is too strong.

    IDC what you want to say about Nurse or Spirit, but Freddy is objectively one of if not the strongest killers in the game and there are multiple reasons for it.

    I must preface this with...

    • I was an old Freddy main at rank 1. I played him without Ruin or NOED and was still quite effective with him. However I would acknowledge that he was, at the time, the weakest killer in the game.
    • I play new Freddy regularly at rank 1 and I find him to be hands down the most oppressive killer to play. Consistently. Like I win games regularly with 3 or more gens left, AND I rarely have to camp or tunnel.

    So why is Freddy so strong?

    First is his teleport. He has the best map pressure in the game because he can instantly go to the gen you are working on. No other killer can do this, save for Demo and Hag but they have to set up first which greatly reduces their pressure. Every single gen slowing or gen tracking perk is borderline God tier on Freddy. BBQ, DIscordance, Surveillance, Tinkerer, Thana, Ruin, Pop (especially Pop). Yes these are good perks for many killers, but on Freddy they become exponentially more powerful.

    Second is his snares. He has an anti-chase that is very similar to Clown. Say what you want about Clown, but a good Clown will catch you CRAZY fast. Freddy is just a slightly weaker Clown in this aspect, as he can't plant a puddle in front of you during a chase. It is damn near impossible to run a good Freddy for very long around most loops just as it can be a good Clown. This is a minor issue however.

    Third is Dream World, or rather the fact it automatically gets Oblivious. This means that he gets a free BT counter, or any perk requiring a terror radius. Sure this hurts him too, but the perks he can't use aren't that great anyway (Unnerving, Insidious??? LOL). Infectious is probably the only TR perk that is good, but guess what? IT STILL WORKS FOR HIM! Yep try it, Infectious will make dreaming survivors scream. Oblivious doesn't stop that for some reason but it negates a lot of good survivor perks.

    Fourth is stealth. He has built in semi-stealth due to him being INVISIBLE to awake survivors outside his TR and even sometimes in his TR. This means he can get really close to you while awake without you having a reasonable way to react. He is basically a Wraith.

    Finally, he is the ONLY killer in the game with add-ons that affect gen speeds. This is the big one. He has 3 add-ons that do this, and while they were nerfed that is not good enough. They shouldn't exist, period. Don't get me wrong, at first I loved them because my main tactic with old Freddy was to use range add-ons and tracking perks like Surveillance and Nurse's to permanently keep survivors asleep for that sweet 50% action penalty. It was a strong tactic, however since I had to put them to sleep myself it was fair since I had to be active to get that reward. But now you just fall asleep in 60 seconds OR when he hits you. You are going to be asleep more than 50% of the game easily, and usually without any action on the killer's part. Basically he just gets this stuff for free by equipping an add-on.

    Let's summarize... Freddy is basically a combination of Hag, Wraith, and Clown with built in BT counter and passive slow down that no other killer has access too.

    My entire point here is that Freddy just has WAY WAY too much in his base kit, and that is why he has such a significantly higher kill rate compared to other killers. You can say "don't draw conclusions from data alone" remember that I told you I play new Freddy at rank 1 and my experience is that he is oppressive. Furthermore, as survivor, a good Freddy with a strong slow down build is one of the most difficult killers to beat. Literally your only chance against a killer like this is to run in a 4 man SWF, which anyone who plays this game could tell you is already broken, but I digress.

    So what is the solution? How do we fix this? I'm not just making this post to complain, I'm making it to offer a suggestion. Now I have been writing down my ideas for changes to Dead By Daylight I would like to see that I believe would improve the game. It's a lot, I will just copy and paste what I wrote for Freddy. Let's take a look...

