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Cable2486

Cable2486

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Cable2486
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  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2539959#Comment_2539959

    I mean, few things: the range is okay-ish, the stacking is not. Boon totems are quite mediocre if they have to be reapplied over and over again.

    Lets keep it simple, boons being able to delete hexes without removing totems and killers not being able to revive those hexes is the main issue here. It's like equipping Inner Strength, cleansing a hex totem, but keeping a dull totem in play. It's not exactly powerful, even considering the fact it can be used infinitely, but it's equal amounts of BS as it removes a totem from play, without removing any totems from play.

    The range on a single totem covers nearly all of The Game, and other similarly sized maps. Nothing "okay-ish" about it. The booms are also indefinite, unless dispelled by the Killer, yet they can put their boons back up as often as they like, but the Hexes cannot be, so far as we know.

    Boons should work just the same as Hexes, start on Dull totems, can be dispelled, and reapplied maybe once or twice Max. To top it off, Undying should be reverted, and jumping hexes should be able to overwrite boons

  • Sounds like this is a bait post, cuz that's just good Hag play that you described.

  • @Pulsar said:

    Hmmm, cannot tell if this is bait or not yet.

    Will observe and likely laugh.

    I think what we have here is a frustrated Solo player likely suffering from disillusionment caused by not realizing their playing a game in which the survivors only real advantage should come from the fact that there are more of them than the killer.

    It's always so surreal to see people actually think that the survivor should be the power role in a situation where their characters are canonically supernaturally kidnapped victims being hunted for sport by inhuman forces with superhuman abilities. At literally no point should a survivor actually feel powerful. In part, it's what gives a sense of satisfaction when you outwit the Killer.

    Of course your play has to change with each killer; they have entirely different abilities and play styles. 🙄

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/2057390#Comment_2057390

    The topics are literally the same that are repeated over and over again, on similar "I uninstalled dbd" forums. If you uninstalled dbd and want to distant from your community, isn't the first step to distance yourself from the official dbd forums?

    If you search back you can see everything repeated. A person leaving from dbd and complaining on why they leave isn't remotely surprising. It's like a trend

    I get this is difficult for you to understand, so I'll try to make it simple, eh?

    If people don't say anything about something bad, it keeps being bad and no one will likely do anything. Conversely, if enough say something and a business that makes money starts losing it's source of revenue to a noticable degree, and can see WHY, then it stand to reason that just maybe, they mean guy take action.

    Ultimately, it's usually futile, but it's also something they need to voice. If the idea of venting in the hopes that someone will hear you and listen makes no sense to you, you're either a child or a sociopath. Now please sit down.

  • Not even in the least. Not only is that too cramped, but this idea that all the info needs to be in one little spot is lazy as hell.

    Seriously, all of this whining about the UI is based on things being too spread out so you can't just glance and go. The survivor portraits are in an easier to see spot which is advantageous to keep track of what's going on without having to constantly look down. If anything, the gen counter should be moved down the the left corner, and the timer bars should be made a bit bigger. That's it.

    So sick of the lazy complaints. Games have had UI huds like this for AGES. Get used to it. In a game ment to be manic while keeping you on your toes in suspense, making you look around should be expected. 🙄

  • @WeenieDog said:

    With the way survivors kill themselves on hook, I would of thought survivor queues were instant.

    I feel this SO much. I played Plague for a few hours the other night, and the minute they realized I wasn't a baby killer, I was getting two and three DCs. I'm only a rank 5 on a good day, and these were ranks 9 - 4 DCing. I was very confused.

  • @xXTrajikXx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875300#Comment_1875300

    Not at all. I ran No Mither, Resilence, Bond, and Borrowed Time. Got one Gen done and that was all she wrote. Never got a chance to drop a pallet.

    Not to be an ass, but you ran NM and wonder why you got singled out? Any killer worth their salt will suspect a gen rush build or simply see an easy target the second they see NM in play. I have to assume that's the likeliest scenario here. Especially if it was a red rank nurse.

    Either that, or they had a BAD time in previous matches and chose to take it out on you.

  • @Aztreonam78 said:

    Has been said a lot of times, but since no measures have been conducted towards rectifying the Decisive Strike's problem, I will say it again and again and again. Maybe on a daily basis.

    Decisive Strike is a pay to win (btw why probably the strongest perk cannot be obtained other than by paying real money? Shrine of Secrets and its random do not count!) perk that is extremely punishing for Killers, and often for wrong reasons. It does not hurt exclusively tunnelers and campers, but all killer players in general. Down Survivors too fast and brought a Survivor who got unhooked 55 seconds earlier and you managed hooked another one? Get stabbed in you back! Confused one Claudette with another because they both Blendettes? Get what you deserve, #########!