    NIGHTMARE

    • Survivors no longer passively fall asleep at the start of the game and do not see the sleep clock until they are hit and put into the Dream State at least once.
    • Dream Snare radius reduced by 20%.
    • Oblivious removed from Dream World.
    • Nightmare can be always seen by awake survivors within 32m.
    • Remove stacking penalty on Snap Clap wake up action.
    • Cat Block, Z Block, Pill Bottle, Paint Thinner, Outdoor Rope, Jump Rope, and Swing Chains reworked.
    • Cat Block inflicts Haemorrhage on sleeping survivors. Healthy survivors that are asleep will bleed.
    • Z Block inflicts Mangled on injured survivors that are asleep and blocks the aura of their dream clock outside of 32m.
    • Pill Bottle makes the Nightmare; disappear intermittently to awake survivors; invisible to sleeping survivors outside of 32m. 
    • Paint Thinner reveals the survivor's aura for 4 seconds upon falling asleep.
    • Outdoor Rope greatly increases interaction time for each successive Snap Clap.
    • Jump Rope causes the survivor's dream clock to move to a new location every 30 seconds.
    • Swing Chains causes Dream World to inflict the Oblivious status effect.
    • Garden Rake and Prototype Claws Dream Tokens reduced to 8.
    • Prototype Claws aura reading removed. Prototype Claws inflict Hindered for 10 seconds on survivors that interact with Dream Pallets.
    • Kid's Drawing adds 5 Dream Tokens.

    So let's unpack this.

    The first line is actually a slight nerf and buff to Freddy, as one of his only drawbacks is that you KNOW it's a Freddy right when the game starts. This would give some leeway at the start of the game for survivors, and also give Freddy more element of surprise opportunities. Though of course once he hits someone they would see, but the point is he would have a bit more spook at the start. Once you hit them the clock appears and it functions as normal.

    Making Dream Snares smaller means it would take better planning in their use. I feel like I can just spam them without care and they do more than what I need them to do. At least require me to use to skill here.

    Next. we basically take away all the "fluff" from Freddy's base kit. The goal is to shift most of them to his add-ons. Pill Bottle is a bad add-on IMO, it does nothing for him. This new version would do something for him. Notice how for most of these things while I offer to take away something from his base kit and move it to an add-on, I'm actually buffing it in the process because it now requires an add-on and therefore can be a tad better.

    This all opens up new builds for Freddy. I enjoy add-ons that change how a killer functions over straight up making something they do faster or stronger. It leads to more interesting emergent gameplay.

    The dream pallet add-ons I feel are redundant. You don't need 3 of them, hell 1 is enough. So let's take Paint Thinner and do something else with it, what I suggest is reminiscent of old Freddy and I would enjoy this as both killer and survivor. I only kept 2 dream pallet add-ons because I honestly couldn't think of another thing for Claws to do.

    All the slow down add-ons are gone and in it's place are add-ons that are still really good but not stupid to play against. Giving Oblivious in Dream World as an add-on is acceptable. Base kit it is not.

    Finally we make his lame BP add-on a bit better. This is just to offset the fact his snares just got worse.

    These are just my suggestions, obviously they won't be implemented but something like this would be a good change for Freddy. If you guys have suggestions you are free to put them here.

    Be aware I'm not looking to argue with anyone about whether Freddy is too strong or not. He very much is and the chart above confirms it. We need to discuss ways to fix this.

    I agree with you 100 percent lol I'm a killer main and I remember I used to play freddy a lot. It was no point in playing matches when you instantly load up survivors either dc or don't play. Why? Cause nobody wants to play a freddy op a** . I still play him but only when I see toxic players I remember. I instantly back out switch to him and load back in with the same people


    No lie first fredward was poop but still got to rank 1 with him as well .

    Honestly I'm happy if they nerf his lunge, put his sleep timer a slight bit higher and make choose between 1 ability with add ons. Either pick between pallets,snares or teleporting.

  • The game is survivor sided though🥴

  • @Madmanslime said:

    Before I state my issue, let me clarify what I mean by "excessive survivor hiding". When I say "excessive survivor hiding", I do not mean survivors with stealthy playstyles. When I say this I'm referring to survivors which:

    1. Don't work on generators.
    2. Spend entire games hiding behind rocks and in lockers.
    3. Generally waste everyone's time.

    Alright, with that out of the way, here's why its a problem, and how I would go about fixing it.