    The thing with the Lockers is a completely different story! What, as a generic Killer, should I do when the Meg tea bags and right in my face jumps into the closet? This perk gives way too much of a feeling of safety. It makes Survivors completely fearless when Killers are terrored each time they pick up someone. It significantly impacts the game, dramatically hurts the health of Dead by Daylight and needs to be a high-priority like Hex: Undying. Gladly, Undying and even Pop got fair nerfes, but why Survivor perks get no attention?

    This right here. I play the game just the other night where I down and hooked one, they got rescued and I went after the rescuer, Who had borrowed time and was there for a bigger priority. I down and hook them, and the previously mentioned Survivor comes back and gets down before they manage to rescue their teammate.

    At this point, the original Survivor then crawls near the hook waiting for me to pick them up. now let me be clear that it's extremely obvious this person has DS, and is waiting for me to pick them up so they can stab me, rescue their friend, and allow both of them to get away. So instead I ignore the person on the ground and decide to wait the 60 seconds for their DS to be up. this results in me camping because I refuse to leave and allow two people to escape just because of one crap perk.

    The hooked player then sacrifices themself on first hook, and proceeds to report me for camping, and call me a bunch of nasty names over messenger.

    This scenario is extremely common these days because of second chance perks being so rampant. Killer mains should not be subjected to constant harassment because our only counter play to a perk is to sit and wait.

  • @Phasmamain said:

    certain addons such as tombstone, iri head and exhaustion addons don’t really fit the game anymore

    on a side note some models look really bad. Best example is hillbilly in his default outfit vs his new rift one. It’s a massive difference

    .....No. If anything, each killer needs some form of shutting down the excessive exhaustion perks, and should have insta-down add-ons. Now they shouldn't be super easy to use (or abuse), but they shouldn't be removed as long as there are still exhaustion perks. Period.

  • @Mikeasaurus said:

    So 10 games in a row tonight, and every single one: A single survivor is facecamped or tunneled to death at 5 gens. Why? Seriously, I legit want to know what is going on? For weeks this has been happening and it's getting really old fast. And before anyone chimes in about 'Camping is legit, etc, etc'. Yes, it is. But at 5 gens? I just really want to know why are people doing this? It's like they just decide at the match start they've lost instantly. And it's not exactly entertaining for the poor survivor stuck up there for 2 minutes, or left to bleedout for 4 minutes. Yeah, the rest can gen rush, which I personally do. I won't feed a killer but it still stands that the survivor stuck in this situation has just had their time completely wasted in queuing up and entering the match. Personal opinion: Things need to change because I already abandoned killer and I'm close to doing it for survivor honestly. I used to enjoy this game, even when things were a mess of bullying, or camping, but this just isn't fun anymore.

    You answered your own question. In short, it's the gen rushing, more often than not. It's become so out of control that the only method killers really have to slow things down is to take someone out of the equation as early as possible.

    Now there's always going to be those players that will do things like facecamp regardless of anything else, so that's obviously not a perfect answer, but it's been my experience that those that camp with five or four left are trying to force the match to work at their pace. Of course, this is just my opinion.

  • @SpookyPumpkinPiez said:

    So usually what would happen when a killer has a Mori is this - they'd hook someone, stay close by and wait for someone else to unhook, then go back quickly to Mori the person that was just unhooked. At least now we have 1 more hook, so one more chance. A killer may tunnel too, but again, one more chance.

    That type of play developed around killers desire to avoid things like DS and Gen rushing. Rather than the change we got, it should have been called at two deaths, or activation based on a token system of a sort. The whole point is is that it's new form only serves to promote camping moreso the. It did before.

  • @Freddy96 said:

    So you're saying that one way or another killers have to play to make survivor's games miserable no matter what?

    If a Mori makes you miserable, you're playing the wrong game.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1836834#Comment_1836834

    Says the one complaining about losing what is objectively one of the most broken things in the game.

    Says the one who's killer list looks like a 5 year old made it. Keys are broken. The Mori still required work to use, in either form. This thread isn't a complaint, it's an observation.

  • @thesuicidefox said:

    It's because using a mori takes as much skill as camping or tunneling. All of which amount to 0 talent. Now mori is in the same trash bucket of tactics with camping/tunneling so if you want a 4k you're gonna need some SKILLZZZZZ.

    Be salty elsewhere.

  • @malloymk said:

    I think an even better strategy would be to uninstall the game and play something else.

    Cry elsewhere. This isn't the compliant desk.

  • @FreakPrince said:

    Your comparison makes no sense. Camp all you want, but don’t put this on the devs shoulders. It’s your playstyle.

    This is actually a discussion, not your boohoo room.

  • @ukenicky said:

    This feels like a bait post. At first I was concerned that the mori nerf would make tunneling more prevalent (And it might still though) but it doesn't really seem to. The rare times killers bring ebony moris these days they usually play like normal and if anything, late game take their moris against certain survivors as consolation prizes when the time comes. Think like how Rancor works.

    Of course, all that being said if someone wants to be really awful they can camp their hooked survivor and tunnel them down again (Really sad if they don't have BT) and hook again and wait etc but honestly any team with brain cells and kindred will just gen rush to counteract this kind of toxic camping and tunneling behavior.

    So I really hope people don't do this because it's not even going to make you a better killer and it's just ruining specifically one persons day and if you really hate survivors that much I think you need to chill.

    Sadly, not a bait post. Tested it quite a bit with different okay strats, and camping gets the most use out of it, though only for two kills or so, with any sort of efficiency while maintaining pressure, at least by what I've found so far.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/213890/was-mad-at-the-mori-change-until-i-realized-what-it-ment

    No, that's just you.

    And might I say you should try out for the Olympics. You'd be amazing at Gymnastics, a gold medalist for sure. Mental Gymnastics.

    Hmmmm. Is that salt? Seems salty....

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1825333#Comment_1825333

    I'm not sure I entirely follow the logic of his posts either, but there is a link between Camping and the Mori now. It is an unintended consequence of just flat linking this to being 3rd Hook (or already having reached 2nd Stage). If you DID want to use the new Mori effectively to change a 4v1 to a 3v1 early, you would Camp but you do so not to keep someone from making the rescue, only to delay the rescue long enough for them to go to 2nd Stage. Then you tunnel, and Mori.

    In short, the nasty habit of current Solo Survivors of letting their Teammates get to the 2nd Stage actually plays extremely well into the hands of someone who brings a Mori. It is an encouragement to stay just close enough while applying pressure to run off potential unhookers with the threat of an unsafe rescue. Do you follow? That is pretty easy to do, and much easier for some Killers than others, i.e. those that can Proxy Camp and still keep up pressure.

    It became apparent to me, same day it was announced, that IF someone takes the Mori and intends to use it tactically, they are going to Camp and/or Tunnel. If they are just taking it for color, they won't do this. But let's be honest, those people who regularly took them were intending to use them tactically. They will just adapt, particularly because the damn Ebony Memento Mori was so expensive. They will be looking for a return, not just an animation or the "possible" ability to avoid DS.

    And let's talk about that avoiding DS benefit, i.e. the only one remaining if you don't Camp and Tunnel from the start. Being able to bypass it simply means it is being suggested that you SHOULD Tunnel as soon as they hit 2nd Stage because that is the only benefit. :)

    This ^^^^ 1000%. I love would usually take a Mori for challenges, or to change up my play style when I got bored. With the new changes, I actually ended up stumbling onto this build by accident. It had occured to me, but once I actually tested it, it became very clear that camping/tunneling with it was more encouraged (imo) the. It had been before, especially in terms of how it's used.

    If nothing else, it should be far more effective early/mid match to relieve survivor pressure or disrupt gen rushing to some extent.

  • @kamisen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1825237#Comment_1825237

    You know nothing of my motives, so you're essentially barking in the void. If you want to have a made-up discussion where you can be angry at survivors/killer, this place is not it.

    Strawmanning doesn't change anything. You're whining because you want to know it's there so you can hunt it down and not have to wonder. That much is evident. Given someone else said the same, more concisely, and you answered civilly, I have to assume you just don't like getting called out flat on your crap.

    As to your "motives", they're pretty obvious. You're entire statement is questioning why you don't get a free handout via notification, which I answered, as well. The notification tied to hexes is intended to tell a player they've been cursed. As the player isn't directly cursed by Undying, it stands to reason there should be no indication of it's presence.

    This means you 1) think it should tell you so you can actively hunt it down to stop it or, 2) want a heads up before you get too close to a totem so the killer can't use it's aura tracking to find you until it's too late. Both are nothing short of asking for a handicap.

  • @Boss said:

    Not even including the Moris, your technique with those Perks sounds incredibly sinister...love it.

    Lol. Thanks! I love to make builds like that from time to time. I don't see camping as terribly effective so much, unless you can use it as a means to disrupt more than just the hooked survivor.

    Plus I'm just the slightest bit spiteful. Lol.😈

  • @MadLordJack said:

    Not entirely sure what mori's and facecamping have to do with one another aside from being extremely toxic to the game and genuinely being some of the biggest reasons people quit playing.

    Edit: seriously, don't see a big link. It's easier to compare mori's and actual genrushing.

    That's kind of the point. The new Mori, if anything, promotes camping even more so then it did before, in my opinion. Not only does it mean you're actively trying to keep them on hook long enough via camping, but it actually promotes camping (face and proxy) to take more immediate advantage of it without the hassles of excessive chases, looping, etc.