    This is a problem because, as killer, I've played games which have lasted upwards of half an hour (simply because I couldn't find anyone). This is largely due to stagnant survivors hiding in lockers for minutes on end. Behavior HAS put measures in place to help prevent this from happening, but they nearly aren't effective enough to have an effect on this playstyle.

    For example, one measure Behavior did put in place was to add stillness crows (for those who don't know, stillness crows are crows which fly around players camping in one position. These crows cause noise in a radius of increasing size as time passes, eventually plateauing at a maximum size*), However, these crows are largely ineffective because the killer has to be within close proximity to the player to hear them. This means that if a player is camping opposite all of the generators, the only way for the killer to even have a chance of finding them is by leaving their patrol route, potentially throwing the game.

    An example of how I might go about fixing it is as follows:

    Beginning a minute into the round (to prevent divine intervention from becoming OP), a 2 minute countdown timer starts (visible only to the survivors). This timer is paused anytime someone is working on a generator and only ticks down when all generators are abandoned. The completion of a generator will reset the timer. If the timer hits zero, the entity becomes enraged. While the entity is enraged, all survivors who aren't actively working on generators will have their auras revealed. The entities enragement doesn't end until another generator is repaired (resetting the timer to two minutes).

    I think this would be a good change because not only does it curb survivor camping, but prevents killers from camping hooks as well (in order to run down the timer). While you could buff the survivor class to help compensate for this change, seeing as DBD is generally survivor sided, I don't think it would really be necessary.

    My idea is likely flawed, but I wanted to give an idea of how one might go about fixing this issue in a more nuanced way as opposed to implementing a hard deadline, (ie. 15 minute timer, when it's up, you lose) which I've seen floating around in numerous killer forums. I wrote this more to get the conversation started, rather than to suggest a working fix. I understand that DBD has a high learning curve for new players, but I think the trade off of addressing this issue would be worth it.

    *Unsure of what this is, but it's relatively small.

    I love this, small adjustments but I love it

  • @Zani22 said:

    Nooo you cant take franklins

    Nooo you can't play leigion

    Nooo you can't use clown either

    YEP I get it you don't like it but dear god can you at least tell me what I'm allowed to play

    I'm not saying this just as killer but as a surrvivor because I feel like no matter what it feels like no matter what I use its like illegal

    Wanna know my builds

    Litteraly

    Discordance and fire up rn on legion (I just p3ed him)

    And I play Steve as my surv with second wind camaraderie, kindred open handed (because its fun imo)

    Ant yet its just constant complaints

    And I don't know what to do anymore.

    Why Do you care what they say? Lmfao who gaf honestly. No need to complain here just go into a match and let your anger out and keep playing. Run what you want dude

  • @Moundshroud said:

    I want to start by saying I don't have a problem with camping. I think that if the need drives the Killer, they should camp, tunnel, slug, or Mori. These are all special purpose tools in the Killer's toolbox. They are valid tactics and there is no point in shaming or giving a Killer grief over choosing to try them. Used incorrectly, they will cost the Killer dearly. Used correctly, they can make a game.

    The issue is that the Killer and Survivors have mutually exclusive goals. Survivor Players don't want to stay on the hook, and quite a few of them say that the Killer should move off so they can be unhooked. This is unreasonable. More level-headed Survivor Players want the Killer to move off enough for there to at least be a chance of a safe rescue. Ok, this is not unreasonable in theory. So how do you accomplish this?

    First, penalties will never work. Right now the Killer does lose some points for camping, more if face camping. But in the end, a bird in the hand, is worth two in the bush. You have to give the Killer a reason to depart the hook, something that furthers his/her goals and make leaving worthwhile. Here are some things that might be tempting:

    1. A base-kit barbecue & chili effect where the other Survivors greater than 32 meters away have their Auras revealed briefly. Killers that have a direction to go are more likely to risk leaving.
    2. Instead of a penalty for staying near, why not give Killers a bonus for moving away, i.e. the further they go, the greater the value. Think of this like the Bold Survivors get for staying within the Killer's terror radius. In this case, the Killer is being bold by moving away from the Hook, i.e. taking a risk. The logistics would have to be worked out, i.e. a maximum number of points that can be earned, and tied to time away.
    3. And what if summoning the Entity is paused while the Killer stays within a certain range, i.e. point blank (face camping) until either all the other Players are gone, or the hooked Player simply decided to make his/her three attempts to get off the hook, fails, and the auto-summons the Entity. This would mean face-camping would all but guarantee the rest of the team getting everything done, AND the Player unfortunately hooked can choose to leave whenever they like. *Likewise camping beyond point-blank might simply extend the timer, rather than just pausing it.

    My personal preference would be a combination of one and two above. I personally think Barbecue & Chili should remain its own Perk. I put it in there as an alternative, since some weak version of things being base-kit has a precedent. But the combination of one and two above would reward Killers for moving off, while at the same time reward the overall team if they stay. More to the point, if the other Survivors finish everything out, they are more likely to come back for the hooked one as a group with all the advantages for save at the end. Giving that poor guy who had to sit on the hook the "option" to still make the attempts and sacrifice out ensures that nobody will be held hostage unless they want to remain for the good of their team.

    Anyway, I'm just spit-balling ideas here. I don't actually think camping is that big an issue. Sometimes you eat the bear, and sometimes he eats you. I'm just saying that if you want to curb the behavior you have to give the Killer both an incentive for going, and cut into his/her reason for staying.

    Or Give the killers a huge slowdown movemnt for camping and if they miss a hit their cooldown is doubled.

  • @MrsPiggyIsSoSneaky said:

    Thanaphobia was one of the few perks along side with sloppy butcher to get survivors off of their objectives to buy time for the killer to find someone else while said survivors are healing so that games don't go so fast, but now its gonna be ######### (Come on, don't deny it, every perk that had to do with slowing survivors objectives down directly has been crap) and how was thanaphobia a lose-lose situation? And if anything why should it NOT be a lose-lose? Its a KILLER perk. With this new change to thana its doesn't even make it a lose-win, its now just a simple lose situation. Also this change disregards most of the definition of thanaphobia if not all.

    Also, do they not realize how much this is gonna hurt Oni? Oni Relies on survivors being injured as long as possible

    And now with the nerf to PGTW, becuase you know, 60 seconds is too much time, but 60 seconds for DS staying active is not (And no, "just don't tunnel" its not an vailed argument as I can hook x survivor that has ds, that survivor gets saved, I down another survivor, hook that one, and end up downing the survivor later on that was saved and has DS and not realize it and get hit with it because there was like probably 5 seconds left on it)

    Curel limites is another example that BHVR listens too much to the survivor side of the community as they changed it to 24m not because THEY were afraid, but because the survivor community were afraid and now seeing as its not a problems after 373848282 years they gave it the buff it needed and now the perk is back to the way it should have been

    Thank you for coming to my ted talk, oh and also

    https://us.v-cdn.net/6030815/uploads/NDZJGSW5TS0M/screenshot-20200925-102345-cm-browser-7e2.jpg

    This is just straight up a lie. *Cough* GhostFace *Cough*

    You're just whining to whine. The perks will be fine. Do you really need all 60 seconds to pop a gen 💀

  • @Get_Beaned_B0I said:

    https://forum.deadbydaylight.com/discussion/comment/1624802#Comment_1624802

    Weren’t you the person saying that they purposefully let self care users die for no reason other than for running the perk? I don’t know if you should be one talking about how toxic the community is...

    Why Would I stay for a game we lost? I'm not going to wait for someone to finish self caring across the map while I'm hooked i rather move on to my next game. Idk how killing myself on hook is toxic lmao

  • @Get_Beaned_B0I said:

    https://forum.deadbydaylight.com/discussion/comment/1624802#Comment_1624802

    Weren’t you the person saying that they purposefully let self care users die for no reason other than for running the perk? I don’t know if you should be one talking about how toxic the community is...