  • @kamisen said:

    I'm genuinely curious as to why the hex totem isn't announced when first activated. All other totems are displayed when first activated along with status symbol (correct me if I'm wrong here: not counting Devour Hope that notifies the survivor on token 3). Shouldn't we, logically, also get a notification that Hex: Undying is in effect the first time a totem is resurrected?

    Because it's not hexing you directly, so why should it tell you it's moved a hex? Even if it was after it's tripped by removing another hex, what you're REALLY asking for is an indicator that tells you if you need to/should keep looking for totems, or if it's safe to ignore the rest to work gens. That's asking for quite the advantageous handout, don't you think?

    By this logic, Killers should be told if Survivors are running perks like dead hard and/or PT as soon as they become active, so they know who to avoid or down first. It removes part of the gamble that's supposed to raise and/or create tension.

  • @Aven_Fallen said:

    So, to get this right: You are opening a Thread to say that you are unhappy that the most OP thing on the Killers side has been nerfed, and as a reaction to this, you are doing Insidious Camping?

    Damn, you got those Survivors on their balls!

    Oh make no mistake: I'm unhappy with it's change as is, simply because I truly think it was a purely reactionary change of the devs parts responding to survivors being upset at its functionality. I'll spare you my rants on keys, and how and why they should have been changed at the same time, but as soon as I realized the new potential for it, I immediately set up to test it.

    I generally tend to not want to post about mechanics and build synergy unless I tested it by myself beforehand. 😊

  • @PlantCollector said:

    I honestly don't really see where you draw the line between camping and the new moris.

    Make your choice has a limited range and insidious only works if you stand still. The moment you get back to the hook to down the unhooker they have at least a decent amount of time to react to that because they hear the TR.

    Insidious hook camping is always annoying but at least you can DS the killer now if he wants to immediately hook you again.

    The new mori change was definitely necessary (keys changes too) and i don't think it encourages camping more than before.

    Unfortunately I have to disagree with you. Killers like Meyers, Doc, Wraith, ghost face, and hag stealth camp too well already. I ran a game with Wraith just to test it, where I ran Make your choice, insidious, M&A, and Bloodhound, with the purple All-Seeing add-on and Coxcomb clapper, and it was just a horrible game of rinse and repeat. Hook one, hide a short ways away where I can see the hook, bing the bell, let insidious go, then wait for second stage. If rescuer came before, I down the rescuer, hooked them, tracked the escapee, downed if not stage two before they were rescued, are moried them if they had reached stage two before being rescued. The game ended in 3 minutes.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821964#Comment_1821964

    It is useful, but what else would we do with the tracking undying gives? With a killer who is attentive, the noise notification is the same as the aura reading. In fact, the aura reading is better since it can also happen randomly throughout the match. Undying is really just this perk but better since it also protects your totems even better and that has a decent chance to help you find survivors in-game. Using H:TOTH is useful, but not as good as undying since it literally makes your cleansed totems respawn. The only thing that H:TOTH has that undying doesn't is the slowdown the more hexes there are. This can even be paired with undying and thanatophobia which can make it near impossible to cleanse totems.

    That's kind of the whole point though, isn't it? If you're going to give something that's meant to protect totems, then it kind of has to be strong. Consensus amongst most killer mains has been that, despite their obvious power, most hex perks being broken right away has been a problem since their inception.

    A huge part of the issue is that while a lot of hex perks compare with a lot of say exhaustion perks, The biggest difference is that most exhaustion perks can be used over and over; hex perks can't. Until now, there's been no way to renew them. That means that there's been a boring strategy in the purple and red ranks that essentially says: Rush the gens, send two people to doors, send two people to find lit totems. It was a simple rinse and repeat the entire match.

    With gen speeds being as bad as they been for as long as they have been, Undying has finally provided a balance to the issue by forcing an unspoken second objective. It also allows most of the experts to actually be usable. Just be glad it doesn't work with all hexes, or life would be much worse.

    can you imagine undying having synergy with either retribution or haunted ground? It'd be merciless. I played both sides though admittedly, I am a priority killer main. But I played a survivor match the other night with a friend against a Freddy Who was running third seal, undying, Make your choice, and pop, paired with his jump rope add-on and fake pallets. It was a freaking nightmare.

  • I love it. It's a bit on the toxic side in the low ranks, but in purple/red, when they try to sneak around you and loop back, it's AMAZING. Especially if you pair it with either of the All-Seeing add-ons.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821025#Comment_1821025

    Maybe. It isn't impossible to get rid of the combo, but it is still difficult to manage in solo queue. I feel like it does just a lil bit too much. I would take off the tracking it has so that H:TOTH is useful again.

    THOH hasn't ever NOT been useful. It slows cleansing speed and gives away a survivors position with a noise indicator. It's actually a great hex to add to a hex heavy build. I run it on Hag/Wraith/Doc/Freddy/Twins/Clown with Retribution, Haunted Ground, and Ruin. It works wonders.