    Yep That's me, self caring ruins the game for the rest of the survivors. Spending 20 mins healing in a corner while 2 are hooked one is being chase with no gens popped.

  • A reason on why you guy's aren't developers. You're only looking at one side, changing survivor but let's leave killers alone. I accept ds how it is and you should too

  • @skarsguts said:

    Imagine banning people for leaving a video game match they don't want to play in.

    DBD has the most sensitive community I have ever encountered.

    On god

  • Imagine thinking unbreakable as op

  • There's literally a post of a bunch of r-tards glorifying self care. I was shocked at how people choose to self care instead of doing gens

  • @EntitySpawn said:

    i dunno what it is about crossplay or which platform is using it, while i know all platforms have people that use it its been so very common since being matched with PC,PS4 and switch and quite often it results in them just selfcaring most of the game even if sloppy/thana is a thing. most games im being 2/1 hooked because players are hiding and healing themselves... im not being funny im a rank 1 versing rank 1 killers, hows this so common? Honestly these sort of games are very boring and annoying, can we maybe remove selfcare awarding BP etc. to try discourage it? i wouldnt normally mind people using different perks but this one is just halting games to where half the team isnt doing anything to progress the game and makes the game itself pretty pointless loading into.

    Finally A survivor with a brain. Self care is trash and if you use it you're even more trash than the perk itself. I don't understand why people glorify that perk

  • As a killer main. I apologize you have to run into a no skill garbage killer. That's why I dropped playing survivor, I can't stand killers like that lol

  • @Moxormog said:

    I'm done.

    You keep nerfing and destroying killers each patch.

    I'm so over doing a barely 1 minute chase in the beginning of the match to have two gens pop off because I don't have corruption or using ruin (When it doesnt get cleansed in the first 30 seconds).

    You've literally ruined huntress. Every other game I am having hatchets that are not connecting when it clearly hits the survivor (with a blood splash)?????

    The amount of idiotic sound bugs that makes it nearly impossible to track survivors or when gens are being worked on.

    almost 2k hours as a killer but I can't handle the amount of abuse and disregard Behavior has towards its killer playerbase.

    But, hey, at least you have your 2-3 killer main streams in a sea of ######### survivor streamers on Twitch.

    Survivors, you keep wondering why your que times are so long?...

    Do you really have to wonder??????

    Dam as a killer main I'm disappointed in you

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/discussion/comment/1624998#Comment_1624998

    I use Self-Care because I cannot trust my team to heal me, and I prefer 2 health states over Iron Will.

    It's not that I'm not a "team player" or even forsake the objective. I just prefer 2 health states.

    So, hi there @AestheticCharms, I'm that rare player with it that does the objective. Probably more than someone like you does by the sound of it. You want to heal me? Fine. I'll let you. But when I'm on my own, I'll just do it myself.

    I have to work on gens because of players like you

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/discussion/comment/1624998#Comment_1624998

    I use Self-Care because I cannot trust my team to heal me, and I prefer 2 health states over Iron Will.

    It's not that I'm not a "team player" or even forsake the objective. I just prefer 2 health states.

    So, hi there @AestheticCharms, I'm that rare player with it that does the objective. Probably more than someone like you does by the sound of it. You want to heal me? Fine. I'll let you. But when I'm on my own, I'll just do it myself.

    Talk To me when you got 3k plus hours on this game. You still run self care

  • @BioX said:

    https://forum.deadbydaylight.com/discussion/comment/1625265#Comment_1625265

    look yo, you better watch out! this is a figurative warning.

    Lmaooo oh dam my bad officer

  • They think resilience is bad but praise selfcare💀

  • @Xbob42 said:

    What ######### rank 33 noobs are you people running with where you "can't rely on people" to ######### heal you? I've literally never had a single game as a survivor, EVER, where people refused to heal me. You crouch at them twice and the whole gang's over here for free BP.

    They're Bot survivors lmao

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/discussion/comment/1624985#Comment_1624985

    lol don't get me started, especially on the forums.