  • Insidious on a Wraith is absolute cancer. Bing the bell then stand still after you chase off a gen that's more than 50%. Works wonders with Dragons Grip, too.

  • @Bwsted said:

    The shortage of killers is anecdotal. Queues vary throughout the day.

    The game is unbalanced because Killer has a much higher skill cap than Survivor. You have to understand the macro-level map pressure, chase juggling and hook pressure. But also the micro-level interactions with 1v1 chase, map design and different perk interactions. Not to mention using the specific killer power, which can change drastically depending on who you're trying to learn.

    Everything you mentioned needs to be understood by (good) survivors as well. Decision-making and awareness are core skills regardless of role, just as 1v1.

    Survivors tend to team up with friends and play with voice chat.

    SOURCE: you. Survivor is by default a solo role as well, you know?

    and even if they don't, they have perks like Bond and using their eyes to see how other players succeed.

    I just needed to use aura perks to become a pro survivor. I can't believe I've never thought about that. Eye-opening.

    With Killer its either dive right in and learn the hard way from a repeated cycle of failures or do tons of video research on Killer to gain the knowledge from other people, either way you'll struggle much more. And spend much more time learning the basic and advanced knowledge for Killer than most Survivors will for their role.

    That whole paragraph is extremely biased and unfounded. Learning players are in the same boat, regardless of the preferred role. And the resources to improve their gameplay are of the same kind.

    Killers have a higher skill cap because there are many different powers. But you don't need to be a jack of all trades and you can simply focus on your favorites. That lowers the skill ceiling.

    Being a (good) survivor has a big skill cap as well. This is not 2016-17 DbD anymore. Survivors too also face a variety of powers and they don't have the luxury of focusing on a particular killer to practice (unless KYF).

    Proof is when killer mains like me try to play survivor and then they get decimated until they've practiced a ######### ton. If anyone thinks they can just clicky clicky their flashlight and instantly become the next Ussylis or Probbzzz or whomever, they're in for a rude awakening. They needed to use Bond alongside their flashlight (sorry, I couldn't resist).

    Being bad at the game is easy, regardless of role. Being good at the game is hard, regardless of role. Again, this is not 2016-17 DbD anymore. And queues are not indicative of anything if the sample is not significant.

    You claim OPs entire premises is biased and yet you sound like an angry survivor trying to straw man the entire post with a series of, " No hub's!" and offering no real justification.

    The fact of the matter is that anyone that's played this game especially survivors will tell you that first time survivors rarely pick it up and play by themselves first. As the game has gained more popularity and especially with the online community, there are several places on both this forum as well as places like Reddit and Facebook where you can find a pickup game of people that will run you through and teach you. Couple that with the fact that the The devs hold survivor's hands so much so, that the game will identify the first time you ever play against a killer by giving you hot tips during the loading screen.

    I'm not sure who you're trying to fool or prove yourself to here, but the implicit bias in your entire statement is a joke. If you're a killer main, talking like that, then I'm a freaking hamster.

  • @lucid4444 said:

    If you needed moris to get kills then you've got a long road of improvement ahead of you

    No one ever said anything about needing moris to get kills. At this point with this change, Mori add-ons are now useless, where is the purple or pink key kind of allow an entire team to escape. That's not balanced, that's giving into a bunch of survivors whining.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1784469#Comment_1784469

    Thank <3

    Although he's banned now, and there's still so many things about logical fallacies and lexical categories that he never got to teach me :(

    No worries! I can't stand people like that, anyway. It was pretty obvious from the lightning fast "strawman" accusations and calling you a sophist they didn't have any clue what those things actually ment. Worst kind of troll. You didn't deserve that for offering an opinion. Especially a correct one. 😋

  • @JoeyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1781942#Comment_1781942

    Sure you do. The fact that you have trouble recognizing nouns really makes you believable.

    Using bad matchmaking as the primary means to justify why people cheat is singularly ( and subjectively) placing the blame on the Devs while absolving any actual or potential misdeeds of the cheaters themselves.

    So while you yourself are strawmanning the original argument of this thread, you're also projecting that behavior onto others who are only offering opinions? Sweets, that's narcissism. Strawmanning is a counter argument or derailing comment made with the objective to lead people away from the central conversation, so as to discredit or steer attention away from the topic of discussion.

    That's what YOU did. @Aneurysm simply called your justification ridiculous, which it is. That's an opinion, and could also be seen as a direct rebuttal to the central theme of your argument. Not strawmanning. On top of that, you call them a sophist for offering an opinion? Sounds like a case of pot trying to name plate a kettle.

  • @ScoopsAhoyBoy said:

    As a killer main I can assure you bloodlust needs removed or fixed. Bloodlust is a minor speed increase that does nothing for decent killers because they’ll never even see it activate. Any decent killers will have someone downed in a maximum of 30 seconds which is the same time you need to get Bloodlust tier 2. That’s 2 hits in the same time it takes to give you 0.4 m speed. People who say “skilled players will loop you for way longer” or “skilled players know when to pallet” haven’t gotten past tier 10 because they spend all their time tunnel visioning on one survivor trying to get Crutchlust. Either leave a surv if they somehow manage to loop you for more than two rotations or, stay with me here, eat the pallet to kill the loop, enduring is your friend.

    You're either trolling, or trolling. Now to figure out which.....

  • Besides, handholding? Please. Where do you think Blendettes originated from? Low rank survivors needed to hide because they couldn't loop. Get a grip.

  • @OmegaXII said:

    Against new survivors, i can even down them as nurse with no blinks. They don't even know how to loop, so bloodlust will not even kick in as they go down very fast.

    So.. not really. Bloodlust hurts new killers more as matchmaking frequently matches new killers to good survivors, and without bloodlust, killers don't have the slightest chance against them.

    ^ This 1000%.

  • @konchok said:

    I've seen several people make the argument that removing bloodlust hurts new killers, but what about new survivors? You don't understand loops, you basically just hide, and if you do get to a pallet, the killer can just bloodlust that survivor around the pallet to force a down.

    Bloodlust is a hand holding killer mechanic that needs to go. This game requires snowballing as killer or survivor, but bloodlust prevents survivors from snowballing by preventing them from extending the chase beyond a point. That's not in the spirit of this game and it's completely one sided. If survivors are playing well they should be rewarded for it.

    And what's more, at high ranks this doesn't affect killers at all because high rank killers don't use or need bloodlust. I see killers often argue that we shouldn't balance vs low ranks, if you really believe that than be consistent and say the same thing about killers. We shouldn't have a hand holding mechanic for new killers that exists for them to do a bit better when they haven't earned it.

    I would counter this nonsense you spew with the fact that new survivors most often learn via swf, rather than solo play, so your argument is not only utterly ridiculous, but clearly biased, as well. It would be one thing if matchmaking was guaranteed, but even then, I've gone against people at rank reset that haven't played for a while, so their rank is lower but they still play like a much higher rank which can be very frustrating for new killers. in this sense something like bloodless is an absolute must have to keep new killers from being dissuaded from further play.

    To further that point because matchmaking ISN'T a guarantee, even after the revamps, you still commonly get red and purple ranks as a low-range killer.

    So no, it's not a hand holding gimmick, it's absolutely vital at both low and high ranks, depending on who you're playing and how you're playing and who you're playing against.

  • @lowiq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1748630#Comment_1748630

    Is pointing out a fallacious assumption in someone's argument bullying now? Maybe instead, you should come up with an actual counter argument? Just because you're offended doesn't mean I'm wrong.

    And for the record, you're the one who's telling me to leave and play another game. Based on your logic, you would be the unhelpful bully.

    Nothing false in his argument for you to point out, which highlights your arrogance all the more. YOUR opinion doesn't make his false. Trying too hard to sound intelligent to inflate your "argument" isn't helping you, and neither is your poor attempt to turn my comment back at me.

  • @lowiq said:

    Stealth is incredibly boring for both sides.

    Just because you can't win consistently on a killer doesn't mean the killer can't win consistently. Unless consistently means you want a free win in 100% of games.

    Just because stealth is boring to YOU doesn't mean it's boring to everyone one. If you want to play tag so badly, go play fortnite or spell breakers. Bullying someone on the forums or in game due to some misguided sense of superiority or just to troll is both unhelpful and asinine.

  • @Katie_met said:

    https://forum.deadbydaylight.com/en/discussion/comment/1730869#Comment_1730869

    I don't see why you'd want to hide all game anyway because there are more rewards and points available for having chases. Or maybe they all earn their boldness points for cleansing totems...

    Not everyone plays just for the points. I, myself, like to play blendette to be my squads spotter/medic while I work on gens, and back up totem breaking as needed. I loop just as much as I hide, and it's equally satisfying to suddenly seemingly just disappear mid-chase and watch the killer walk around scratching their head, trying to find me. I giggle madly.

    All of you folks thinking about maximum point earning only won't likely agree, because it really seems BP is all you think about.

  • @Bard said:

    This version of a Spirit nerf is in the ballpark for the right idea, but is waaaaaaaaay overkill.

    Spirit needs a reliable, dead giveaway for whether or not she's using her power. That's just fair.

    Having such a giveaway that also removes the ambiguity of her position (the entire point of Spirit's power) just makes her flat out bad.

    Either:

    1. Have vacuum noises audible within the Husk's terror radius.
    2. Add a visual notification on the Husk that shows that she entered Phase.