    Stop insulting people. Take this as a literal warning.

    Oooo Scary

  • @Godot said:

    https://forum.deadbydaylight.com/discussion/comment/1624988#Comment_1624988

    Imagine others playing the game how they want to. How dare they? How dare they not play with useless "meta" perks and second chance perks that almost never work? How dare they?!!

    So f*ck the objective amirite?

  • @Godot said:

    https://forum.deadbydaylight.com/discussion/comment/1624795#Comment_1624795

    Imagine sabotaging your teammates just because of a perk. Smh.

    Imagine your team not doing gens cause they're selfcaring when the killer is legion with thana and sloppy

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/discussion/comment/1624795#Comment_1624795

    Lol it’s just one perk. Sorry for not being another small/micro PP Survivor.

    Running selfcare is literally tiny pp energy

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/discussion/comment/1624795#Comment_1624795

    Unsportsmanlike Behavior, I'd report you if I ever saw you in my lobby.

    Aww the snowflake reporting 😞

  • the dbd community is very toxic honestly. It's game that even if it were to ever be balance both sides will continue to cry and whine.

    Guaranteed when killers don't get a 4k they go on the forums to cry. Survivor doesn't escape? they go on forums to cry.

    It's a fun game that is being ruined by majority of the community.

  • Whenever I see people who have self care I either kill myself on hook,dc or just let them die. They deserve it honestly

  • @brokedownpalace said:

    I'd probably say Spirit. You know they're thinking "these filthy survivors will never stand up to my epic mind games mwuahahaha"

    As a killer main no point in tbagging when I play survivor, I hate it unless they play like bi**hes

  • That's funny, a thread about cry baby survivors but you came on here to cry about cry baby survivors 😂

  • @EvilJoshy said:

    Title.

    This is not a slugging is bad thread. It goes against no dev rules. Im just bored at work :p

    Me personally, id rather just finish the match and start another. As the 3rd is being sacrificed, if i find the hatch first Im closing it.

    Every Game

  • @kingoftheirish1992 said:

    Just stop using him knowing it is a exploit. Ask him if they knew that he is bugged to get the response of it like permanent iron will. Told him it is not intended and exploiting and he shrugged it off with the the line get a life. Did a report on Xbox just because of how brash he was knowing in game reports go nowhere. Hopefully it gets fix soon rather than later.

    Remember When ds didn't work against doctor? Then the doc mains increase. Lmao gfys let the survivors get their time to shine

  • @OniWantsUrLocation said:

    According to the Q&A stream Devs are monitoring PH. Most likely PH will get "minor changes" (still getting nurse flashbacks)...

    Let us remember what so many people have complained about.  I personally can only remember two specific things:

    1. Canceling Rites of Judgment (switching from M2 to M1) has a cooldown of 0.5 seconds. According to many people here this is much too low, because PH can simply fake his M2 without any punishment (0.5 seconds is not really noticeable). The legendary "get hit or get hit"-Situation was born.
    2. PH can negate a lot of perks because of his cages. Especially DS and BT users are NOT happy about that.

    So what could they change to make people happy again? Increase the cooldown from 0.5 to 1 second? 1.5 second? 2 seconds? Yeah.. I don't know what they're planning, but a higher cooldown most likely means that he can no longer fake his ability. Since this is his TRUE STRENGTH, such a change would make him drop from tier A to tier C in no time (since I am not a friend of tiers this is only to illustrate that he would lose much of his viability).

    So if the cooldown should be increased, then he should get something in return. I don't know what that could be, but just increasing the cooldown alone would kill PH. I don't even want to talk about the scond point. He has a unique ability and that is a good thing imo. But that alone doesn't make a good killer and I really hope that they don't mess him up.

    What do you think about it? Will I soon be a sad PH main or will they find a good solution without ruining it completely? 

    Dam I can't wait for this update

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1585804#Comment_1585804

    https://forum.deadbydaylight.com/en/discussion/comment/1585848#Comment_1585848

    The only reason I don't love it on Bubba is that he can usually kill someone in a locker just by bumping into it and tantrumming in front of it. If the survivor leaves too early, they get chainsawed. If they leave too late, they get grabbed. If they leave at the right time, which is harder than it looks, they're still going to take a quick hit unless there's a pallet or window right next to the locker. Iron Maiden would help against DS+Inner Strength, but otherwise I don't think it's really needed.

    True But if they get out of that perfect timing and my iron maiden kicks in it's gg for the survivor. Either way I come out winning, thus why I love the perk

  • @Justalittlepeeck said:

    Title.

    I've running that perk for like 50 games and this is just amazing:

    • It counters BBQ counters.
    • It counters head on, not fully but it creates huge threat to them and they will have to choose very good moment to Head On you if they don't want to get instadowned.
    • It counters Inner strength&DS bitches who hop into locker, while threatening you with DS and Head On, then pop out healthy. NOT TODAY, GET DOWNED.
    • It makes jumping into locker to avoid Chainsaw/Blink a literal death sentence to survivor, bc they just get 15 seconds of exposed and get smacked.
    • It makes stealthy cowards` lives harder. Way harder.
    • No more locker jumps midchase

    Great perk. I'm glad it's not used very often, so survivors rarely expect that to happen and just get lost.

    I'm a bubba main and my build is bbq, iron maiden, pop and overcharge. I'd replace overcharge with that new perk dragons grip

  • @Venzhas said:

    Wow pc killers have such ego lmfao

    of course they do, it's all they have lmao

  • As survivor I've walked over some pc killers and as killer I've definitely walked over pc players. Toxic survivors are a** literally no skill besides flashlight clicks.


    Even with cross play though this game is still dead and taking ages to find matches

  • @Veen said:

    Friday the 13th already proven that voice chat in this kind of game is an awful idea, it just brings unecessary toxicity into the trial.

    that's not the game though, it's the people.

  • @Susinagi said:

    Why is that a thing? Why is killer subjected to kicking a gen for ten seconds but a survivor can cancel that kick in the killers face by touching the gen and running away?

    My suggestion the moment you get on a regressing gen get a skillcheck that if you miss it (or get off it) you automatically regress the gen 2-5 percent. I know thats overcharge in a nutshell but gen tapping seriously shouldn't be here

    I Run overcharged and PGTW for that reason only, lmao it's so funny popping a gen and walking away hearing the gen pop instantly again cause they didn't expect it.

    Those 2 perks are a must run for me, ruin never does it for me anymore. I only run ruin on Mikey but the totem gets destroyed before I'm even in level 3

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1524427#Comment_1524427

    It is a massive potential buff that brings solo que to the level of 4-person SWF, so... Yeah. Maybe if you played killer against decent survivors you would shed that "killers are crybabies" mentality.

    Na too bad I'm too good.

  • @Unicorn said:

    The Killers will riot.

    Lol they cry about everything, Idk why tbh. I play killer mainly before they start attacking me, just gonna throw that out there.

  • @slunder said:

    Lately, I have seen a lot of killers complain about the game being survivor favored, while in reality the escape&death ratio is around 50&50. Even so, killers tend to think the game favors survivors. Why is that? No, it is not because they have smaller brains, no it is not because they are dumb, no it is not because they are entitled: the reason is that they feel stressed when survivors make progress. This is going to assume that it will be an average match.

    Let me explain: when you down someone, chances are, one or two gens are going to be done. This puts stress on the killer, because survivors have already done 1 out of 6 of their objective (if we count that escaping after the last gen is as hard as doing one generator). Meanwhile, the killer has only done 1 out of 12 of his objective due to having 1 out of the 12 hook stages required. Then, the game goes on and in the end, survivors will have done all generators. The killer most likely killed someone by then and can catch someone else to camp and kill. This will feel bad for the killer, because they feel like they failed due to all generators being done, while in reality they have done ok by getting 2 kills. For survivor, on the other end, can still feel good even if you lose: you will still have been chased, done gens and unhooks, etc. You will still feel that you have done something and the dread feeling of defeat will not be here.