    No and No. Why not just wipe out anything that lets killers do more than chase simulator 2020? Seriously, these are killers who, o lore wise, are adept at what they do. Part of the package is mind games. Literally everything you and most of these other are suggesting take the entire idea of mind games and u predictability out of the killers, making them little more than M1 hounds.

    The only reason I can see anyone would want changes like these is because they lack spacial awareness, and are too lazy to hide, save when some handholding mechanic tells them too.

  • @Lunairtic said:

    I'm glad that this very smart and well designed combo is in the game. How would killers function without it??? I assume they would have to actually play the game like survivors.

    Maybe we should invent a perk that's let's survivors sabo hooks from anywhere on the map until that specific tool box is out. I mean fair is fair right. But they should also make it so that the aura of the killer is seen by everyone when they close to a survivor. Because what if the killer actually tries to get rid of the toolbox? Well we cant have that. So when that toolbox is out another survivor automatically gets it.

    If that's The worst that you've been putting up with, and then you've had it easy and I'd stop complaining. try dealing with a high mobility killer running undying + pop + retribution + haunted ground or undying tinkerer + ruin + retribution, and Gods forbid you run into a Wraith with an All-Seeing add-with either of these cu life would get pretty hard pretty fast for you.

  • @BenOfMilam said:

    I just came out of a game as killer where the survivors hid the entire match and never did a single gen, so obviously they all got sacrificed. However, to get the win, I had to play a game that was very boring and over an hour long with only a "brutal killer" ranking to show for it. If I wanted to leave the match and move on, I would have been given a DC penalty. How cruel. (although, without DC penalties, matches have a problem of being ruined every other game)

    This is far from the only time this has happened to me, and it happens as survivor too. The killer first kills two or three people. Then, repeatedly downs the last survivor(s) and picks them up and drops them until they are no longer downed, then downs them again. This is so the three minute bleed-out time lasts much, MUCH longer than three minutes.

    Matches in DbD are usually 10 to 15 minutes, with the rare lengthy match being about 20 minutes. Endgame Collapse was an amazing step in the right direction (and is what got me back into DbD after a multi-year hiatus due to matches being 2+ hours without it), but we need a timer before then to prevent matches from being 30 minutes long.

    My suggestion is that after the 30 minutes are up, the match simply ends, and no players in the match get bloodpoints and everyone de-pips and is given a matchmaking penalty. There is no way to tell who is doing the hostage taking, so scorched earth makes sense (even though I am fully aware it is HIGHLY abusable). In addition, players should be banned for repeatedly drawing matches out to 30 minutes and can be unbanned via manual review. This way, if people that are often targeted by harassment, like Twitch streamers, are repeatedly held hostage, they can appeal to BHVR and get unbanned.

    Although, a less foolish option would to remove any and all DC penalties after a certain length of time passes. For example, in addition to the match ending at 30 minutes, you can DC at 20 minutes and keep bloodpoints and items you earned that match. Again, highly abusable, but better than the nothing we have right now. I just want to play the game, not run in circles for literal hours waiting for the 4 Claudettes to do a single gen.

    Asking for all parties regardless of who is at fault to be punished is senseless. an internal timer absolutely should be utilized but instead of just automatically ending the match, if no generators have been done within a certain amount of time then all survivors should automatically receive an AFK crow above their heads that stays with them until the completion of at least one generator or they've encountered the killer.

    likewise if a killer is holding the game hostage by constantly slugging and dribbling survivors, then an effect needs to happen similar to borrow time with no scratch marks in a longer stun upon the final drop that puts the survivor back into injured state rather than dying state so that survivor can get away and killer can't automatically down them.

    As an aside, streamers shouldn't have any type of preference over other players as your comment seems to indicate, especially since a large part of the time, they themselves actively participate in griefing and screwing with other people while they're laughing about it on their streams.

  • @batax90 said:

    The only side who can hold the game hostage is survivor and they need to be 2 or more for that to happen. I know the DC penalty are back but its only 5 minute and its not like you encounter that kind of toxicity everyday

    Okay that's not true at all. holding the game host does not always indicate infinitely held.

  • @HelpUsOut said:

    https://forum.deadbydaylight.com/en/discussion/199315/players-holding-the-game-hostage-dbd-needs-a-match-timer

    You don’t realize or fail to consider the fact that the gens are way too close together to do them right? So what you just expect them to go out and die? This game needs to be fixed so Killers can’t just go from gen to gen so quickly. That’s a problem.

    You must be new

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690080#Comment_1690080

    I mean if you play toxic towards me i can just make sure you die, aka face camping with michael while holding stalk, which makes people think im waiting to grab thn i pop tier 3 and slug

    See, I only camp if the person I hooked has been problematic. I won't tolerate overly toxic behaviors, like teabagging at every palette or excessive/broken body blocking. So I hook, camp, and anyone that tries to rescue will get slugged until the problem is delt with. Their more than welcome to pick the others up - I won't hook them until normal at resumes. I've lost all but one survivor doing this, but I'm ok with that. As long as the issue dies, I'm happy.