    So, here is the solution: do not panic when generators get done. You can still get kills, in fact, survivors are supposed to be unstoppable for generators (if both sides have equal skill), otherwise the 2 kills 2 escapes ratio (which is what the game should be balanced around) will not be applied.

    I Ain't read it but I'll tell you I love playing killer in this game. This game is very much killer sided. Every update has literally been a killer buff. I dropped survivor to start playing killer and I'm personally having a better time

  • @FabsRinas said:

    I'm genuinely scared for this perk, as it's use rate is probably really high like old ruin was, but I guess this means slowdown is really important, cuz without one, you're at a disadvantage.

    What are your thoughts on this?

    Do you think they will nerf pop at some point?

    I Just want overcharged to get a buff to where the skill check is smaller please

  • @ich_häng_mal_rum said:

    I think the biggest problem in dead by daylight is that a lot of killer don’t understand or can’t accept that the game is/ will be balanced around 50/50, that means that a killer played well if he gets 2 or more kills. But why so many killer expect to get 4k every match? A lot of them think „it don’t feels like a win if a survivor escape“. I can understand those killer cause it’s the goal of killer to kill survivors and if they don’t kill all four survivors think they miss their goal. So it’s a psychological problem of the game: it’s hard to understand that 3k are still a „win“. But those killer who can’t accept this 50/50 are the players who are crying for all the survivor perk nerfs and say the game is unbalanced or survivor sided. These are the player with a tryhard playstyles (tunneling, camping, insta mori, slug for 4k) what makes the game really unfun. You have to take a look on the other side, the survivor: if a killer could easy 4k every single game there are four players who couldn’t „win“, escape. It’s needed that every killer have different results: 0-1k, 2k or 3-4k, so the survivor gave the chance of 50/50 too. Sometimes you have some „bad games“ in a row, but in total you will get your 50/50, and that’s needed on both sides.

    It’s a bit sad that the devs don’t show us the actual stats but here you can see the last one from november 2019:

    https://us.v-cdn.net/6030815/uploads/ZXJWYCSPGSIV/105f3345-bf87-4f87-bfc4-86fcad0798c5.jpeg

    You can see that the killrates were over 50% (2 kills) so it’s nearly balanced for both sides or more killersided (70%). When I play killer I’m still fine with 2k and around 25.000 bloodpoints, that’s mostly a „gg“ for both sides. So please stop crying and try to find a way to count 3k as your personal win and know that 2k are still fine. Play the game in a fair way and accept that you don’t need 4k every game and have fun. Nobody can „win“ always ;)

    The only real issue is the actual matchmaking which makes it very difficult and unfair for lower rank killer who faces highrank survivors, but I hope the new matchmaking will coming soon and makes the matches for these player more fun.

    I‘m very interested in what you are think about that, so feel free to leave a comment.

    F**k the killers who slug for that 4k, I dc to them. I don't even be sweating like that, like bro loosen the grip on the mouse/controller

  • @Sluzzy said:

    Shame for using something in the game that makes it slightly easier.  Like survivors don't have dead hard, medkits, invulnerability status, borrowed time, unbreakable, lithe, sprint burst. Let's forget all the things survivors have that makes it much easier.  

    Killers use more iridescent add ons than survivors

    I switched over to killer cause this game is killer sided and I honestly believe that.

  • @[Deleted User] said:

    When is he getting one?

    Seems to be the new trending thing for killers now lol.

    Found the salty Billy main

  • @LethalPugy said:

    In the lobby screen before you pick killer or survivor, you can see 3 random survivors and the 1 you have selected at the campfire.

    What I love is how they all have slightly different animations.

    Some notable ones include:

    •Quentin almost sleeping and waking himself up.

    •Jane looking at her nails.

    •Steve, with a foot on the log.

    •Feng sitting on the ground using the log as a back rest.

    Am I the only one who really likes this little attention to detail? I just think it’s kinda cool. 😎

    It'd be cool if it would put the characters you use most

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