  • @Scrublo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1685601#Comment_1685601

    Your acting like it takes killers 10 minutes to get a kill, being the first down after the killer focuses you and downs you after 1-2 minutes and I'm not gonna think your a bad survivor, I only would if I saw the injure status on the survivor switch to the dying within a few seconds of them first being hit

    On average, most killers won't find a decent survivor until first gen is complete. You also seem to be assuming that all killers tunnel and the first found will always be hooked. Neither of those is true.

    Breaking down the time it would take to die within the first 120 seconds of a match, you would have to be downed within the first 30-60 seconds, then be carried to a hook which can be anywhere from 2 to 10 seconds, provided you're immediately picked up, then you'd have to wait 60 seconds to get to second phase unless you try to escape, shaving 20 seconds off for each attempt.

    So unless your immediately trying to get off the hook using all three attempts, that means you would be well into at least 2:30 of the trial at most.

    If you're going down THAT fast, you either got extraordinarily unlucky, or you screwed up and got caught. In either case, the safest bet for most survivors, especially those that are not teamed up with you is to not go anywhere near a killer that may be skilled enough to find and down someone that quickly. Which is exactly what most survivors do, especially those that are not in a SWF with the downed person.

  • @WalkedMoss92 said:

    Unless I'm being camped, there's no reason to not get me before my second phase. Even while running kindred, I still almost died on first hook?? It makes the game super unfun when I'm dead on hook only a few minutes into a game.

    Call me a bad teammate I don't care, the real bad teammates are the ones who let this happen to their other teammates every SINGLE trial. After my second phase on my FIRST hook, I'm 100% out of there. There's a big difference between getting caught a second time and then going into your second phase on hook than getting caught a second time and then immediately dying.

    Unless the killer is face camping then I see no reason at all to let your teammates become dead on hook.

    There's definitely a few points that need unpacking here.

    First and foremost you mentioned being caught early in the game, specifically within the first few minutes. In most instances, if you're a solo caught that quickly, It doesn't matter what perk you're running. The majority of survivors simply ARE NOT going to risk themselves for what they consider a bad survivor, and make no mistake; most purple and red ranks will consider someone caught that quickly a bad survivor, regardless of whether it's true or not.

    Too often, Kindred = free tracker perk and is exactly why I'm NOT being saved. The sad and rather scummy truth of it, is that there are many survivors that will abuse what is undoubtedly one of its built-in purposes, especially in low mid ranks. These types of players essentially think themselves safer because they can see everything that's going on for as long as you're hooked. that means they'll purposely leave you hooked so that they have a better idea of where the killer is at. Which is exactly why I stopped running Kindred ages back on any of my survivor builds. Unless you're running in an SWF it's just not worth it to play kindred in my experience.

    The last point is fairly self-explanatory but I'll say it anyway: if you're playing solo you You shouldn't go into any trial expecting that anyone else is going to save you. Ever. If they're a team and you're a rando, 9 times out of 10 they don't feel they owe anything to you, least of all that they're required to save you, especially if you get caught too quickly. No it's not particularly fair but it is reality.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1684625#Comment_1684625

    LOL. Bold of you to assume I've never played in a SWF. Also amusing that you would consider that to be how everyone plays, when in reality it's mostly solo and duos, which doesn't make for this sense of organisation that you so believe is necessary in order to be able to comprehend the true complexity that is...running a meme build.

    Recognising a perk's hinderance does not mean I have no idea how to use it effectively in the one specific scenario for which it is designed. A meme is still a meme.

    I'm not sure where you got this meme build nonsense, but if you're not playing in an SWF no matter how many members you do or do not have in it and you're truly a solo player, then that makes your argument even worse.

    this is especially true given that SWF's are predominantly two and three man teams, and make up a consistent 60 to 70% of matches most people play. it's also quite telling that this whole putting words in my mouth thing shows exactly how little you really have to argue. never once did I said that synergy was absolutely necessary - just that it was helpful.

    The fact of the matter is if it's a two or three men SWF a disconnect or a single death on hook isn't going to matter to them, because it won't change how they play. If you're playing solo your perks should be set up to be most effective to support you as a single player, or to allow you to effectively support without going into specific support types, i.e. dedicated loop, spotter, saboteur/distractor, etc.

    See it's pretty clear that you're unaware that outside of meme and meta builds people that play in teams actually split up tasks pretty frequently to help the game go more in their favor. Does that mean everyone plays this way? No.

    I think it's become pretty clear at this point that you think any build outside of a meta build is a "meme" build. What that's truly saying about you is that you don't believe that anything other than the current meta perks are worth playing. that tells me all I need to know about why it is you're even commenting or having problems here in the first place.

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